- supa1337killa
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Member for 14 years, 4 months, and 13 days
Last active Tue, Dec, 23 2014 19:28:50
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attakr posted a message on Dynamic weatherIt would be awesome if the weather affects your health and speed in a later version of Minecraft. This will bring a good cause for fire and shelter. If you make your shelter with wood then the rain will trip through it and still affect you, this will also give a chance for newer block type (maybe roof tiles?). If anything, it should be on hard mode.Posted in: Suggestions -
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piano9uber posted a message on We need more world options!Posted in: SuggestionsQuote from beta00beta
It really isn't necessary, Minecraft delivers a sandbox with no set goal and it is great as that purpose, it is up to the community to set the challenge, so they make the adventure maps and the skyblock stuff. If they were to add Skyblock as a game mode, the inventors could in theory sue them.
What I mean is, these World Options, some add more of a survival feeling to them. Sure, minecraft is sandbox, but lots of people like survival. You can tell from how many people downloaded survival island. -
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piano9uber posted a message on We need more world options!Posted in: SuggestionsQuote from beta00beta
Uhh none of these are really necessary, download or create a world if you want a different experience.
Yes, you can download maps, but it'd be nice to have them built into the game.. -
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Brain_Dawgs posted a message on Unique Idea for a Civilization ServerI have been playing around with an NPC village by expanding it and it got me thinking. Suppose a server could try a civilization theme where the players participate in expanding and fortifying NPC villages to turn them into NPC cities.Posted in: Discussion
Each city would have its leader and players that follow this leader would be charged with helping with expansion or defending. When a leader saw it fit, he could have a trusted follower leave the city with some people to make another city (transplant a few villagers and build houses to make them expand). The city leader would be granted the ability to spawn materials as to make expansion/transplant of the villagers easier.
If one civilization were to declare war on another, the idea would be that the attacker would wipe out the NPC population after killing the guarding players and iron golems.
Aside from the ability to spawn items the server would pretty much be vanilla.
So, what do you think? -
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Lildani posted a message on Weapon RackSo I did a search and I couldn't find anything exactly like this. Sorry if I just missed it.Posted in: Suggestions
Basically, it would be a simple wooden rack that acts like a chest, but it would specifically be for your weapons/tools and show them off. (Imagine it as though they're in your hand rather than the miniature icon like you've dropped it.) So you'll always know where your tools are (instead of saying "...which chest did I put it in again?") and it will have a decorative affect too.
I'd love to have this for a barracks. What do you guys think? -
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vosenedich posted a message on Different Armor SystemPosted in: SuggestionsVosenedich's Armour System: VAS
Just a thought on the armour and tool tiers"Its a work under progress, a.k.a I have more to say."The Reason:------Since update 1.1, when the armour system was updated, the durability and the damage reduction offered by the different apparels in the game have out scaled the damage from mobs, and environment. Even far before the update was introduced, the exponential growth through the different tiers of armour has discouraged players from obtaining leather or use gold for any other purpose other than decoration.
The Idea:
Brief Explanation:
Here's a break down of the idea to understand it more easily:- Armour will now be divided into three cathegories: -------Solid
- Additional tiers of armour will be added, and new crafting receipts introduced. -------Reinforced Leather
- The damage reduction and durability (e.i.: the Damage Calculation System) will be changed to allow the new armour to have a more balanced and lengthy gameplay.
-------Platemail
-------Chainmail
-------Gilded Iron
-------Jewelled
-------Dark Alloy (Obsidian)
-------Infernal
-------Dragon
Main Article:
-------The idea is the following: in order to improve the grade at which the armour improves (as well as tools and weapons), I propose to introduce three main changes: Armour Classes, new armour and tools tiers, and an improvement to the DCS.
Here's how I propose to do it:- Introducing Armour Classes: Solid, Platemail and Chainmail -----Each class has its own different properties, allowing for different aspects of the battle to be covered by a specific set of armour. In order for this change to work, much changes would need to be done to the DCS, adding differentiated damage by source and changing the damage reduction calculations.
- Adding new tiers of armour and tools to the game: -------One of the main concepts behind this idea is to spread the tiers apart and fill in the gap between iron and diamond sets, as well as adding some more levels above diamond, in order to justify the later stages of the game. In order to do this, not only do we need more sets that feel as an intermediate level, but we need to tweak the already existent sets.
- Last but not least are all the necessary changes that should be applied to the DCS or Damage Calculation System. There are three main changes: differentiation of damage by source; change of calculation algorithm for damage reduction; and change in how armour endurance works. --------The differentiation of damage by source is a simple change; what I propose is that damage is calculated and applied differently, depending on the source of the damage, thus dividing it into four main categories: physical, ranged, magical or miscellaneous. The categories go as follows:
-----Solid armour consists of most of the traditional armour sets you have seen, plus some new sets that would be introduced for the new tiers. Solid armour has an overall standard defence, being able to reduce some damage from all sources, and has the advantage of being the cheapest and most simple to craft. Examples of solid armour crafting receipt:
[Picture Space]
------Platemail armour is a slightly more complicated and more expensive craft, but provides much stronger protection against physical damage and slightly higher defence against fire/explosion damage. The platemail armour is the best choice for players that like dodging arrows and getting really up close, tanking some damage there; this armour sets consist of plates of metals or alloys placed on top of the traditional leather armour. Example of platemail armour crafting receipt:
[Picture Space]
------Chainmail armour is the other, most expensive and complicated type, but it compensates the hard work with bonuses against all ranged attacks, improved defence against fire/explosions and having really high defence against ranged/alignment damage. The chainmail is directed to players that find the game overall challenging, and have special difficulty dealing with skeletons, ghasts, blazemen and most of the tricky mobs; an escential for players that like to fight with a bow from afar.Examples of chainmail armour crafting receipt:
[Picture space]
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-------One of the ways in which I plan to achieve is with the difficulty with which the new armour types are crafted. The additional materials needed to craft each of the plates or chain rings, plus the requirement of leather for platemails makes it harder to craft, but balances with the rewards obtained.
-------The second method to reach this goal is the addition of reinforced, gilded and jewelled armoured sets, as well as the obsidian, infernal and dragon armour sets. The first three sets are intermediate levels between leather and iron, iron and diamond and diamond and upper tiers. This means that whether low on resources or in process of getting to a higher tier, one can always improve the gear, both armour and tools.
--------Reinforced sets are crafted from leather armour and stone tools, adding iron to replace some of the main components. In the case of tools, the reinforced stone tools have the same power as iron tools, but with an endurance that is lower to that of stone, thus they are an excellent replacement for iron picks if iron is in short supply. Crafting receipts at the bottom.
--------Gilded sets are crafted from iron armour and tools, adding gold to replace some of the iron in the receipt. In the case of the tools, the gilded iron tools have higher power and endurance than iron tools, but are still below that of (the current) diamond tools; this makes them a great replacement for diamond tools, specially when there is a surplus of gold, and diamonds are still scarce, or you'd like to conserve your diamond set. Crafting receipts at the bottom.
--------Jewelled sets are there to replace the current idea of the diamond set, but making it much more difficult to obtain such powerful tools and armour. The idea with this displacement is to keep the later stages of the game further away, and to diminish the abuse on diamond tools. The changes here are: diamond tools would be levelled with gilded iron tools, thus diamond tools will have much lower endurance (similar to current gold tools) and slightly superior power (being able to mine obsidian). While diamond armour will see the same decrease in durability as the tools, it will not have the increase in defence, thus making it a less effective set; however jewelled sets will be rewarding patient players. The jewelled sets are crafted by creating a jewelled alloy using iron, gold and diamond; thus the costs of this sets are much higher, but the need of diamonds is left untouched.
--------The upper tier armours would be introduced to extend the gameplay beyond the real world, the nether and even the end. The first set is obsidian armour, which has been one of the most discussed ideas for a next tier; but it is not as simple as obtaining obsidian and crafting the tools as usual. The upper tiers require the shaft to be replaced by Steel, which is crafted from iron and glowstone dust. Additionally, each of the tiers requires a different combination of dusts to treat the block before obtaining the required material. Obsidian must be mixed with redstone and glowstone dusts, and then smelted to obtain Dark Alloy, which is the material used in the receipts for Obsidian sets.
---------In a similar fashion, the Infernal sets are crafted from Blaze Alloy. In order to craft this material one must be really patient: by mixing nether brick with four glostones and Dark Alloys and then smelting the result with an equivalent energy of one lava bucket (1000 energy units), you would obtain a Blaze Alloy. This extremely tedious process compensates for the extremely high durability of all Infernal set items, plus their increased resistance to fire.
---------Lastly, the Dragon set is crafted from Dragon Scales and Blaze Allow, in a similar fashion to how gold is used to gild the iron set. This last set is of course only obtainable after beating the game, as it requires the player to slay the ender dragon, and although it makes the player nearly undefeatable, it does not completely block all damage, thus making it possible to die.
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-----------------Physical: Damage taken from Falls, Melee, Asphixiation, etc.
-----------------Ranged: Damage taken from Arrows, Poisons, Throwables, etc
-----------------Magic: Damage taken from Fire, Lava, Explsions, etc
-----------------Miscellaneous: Damage taken from special sources, e.i.: Lightning, Ender Dragon, Hunger, etc.
---------The calculation algorithm should be changed to incorporate damage reduction as a percentage of the total incoming damage, based on the specific armour value, varying on a similar fashion to a logarithmic function. In other words: a large increase in the armour value does not necessarily lead to a large reduction of damage. A possible way to do this would be to assign a value between 0 and 500 to each armour set (composed of each piece's value); then assigning that value in the following formula:
---------------------- Damage Multiplier = 100 / (100+armour) = D_t
----------Supposing that any source of damage (P : physical) would deal a damage equal to "x hearts", the player receives a damage of "D_p * x"; thus it is possible to reduce the damage taken down to a minimun of 16% of the original damage.
----------Finally, each piece of armour should take an amount of damage equal to a percentage of the amount of damage reduced by wearing said armour. For this, all armour pieces should be assigned the same amount of endurance points, but with an exponentially decreasing percentage. As the amount of damage reduction increases heavily, the percentage of absorption will decrease, unless the endurance also decreases.
- Vosenedich
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Geartooth posted a message on Sheep Changes in Mountain Biome.You know how Cows could change in Mushroom Biomes into a Mooshroom?Posted in: Suggestions
I just had a nice little idea.
Perhaps, if a Sheep spawns in a Mountain biome (Or above a certain altitude, I can't decide on which should be the decisive factor) that sheep should get two little cosmetic horns on the side of their head. How this could be done for a mod would be you make an Armour texture for the sheep (similar to the Saddle on a pig) and draw the horns as it's helmet.
This would be a cute little feature. They would look like little goats :smile.gif:
They wouldn't be new mobs though. That would be too complicated. -
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VileAssassin posted a message on How to properly Fix the current Meta of combat in MinecraftPosted in: SuggestionsQuote from Homem Pigman
I think that's too much complication for a game that isn't combat based. Minecraft is a building sandbox game, combat is just something to add action to that.
No support. Go play an RPG.
So Minecraft shouldn't compete with Terraria? I'm not saying this is the right way to go, but at least make it competitive in all aspects with it's competitors.
Really PVP is bland in Minecraft. It could use some checks and balances and some true strategy.
I would be more than happy if they included pros and cons to the melee weapon. Long sword would add an extra block to hit range but would swing slower, normal would be normal, and dagger would be normal, but swing rate is faster, but does less damage.
If they could figure a proper way to craft them then it would greatly improve the combat aspect of the game. Oh and this is based on 1:1 ratio in SMP. SSP is still broken for some reason. -
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vyktar posted a message on How to properly Fix the current Meta of combat in MinecraftHello Minecraft forums!Posted in: Suggestions
If you'd be willing to take the time, ill like to discuss something that's been on my mind for a LONG TIME. Minecraft's Combat; how its boring, and could possibly be fixed! Some of you may remember me from my famous video such as, Minecraft is for Autistic Babbys, or maybe my minecraft review! In said review, i talked about how one of the main things wrong with minecraft at its released was how the combat was horrible, boring, and had no redeeming factors. today, im here to tell you (Yes, i'm talking to you Jeb) can fix it.
If anyone here is an avid gamer, they would know that 'Meta' is what is the best, most powerful, and possibly overpowered strategy or weapon/armor in the game. In Minecraft's case, the Meta is Diamond. As soon as you get diamond, or any other user in a multiplayer does, they are superior and out rank everyone else. This also means they can Gank/Grief other players on the server. Run up in Full Diamond armor and a Diamond Sword, and your dead in 3 hits. All the player can do is run for there life, until they meet there diamond coated doom. It also means that even if another player manages to get diamond at the same time, It will just end up in a stalemate of whoever gets the first hit in.
What i'm about to suggest will not fully address the problems i mentioned, because it is for one; only and idea and could easily be toyed with. I suggest that we split weapons and armor into 3 different category's; Heavy, Medium, Light. What this means in the case of weapons; Light weapons are Fast, but do half the damage of medium weapons, while heavy weapons are slow but do double damage. Basically, a greatsword, normal sword, and a dagger. What this means for armor; Heavy, Medium and Light; Heavy armor can sustain twice as many hits as Medium, while light armor can only sustain half of that.
Now this all sound well and good, but there's a problem, This means that players will just use all the heavy gear as it will become a new meta. So this is what we do; ALL ARMORS AND WEAPONS WILL SLOW THE PLAYER DEPENDENT UPON THE TYPE THEY ARE WEARING. Lets say an unarmored player moves at 100% speed. while wearing Light armor, the player moves at 90% speed, while wearing medium he moves at 75% speed, and while wearing Heavy armor, he moves at 50% speed. This means that even if the player is in full heavy armor, it doesn't mean he can easily kill a player in Light armor, since the Light armored player has more of a mobility bonus then the heavy armored player.
Another thing to note that If a player has the items in there inventory they need to have them equipped in order for the movement speed reduction to be in effect. Same goes with having a weapon on the hotbar, If its on the hotbar, they still receive a movement speed reduction. But if its a dagger, it will be hard to notice a %2 movement speed reduction.
So lets get a Chart going;
Player Movement
Nothing at 100% movement speed
Light Armor at 90% movement speed
Medium Armor at 75% movement speed
Heavy Armor at 50% movement speed
Player Damage
(this is based off diamond gear at its current damage base)
With Fists, 1 Damage
With Dagger, 3 Damage
With Sword, 7 Damage
With Greatsword, 14 Damage
Percentile Movement Reduction per item
Nothing, 100%
Light Armor; 90% : Head=1% : Armor=4% : Leggings=2% : Boots=1% : Dagger=2%
Medium Armor; 75% : Head=3% : Armor=9% : Leggings=5% : Boots=3% : Sword=5%
Heavy Armor; 50% : Head=7% : Armor=16% : Leggings=10% : Boots=7% : Greatsword=10%
Now this will change and solve the current problem with Minecraft's current combat meta in 2 ways;
1. Even if a player has full armor in Light Leather and Wooden Daggers OR Heavy Diamond and Diamond Greatsword, an unarmed and unarmored player can still run away from the player who has gear. This is one way to prevent not only ganking, but from one player teaming up on a while group and murdering them without any hope of escape.
2. If will give the player more choice on how they want to combat both other players and the mobs in the world. A Heavy armored player could be beaten by a Light armored player if they know what there doing. This means there is no true meta other then just getting diamond armor, you have choice, hell you could even go bareback with only a Greatsword like a TRUE VIKING, YAAARGG!
Thank you for reading this, and hopefully you can give me your input on what you think of my idea.
(Also to not, I'm not saying i'm the first one to come up with a Dagger, or a Greatsword, Heavy or Light Armor, I'm just suggesting a way to properly implement these tools into the game, thanks again!)inb4 TL;DR -
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amjzz posted a message on Redstone lamps are good...but quite useless.There are few reasons of why redstone lamps are quite useless:Posted in: 1.1 Update Discussion
1. The ilumination is exactly the same as glowstone, it isn't brighter. Why would i spend redstones and glowstones in an item that is the same as glowstones? I can use a texture pack if what i want is to make glowstone to look beter.
2. A player can't put redstone in a vertical position which means that the redstone can't reach a redstone lamp in the ceiling.
3. Redstones are block limited (can't be used in all the blocks).
For the point 3, i use one of my builds as an example:
I really like to use glass for build stuff (the other blocks look...plain) but can't put redstones in glass (for some reason)...which makes the whole concept of redstones lamp impossible for this specific build. - To post a comment, please login.
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This is how PVP worked back then:
guy standing(has iron armor)
another guy comes out of nowhere with full set of diamond armor
first guy has friend to jump in and help him fight
ending A:
diamond guy kills both but has really damaged armor, and has low protection quality
ending B:
diamond guy dies but one of the other guys die
This is how PVP works NOW:
guy standing
diamond guy comes and jumpcrits the **** out of the other guy with his full set of enchanted armor
OR
guy standing
diamond guy comes out and kills the other guy
other guys friend comes out with iron armor and greatly damages diamond armor but still dies
diamond armor guy is at half condition but still has full protection, enough protection to repeat the process
That's just how i picture an average PVP fight. This is all in my opinion, you could have different thoughts other than mine.
But I really hate how ,PVP works now. You have to carry food which is difficult to get when everyone is on you're ass, so you don't have time to breed or farm, or mine for a furnace, or cook. I just think they're should be more instant food, apples will be added but thats all. There should be more fruits and produce you can pick freshly from almost everywhere except the desert.
I think armor should encumber your running speed, limit your sprinting, affect your swimming, hinder your jumping.
And you shouldn't be able to swing a full diamond/gold/iron sword like it weighs like a feather. There should be light weapons(daggers, throwing knives,knives, shortsword,spears) that have fast speed but low damage, and heavy weapons(warhammers, war axes, halberds, claymores) that do alot of damage but slow swingspeed, and several moderate weapons(katanas). And leather armor would actually HAVE A POINT since it would be the lightest!
TL;DR
I hate the new combat system. but what do YOU think about it? What do you think could change it?
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Steve the imperialist goes to a strange land to build a new civilization while:
KILLING.
****ING.
EVERYTHING.
in his path. Also he wants to kill the dragon because he has a complex for things bigger than him
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ALSO we could make our own swamps if swamps had their own blocks! kinda like mushroom biomes.
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JUMPCRITTING + FULL SET OF ENCHANTED DIAMOND ARMOR = GOD
1: Hitboxes! Durr!
UNarmored
Hit in head: 5 Dmg
Hit in chest 2 Dmg
hit in arms 1 dmg
hit in legs 1 dmg( if hit in legs with crit you cant sprint for about 10 seconds
With different types of armor it will differ
2: Armor nerf!
Leather armor should be defined and have a use.
Leather: does not affect your speed and protects you minimally
Iron: affects your speed by half but protects you normally
Gold: **** speed BUT is in between leather and iron when it comes to protection
Diamond: lightweight and good protection (since its the rarest it could have a unique ability to be lightweight, but i have another suggestion)
HEAVY ARMOR AFFECTS YOUR JUMPING!
SO PEOPLE WONT JUMPCRIT YOU TO DEATH!
Heavier types of armor should make it more difficult to swim
3: Reinforced/ Light armor!
Reinforced armor is basically normal armor combined with more of its ores to create more protection, but in cost of your speed
Reinforced leather:
Leather + wool = reinforced leather (makes reinforced helmets), greater durability (different look!)
Reinforced Iron
Iron+Iron = Banded Iron
banded iron armor = stronger but slower armor, greater durability (different look!)
for the love of god no reinforced diamond
4: Legit way to get chain mail!
chain should be stronger than iron BTW
IT takes 4 iron ingots to make a chain circle or square thingy, craft it and you get 4 iron rings
Craft 8 iron rings to make an iron ring slab
craft the iron ring slabs to make armor
Chainmail could also serve as under armor, chainmail is lightweight compared to gold and iron, but if combined with gold or iron you move slow as hell and are unable to sprint. Although your armor is durable as diamond and protects about 75% the protection diamond gives.
chainmail underarmor can be crafted by mixing 3 iron rings together forming an underarmor slab
underarmor can only be combined with iron, gold, or diamond
5: wool armor
doesn't do ****, just looks nice, ideal for civilians and they wool can be colored :biggrin.gif:
(WOOL ARMOR WOULDNT LOOK LIKE NORMAL ARMOR, it would look more fitting but i don't have a design idea)
6:Sheep meat!
Basically sheep drop lamb chops AND wool, kinda like cows, because when i start a new world i starve and the spawning system does **** all and gives me nothing but sheep ._.
7: Steel (a new ore)
Stronger than iron and chainmail, but weaker than diamond
Basically a new ore, durable as 75% of diamond, darker than iron, rarer than iron, instead of crafting a steel sword, it can craft a steel KATANA! :biggrin.gif:
Steel armor is the second heaviest, but is the second strongest, and is the second best looking C:
8: Give each armor and tool a different look
I know we can use texture packs, but i think a wood sword shouldn't look like an iron or diamond sword :sleep.gif:
9: Make tool crafting slightly more in depth
For certain types of tools, some tools like stone should require string to craft ( so i can hold the part you hold to the part you use to hit stuff with)
Just a small idea someone could add onto to make better
10: Weapon nerf!
For certain swords make the swing speed slower, per-say a wood sword you could flail everywhere, but an iron sword will slow down your swinging speed
Because were all tired of everyone jumping up and down swinging everywhere and critting!!!
11: More weapons in vanilla!(not sure if this is a suggestion)
for the love of god we need more weapons!
when we PVP we only have swords and arrows, and sometimes potions. But we require more weapons for variety!
Katana: good speed:good damage
normal sword: good damage: moderate speed
Dagger: low damage: fastest speed
WarHammer: Highest damage: slowest swing speed
waraxe: moderate speed good damage
Crossbow(NON ENCHANTABLE): cant charge arrows(NO CRITS), but faster than the regular bow and arrow, but harder to craft compared to bow(DEGRADES FASTER
12: poison-able weapons!
crafting any poison with an arrow or a weapon poisons it.
Self explanitory
13: Villager guards! :tongue.gif:
Basically armored villagers with swords ranging from:
wood to iron
and armor ranging from
Leather to Iron ( we cant have them running around with gold and diamond :tongue.gif:)
Basically a little challenge if you want to massacre them all :>
and when you hit innocent ones they make the old "OOH"" pain sound, so you can remember the old pain sound :>
Now feel free to add on to any of these suggestions to your liking! and say which ones should be approved. and if you dont like any please explain and give a valid reason not like: "NOTCH SED NO HURR" or "NO IT SUX". Just give me a decent reason why it's bad, or how it should change to be better.