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    posted a message on Scary Squid

    That we would teach kids to kill squid, which is a bad.

    Posted in: Suggestions
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    posted a message on Animals for different biomes!
    Quote from Alaka»

    can be used for more food, fish bait and pets!


    We can't do that- that's animal cruelty. Why would we want to encourage the death of animals for food or fish bait? Furthermore, why should we be allowed to rule over poor animals? Mojang has already sort of started on this and it would be great for more diversity within biomes, although detail on each animal would be appreciated.
    Posted in: Suggestions
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    posted a message on The Necromancer's Tower

    I wanted windows so you couldn't corner the Necromancer with knockback, but very well. The elytra did not come to my mind while writing this.

    Posted in: Suggestions
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    posted a message on Stop Minecraft weekly Snapshots. Give us weekly UPDATES!

    It's also important to consider mods would be constantly having to update- which takes time and bugfixing. Modpacks would not exist with this system.

    Posted in: Suggestions
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    posted a message on The Necromancer's Tower

    Well it'd be a distance away from the barrier blocks (it could be upgraded to the surrounding four chunks), so you could still jump out. You just cant build up and elytra in, in the rare event someone late-game haven't cleared it yet.

    Posted in: Suggestions
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    posted a message on Stop Minecraft weekly Snapshots. Give us weekly UPDATES!
    Quote from sadasianchick»

    As seen in AntVenom's latest video about the topic, Minecraft had some SERIOUSLY big update, but, the constant showcase about the features in the upcoming changes made it have no impact on the community at all, everyone where expecting those features, and when they indeed came, no one was surprised.

    No, I like knowing what's gonna happen. EA has a policy of only revealing their content the day of, and it does is overhype and frustrate the community. I'd much rather know about what's coming then be left in the dark, personally I always wait until official release but like to know what's on the way.

    The weekly snapshots seens to be killing any outside midia about the game, we see a lot of videos about them, but just because we're into the community, and people inside it keeps talking about, but many potentialy new players gets hit by any news about the game. The game isnt keeping fresh anymore, waiting (with margin of error) ONE INTIRE YEAR for an update isnt healthy for any game, and seens that Microsoft isnt handling to stay the game fresh for the market anymore.

    I agree that the updates can take a while. Personally I'd have rather Mojang gives us Update Aquatic in three parts spread over the course of the development period. But, aren't snapshots technically "weekly updates" which the youtubers always make showcases for? That seems to spread the media well.

    This problem could be EASLY solved. The amount of suggestions, not only in Reddit, but really in every corner of the internet, about updates and improvements about Minecraft are HAUNTING, the game can keep its users active after years of existance (even if the game is pretty much dead right now). The game should COMPLETLY delete the snapshot system, and bring us with WEEKLY UPDATES, that could use players ideas to keep the game fresh. Unlike waiting months for a update to get Polar Bears. The game could have constant cosmetic updates about new blocks, or updates about new mobs, new textures, new bosses, challanges, structures, things that add to the game in general, and revamp the overall experience about playing the game.

    Ok... snapshots are around to make the updates come faster, not longer. They open them to the public to test the content and catch as many bugs as possible. Have you seem how many bugs there are in the code? It's insane, and it's what the dev team ends up working on most of the time. Let me show you this:
    According to the wiki, the first Update Aquatic snapshot was on February 14th. The final snapshot was on May 31st. But the update officially came out all the way in the middle of July. That's because Mojang spent a month and a half fixing bugs in the code. Not adding content, fixing all the bugs caused by the new content. Whenever they add anything new the game is changed. Weekly Updates wouldn't work because the dev team needs time for bugfixing. I'd say an update every two months is the fastest we could get.

    Don't get me wrong, it's really cool that they hit the community about upcoming releases of the game to keep the game open beta to the consumers, but it isn't helping the game grow, or stay stable. And looking at the priorities from Microsoft right now, I dont think they would have the will (money) to keep both snapshots and weekly updates functional.
    What do you think? Do you have any idea about how to make the game feel fresh again? Let me know

    I understand your point about how annoyingly slow updates are getting, but I think you underestimate the importance of bugfixing. Besides we already paid for a complete game, so technically Mojang isn't even obligated have updates. I'm happy they are willing to take the time to making such game-changing updates years after official release.

    Posted in: Suggestions
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)

    Community revamp is quickly transforming into a massive collaborative suggestion. It seems we are going to end up creating most of the content by ourselves, rather than picking and choosing what should stay and what shouldn't.


    I suggest we return the Community Revamp to its roots, linking old suggestions and debating whether they should be added. The direct additions can be turned into complete suggestions, for example the dungeons could easily be posted by themselves on the forum. If we still need to brainstorm, we could always create Collaborative Suggestion pages similar to the Frist. Direct additions are dangerous, because there's only a select few who visit this page as opposed to the many who view the subforum. We wouldn't want to add something almost everyone dislikes. Splitting things up would also make this project easier to handle.

    Posted in: Discussion
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    posted a message on The Necromancer's Tower
    center]

    You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here).



    Contradiction?

    Plus how would the creepers know you were above them if they couldn't see you, not to mention unable to reach you since they can't climb ladders?




    Well this is embarrassing.



    There could be barriers around the Necromancer's tower, preventing anyone from getting in unless it's on the ground, in which case you'd have to go through all floors. Also, you can technically glitch through Woodland Mansions as is, building to the roof and jumping down on top an Evoker.

    Posted in: Suggestions
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    posted a message on Chaostone

    This would be very useful. It could use a few more uses, but the ability to set teleporters is already game-changing so it would be far from redundant. I especially like it can only be found in the far end.


    Support.

    Posted in: Suggestions
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    posted a message on What would fix the combat in minecraft Java?

    While I like the addition of attack cooldown, I dislike the sweeping attack of swords. It's caused me to attack my pets by accident on multiple times, even once killed one in a tough fight. This is the primary melee weapon, so this really shouldn't be the case. Perhaps double clicking does the sweep.

    Posted in: Suggestions
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    posted a message on The Necromancer's Tower
    Quote from Wolftopia»


    If it's so easy to stop, why even have it? This wouldn't be challenging, unless the player didn't understand that their pets were going to be pinned against them, in which case it's not fair because the player didn't know what was going to happen. And, honestly, I think it's a bit of a crazy power. Good point. I'll remove the ability, but keep the scepter's ability to turn other player's pets against them temporarily. One of the greatest uses of the scepter in PVP would be turning something your enemy thought would be an advantage into a liability.


    Regarding other things:

    I'd prefer new features to be unique. Having another beacon/conduit is too unoriginal in my opinion. What if the protection stone didn't need the rings of nether brick?


    Looking back, though, I see why the scepter would be useful. I just think it should only be able to be used on hostile mobs, as you brought up.

    Posted in: Suggestions
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    posted a message on The Necromancer's Tower
    Quote from Liam44JT»

    I think it would be cool if the higher you made it into the tower, the better the loot. Just an idea :)


    This is planned. You could theoretically clear the first couple floors, take the loot, and leave until you are prepared enough for the later floors.
    Quote from AMPPL50»

    Actually, Illagers cannot respawn, unless that is part of the suggestion. Plus, stone bricks are cheap, so getting the tower as another reward would only be OP if the spawners remained intact.


    I've always understood Mojang's reasoning for not adding many more structures being they want to avoid the player living there instead of building something themselves. Although, by the time you've become powerful enough to clear one of these you'd probably already have a house. I'll get rid of the tower destroying itself, but the spawners will be destroyed upon the Necromancer's defeat.
    Quote from Badprenup»

    Unless I missed something, is someone able to just quickly go through these rooms without fighting enemies or use an Elytra to simply fly to the top floor? It seems like a lot of this can just be bypassed.


    It would be very dangerous to run through, since the mobs would constantly be following you. The later floors (Vindicator and Ilusioner) take time to get through, so it's best to not have zombies skeletons and cave spiders on your back. As for the elytra, yes you could technically skip everything if you manage to build up far away from the no build zone. But you wouldn't get any of the loot on the lower floors, and there is a creeper spawner right below you. So the floor would go boom
    Quote from Wolftopia»


    First, I'd like to acknowledge that the Woodland Mansion currently has no reason to be entered; you're just barging into somebody's house and killing them. Yes, they are supposed to be evil, but the game doesn't tell you that. Maybe with this tower, the Necromancer could do something evil, like making red lightning strike down on nearby pigs, houses, or villages.


    I never really thought Minecraft had a "moral compass". If you start to think about it, the player is the closest thing to the villain- depleting all the minerals of the earth, killing animals for the better food supply when they could of waited for wheat, taking advantage of the nitwitted villagers, barging into a woodland mansion and killing everybody in sight. Hostile mobs don't necessarily need to be "evil" they are simply hostile to you and your actions. Illagers could be nice guys who don't like you walking in their house. What did the Ender Dragon do wrong again?

    Yes, the face of the Necromancer is directly inspired by the Elder Guardian. The doors locking with a face is a much more original and interesting idea, I will add it. I don't know about the Necromancer using blocks the player places, how about instead it just disappears back into item form with red particles (like the purple end particles).

    The Necromancer spends six seconds doing a very obvious animation with sound. The player should be able to hit them with an arrow to stop it. In the event their mob turns on them, they can always kill the Necromancer quickly- all corrupted mobs return to normal after the death of their "master". I agree little kids may be sad, but there's plenty of chances to avoid this happening.

    Again, you don't need to be any better than the Necromancer. I suppose the mind control could only effect mobs hostile to you, if you are worried about animal cruelty. The Specter requires thought when used. You cannot just spam it at the first zombie you see, you need to think about your environment and use the "weapon" to your advantage. Mind control a Ghast and use it to assault a Nether Fortress with ease, as it rains hell on Wither Skeletons and Blazes. Manipulate an Enderman to help you defeat an End City, watch it chase down those pesky shulkers. Get two blazes, take them to a Woodland Mansion- good luck illagers.

    The protection stone is very much inspired by the conduit. Originally, the red orb would only create a scepter, but I changed it to provide a reason to go to towers multiple times. While it's not the most original in design, I think it works and fits the general theme of "red magic"

    Partial support. I like the boss battle if you can rework so there is no easy way out, but I agree that the summoning pets or controlling your own mobs things would be too out there. Maybe the red orb could be used to hatch the dragon egg and summon the red dragon? That way, you could have an alternative to finding an elytra for flying that would be approximately the same difficulty.


    I don't know about the red dragon. The elytra is (somewhat) balanced flight, and rideable dragons would completely neglect going to the End. I consider the tower a mid-game dungeon, something you'd take on after the nether fortress but before the stronghold. As for rarity, I'm thinking the same as a Woodland Mansion but in all biomes save the roofed forest, so it seems more common.

    As always, thanks for all the feedback!
    Posted in: Suggestions
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    posted a message on Minecraft 2, Part 6: The Overworld (Surface)

    There's a lot of stuff here, and almost all of it sounds good. Since we don't know much about the rest of the game, it's hard to understand everything (for example, the Wither dungeon sounds cool as you described but I don't know what the new dimension it leads too is for). The trading system sounds much better, and I like using different gemstones instead of enchanting randomly. I don't think seasons are needed as we already have snowy biomes present, and an autumn forest could easily be added to the temperate biomes.


    By spitting the different biomes into greater "regions" and always spawning the player in the temperate zone, what if the hot and cold regions acted as different areas of game progression? They could spawn harder mobs and house better loot. Perhaps even a temperature system that comes into play. Your dungeon artwork is not in the Minecraft system, so I don't know what it would look like in game but it sounds solid and quite creative. I especially like how you created "ruined" ocean monuments and mansions. Which leads me too..


    If the game technically takes place "after the first game" what if the world was significantly different. This could add a lot of relevance to the "Minecraft sequel". A new "abandoned base" could spawn on the surface as a tier 1 dungeon, where the Steve and Alex used to live now occupied by a forgotten angry iron golem. The Ender Dragon is dead upon arrival. Villages are more advanced- perhaps over the centuries they have gone from a medieval age to an age of exploration (explaining pirates) and now sport muskets. I think this would variate the two games and give a "story" reason to the sequel's existence, rather than just replacing the classic. Maybe the player's journey is ever since the death of the fearsome dragon, the undead have gone unchecked and the withers threaten to return. The player must go to the End to revive the Ender Dragon, directly complimenting the first game.

    Posted in: Suggestions
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    posted a message on Having an uncrafting mode

    How about adding control z after crafting?

    Posted in: Suggestions
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