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    posted a message on Why ruin boat controls?
    Quote from danthonywalker

    Or we can just adapt to ways of handling changes in gameplay mechanics into the game (like we did with Bows) and not assume that certain aspects of the game will change because of one of these gameplay changes.
    Bows changed to be more helpful, boats changed to be more cumbersome. Instead of moving backwards maybe mojang should consider building upon mechanics already in place rather than adding unfinished crap to the game. Let's also remember, the game is out of beta, changes to existing mechanics shouldn't happen after release.
    Posted in: Discussion
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    posted a message on Why ruin boat controls?
    The boats came before horses, so why add horse controls to boats rather than the other way around? removing arrow key functionality from boats also removed the ability to look on one direction while keeping the arrow keys forcing in an other, and removed the ability to drift in the water like a, would ya believe it, boat. Seriously, next jeb will remove strafing, so then everything can be like his beloved horses.
    Posted in: Discussion
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    posted a message on Fixing old mechanics and making the game awesome again
    bump
    Posted in: Suggestions
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    posted a message on Diamond ore and block retexture
    Yeeah, you don't just get rid of branding like that. Changing diamond ore would be like changing the creeper, you just don't.
    Posted in: Suggestions
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    posted a message on Craftable Horse Stuff
    No, rare and finite materials promote exploration, which is what the game needs more of.
    Posted in: Suggestions
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    posted a message on Fixing old mechanics and making the game awesome again
    Quote from colers5

    let me bring out the flamethrowers and support stamps



    for the bigger part, i support
    I appreciate your support, but please don't quote the entire first post. even with input it gets pretty chunky.
    Posted in: Suggestions
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    posted a message on Fixing old mechanics and making the game awesome again
    Quote from ChildLink

    I almost fully agree. I actually enjoy caves everywhere, (although I still can almost never find caves) and I like Enderpearls the way they are.
    The cave idea was more about having caves more separated. They would still be everywhere, but they would not be as interconnected as they were before.
    Posted in: Suggestions
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    posted a message on Ponies!
    Quote from ForumYoshi

    They are not unoriginal. HOW many times has ponies suggested?
    I believe 0 times.
    Tonnes of MLP fans have suggested ponies. Just be glad you can reskin the donkeys and pretend, don't go dragging more useless mobs into the game to feed your obsession with technicolor midget horses who eat friendship and ­ lucky charms.
    Posted in: Suggestions
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    posted a message on Some changes to horses
    Quote from yoshi9048


    What's the big deal? That there's a small indention of the legs? Outside of that, I don't see where the problem lies.
    Look at how complicated the model looks when compared to a cow or pig. Every other animal model has straight legs, even the enderdragon has straight front legs. The model is also disproportionate and looks awkwardly fat for its head, which is simply not how horses look. The model looks more like a botched cow than a horse.
    Posted in: Suggestions
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    posted a message on Fixing old mechanics and making the game awesome again
    I'm not going to dance around talking about game design and proper balancing because I know a lot of the community will either disregard or completely ignore it, so I'll get to the point. The game is broken, so you need to stop adding silly tidbits and fix it. I know you guys can code decently, and I know the limitations that code, everything I'm suggesting is 100% viable and fits within the game without a problem. I've separated every topic that I'm suggesting fixes to so people can skip directly to what interests them, but i suggest someone who really cares about the game and its direction to read and consider some of my ideas. Constructive criticism is appreciated but if you start acting like a child I'm going to ignore you.

    1:blocking 2:potions 3:world 4:food 5:villagers/trading 6:mining/mobs 7:enderpearls

    [1] Blocking: The blocking mechanic is useless, it is much more effective to just spam mouse 1 and stunlock an opponent rather than parry. I suggest that the stun be removed from a successful attack, and instead be added to an attack on a successful parry. The parry should remove all mele damage from the front and should reflect arrows from the front the same way an arrow would bounce off of a creeper experiencing damage invulnerability. Knockback would stay attributed to successful attacks.

    [2] Potions: Instead of having "recipes" add modifiers. The modefiers would work the same way certain ingredients work, but would allow for comboing of potions, meaning you could make a speed potion that would slightly heal you, or a nightvision potion that would make you invisible. Of course this would mean you would have to balance ingredients with each other, i think you could do that with time limits on passive attributes like speed or invisibility, and with power on aggressive ones such as damage or healing.

    [3] The world: This is a big one, the open world is one of the things that got people dragged into the game, and why people still play it. The terrain since the adventure update has ironically gotten a lot less interesting. The problem lies within the facts that A: world terrain doesn't have enough random possibilities and B: there is no finite resource you need or want to gather above ground. Adding the possibility for a giant mountain to spawn in a plain or for there to be a wide valley in a mountain biome is key to keeping people interested in finding new places to build and explore. Before the adventure update people explored for pumpkins, we need something like that to go and find above ground to promote adventuring, possibly multiple things, these could be biome specific or general.

    [4] Food: Food drives the survival aspect home, and it's very well implemented except for one thing. The tiers of food have no real diversity. Meat and pie heals more but is harder to make, melon heals less but is easier to get. Sure, these sound great at the end of the day, but they aren't balanced in a setting where you can just make a small melon farm and get multiple chests full of melon a day. I suggest the higher tiers of food adding a small but useful amount of health upon consumption. Possibly a modifier for all food which adds health every X amount of theoretical hunger points replenished "theoretical because eating a steak with 1 hunger bar would not replenish more than one bar, but would use the food."

    [5] Villagers and trading: Trading with players would be nice, and trading with villagers definitely needs a revamp. The trading in game has gotten to be too much of a side note, trading with villagers should be something people want to do rather than do whenever they find an emerald someplace. i suggest having villagers sell the aforementioned "rare surface resource" so that people would still have a way to get it if luck isn't on their side.

    [6] Mining and mobs: We know the dangers of mining, and we know it can be kind of frustrating when it's impossible to conquer a cave because all the caves in the 100 chunks around you are linked. What i suggest is a return to the old cave system, where caves were more sparse but were more interesting to spelunk in, with a large cave having many drops, underwater lakes, and lava oceans. I also suggest an other deep spawning mob, like the slime. This mob would have to be something menacing that could actually be a problem for the player. It has to be difficult without being frustrating, possibly a mele mob with a teleportation method like the enderman, but less passive.

    [7] Enderpearls: This is more of a nitpick but i think we should dbuff them, they are too easy to use and make pvp bases in factions maps too easy to get in or on. I suggest a charge up timer, such as with the bow and arrow, but with overcharing destroying the pearl, wasting a valuable resource. This would implement some skill into using the pearl.

    If I've missed anything or if you feel some of these are in the wrong direction please let me know. Also let me know why you dislike or like any of these, as it does help the process of creating good ideas and eliminating bad ones.
    Posted in: Suggestions
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    posted a message on Some changes to horses
    The problem with horses is that they are a mod. They aren't vanilla because they change the vanilla game elements. It re-purposes too many bars and stands out too starkly with the rest of the mobs. It doesn't look or feel like a minecraft mob because it isn't. When people say "vanilla" they don't mean "cannon," they mean "fits within the original game." While, in my opinion, many gameplay aspects added in the adventure update fit the game poorly, the horses disregard the vanilla game all together, being as, if not more, complicated than the original game. The overly complex breeding system, armors, and sheer design of the horses doesn't fit anywhere near vanilla minecraft.

    Quote from Crimsollite

    Yes, that's exactly what I'm saying.

    I still don't see anyone complaining about the Enderdragon.
    The reason nobody complains about the enderdragon is because players rarely see it. It's so much of an afterthought that nobody cares about it. It was poorly implemented and gave a ludicrously pathetic reward, meaning nobody gave a ­ about killing "the big bad boss" or seeing notche's terrible outlook on how "maybe real life is a game and you're playing a game of the real world" or whatever the hell he was rambling on about. Plenty of people argue that the end and its boss don't fit within the game very well, but they aren't enough of a part of core gameplay to worry about.
    Posted in: Suggestions
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    posted a message on Structure in NPC Villages: Theaters
    No. It doesn't fit with minecraft's aesthetic. It doesn't have to be low tech, it has to fit within the game world. Projectors and TVs do not fit in the game world, making them feel out of place and gaudy. Look at note blocks and record players, they are completely simple, hit it and a noise comes out. Add a record and it makes music. A whole projector system shooting video clips onto blocks is too out of place. Let's also look at the technical aspect of a projector. How would the projector work with staggered blocks? would it shine evenly or have a cone of fire? Would it stretch out to the edges of the world or have a draw distance for how far you could shine it. With a game as poorly optimized as minecraft these are things you need to think about.
    Posted in: Suggestions
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    posted a message on Superflat - Spawn right at village w/ blacksmith
    This isn't interesting, it's extremely common.
    Posted in: Seeds
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    posted a message on Amazing beach seed found in survival. 1.5.2
    Can it be? Did they really finally fix beaches?
    Posted in: Seeds
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    posted a message on Horses Aren't As Bad As You Think.
    Quote from Kieroni101

    Common Complaint: Horses don't fit into Minecraft
    Well, by my opinion, neither do potions! (Don't bite me its just an example!) The thing is, is that Minecraft is a sandbox game. It has no boundries, no real time period, no real "theme." What one person considers the best addition to Minecraft ever, another may think that it is the worst item in existance and should never be used. The thing is, with Minecraft, you just gotta roll with it! ^-^ It's all a matter of opinion! And not matter what else you may think, you can ignore certain aspects of the game! Even mobs

    And Yes. Liking horses is a good excuse to go enjoy yourself! It can be a challenge! Breeding the best and fastest horse! Riding around, jump over stuff for the fun of it! Horses are fun! I'm not trying to be condecending or say that you are all over reacting. (I did the same thing with the EnderDragon, and now I like it!) I just felt like horses were being underappreciated and needed a boost! Thank you!

    So now for my little complaint. I love horses. I really do, but the ONE thing that would be to change is that horses are too wide. They are two blocks wide. That makes it very annoying to try to get horses through thin passageways (such as gaps between trees in forests) and moving around in doors. While I kind of get horses being wide, it would be wonderful if the Donkey and/or Mule's size could be changed to one block wide. Thank you for listening! =3

    The problem isn't that horses don't fit in minecraft as a mob, it's that their design does not. They could be redesigned to fit in better with the other mobs. As for potions, those don't fit into the game at all and are generally useless in vanilla.
    Posted in: Recent Updates and Snapshots
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