The choice to make these items breakable by hand or craftable by hand or with wood is intentional, placing and breaking is very basic mechanics in this game. Silk touch probably handles anything not covered here.
- tow4rzysz
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Member for 2 years, 1 month, and 16 days
Last active Sun, Jul, 24 2022 15:08:48
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allyourbasesaregone posted a message on Can you add new tools?Posted in: Suggestions -
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Vierbo posted a message on Warden should drop a grappling hookPosted in: SuggestionsThe warden drops a sculk catalyst, that was a change they made not that long ago.
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Nukedpenguin posted a message on Warden should drop a grappling hookPosted in: SuggestionsI've always wanted a grapple in Minecraft, but the Warden dropping it wouldn't seem right.
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HackerDragon9999 posted a message on More ways to use cobblestonePosted in: SuggestionsThere already is a cobble stone chest, it's just able to smelt things and called a furnace. And stone armor doesn't really have a point - chain mail armor works for that.
If you don't have a use for your cobblestone, you could build something with it! I think it looks really good with gravel.
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sunperp posted a message on Updated villagersPosted in: Suggestions
We generally don't close suggestion threads unless they are violating one of the forum rules. Even though this suggestion has very little chance of ever being implemented by Mojang, it is still a valid suggestion (although maybe a bit light on the details).
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HackerDragon9999 posted a message on Emerald toolsPosted in: SuggestionsNo, no, no, no, no. Why does everyone want emerald tools/armor? Emeralds can be traded for good diamond tools/armor with blacksmith villagers, and all emerald tools would be easily obtainable via trades. Trading is also the thing that makes emeralds unique, why add just another toolset?
NO SUPPORT.
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Endersen posted a message on Emerald toolsPosted in: Suggestionsthat'll run the entirety of actually using Emeralds to upgrade you
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ArtOne posted a message on Imagine if...Posted in: Suggestions
no.
This mentality is awful game design wrapped in more awful game design. We've been told there won't be new dimensions anyway. Your idea boils down to basically "a bunch of cool stuff I like" molded into a gamemode, which is 400% not how gamemode suggestions work.
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ScotsMiser posted a message on The Fauna UpdatePosted in: SuggestionsI'd not be surprised if there are some ideas worthy of debate/inclusion buried in that mass, but…
◄ there are 7 or 12 mobs [depanding on how one counts the deer variants] in the 1st line of the 1st proposed update alone, none of which is more than a name
◄ new mechanics are also introduced solely as names,
◄ ditto biomes and blocks
◄ posting material as images rather than text makes anyone wishing to discuss any part retype which is inconvenient at the least [if not simply rude]. Using pics for the 'encycolpedia' bits would be a nice touch, but the material should be as acessible as possible if it is to inspire discussion.
◄ etc.
A smaller proposal that includes sufficient detail that readers can extract some idea of how the additions/changes would appear in game would be far more useful than such an extreme gloss on so large an assemblage of ideas. -
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ScotsMiser posted a message on More Dye CombinationsPosted in: SuggestionsStoring these colors [leather armor does this by using NBT data] would not only require a major rewrite, but would – with near crertainty – impose a meaningful computational penalty.
As MS/Mj has repeatedly rejected the idea of paint (even when limited to the 'standard' 16 shades), such a change seems most unlikely.
There is the additional consideration that at least some builders treat the need to approximate specific colors by either dithering or incorporating other materials (eg redstone, netherwart, and red wool blocks are all different reds) as part of the creative challenge.
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1. Pickaxe or bare hands already fill that role; pliers are a needless tool
2. Minecarts don't break and as such they don't need repairs (and it would be purely annoying if they did); screwdriver is needless tool
3. Crafting tables are already used for advanced item manufacture; hammer is a needless tool.
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The proposal sounds interesting to me, but the issue is that thrown stone axes could balance-breaking being dirt-cheap while providing a decent ranged attack.
I think Mojang intends arrows and ranged weapons to be problematic (kill spiders + farm chickens + good luck with gravel from underground) to get early-game without villages in order to make it a melee-dominated stage of development.
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There is something better: mass smelt with lava to natural stone and sell to Apprentice level masons in the village for emeralds.
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1. Crushing edge - it sounds like interesting concept, but I'm somewhat afraid of imbalances in PvP - it's already useful at very least as support shield-breaking weapon and can be used for trading hit-for-hit against swords.
On the second thought, even with improved critical damage sword still has an edge of sheer DPM, especially on Netherite tier, plus swords can make up for decreased alpha damage with fire aspect.
In the end, I'd say I support the concept, though personally I'd also like to see looting being introduced to axes as well - it doesn't make a difference in PvP but heavily favors swords in grinding mobs.
2. Detonation - What I'd like to point out is that rocket crossbow also has a different edge over bow - it can detonate around shields and ignores wither armor, so it doesn't scale 1v1 in terms of damage - just like piercing crossbow can penetrate shields and inflict status effects with tipped arrows even if damage compared to bow is poor. With proximity-based detonation, it would become even more capable of negating this kind of defense, so while I'd normally support it due to how prohibitively high cost of rocket ammunition makes it hardly viable in most situations I'd rather see this kind of upgrade implemented with carefulness.
Side note: Unlike in more consistent melee combat, whether or not bow scores a critical hit is matter of RNG - only about 25% of all maximum-pull arrows are critical.
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1. Emeralds are literally cheaper than iron to get in large quantities; emerald tools would be absurdly unbalanced.
2. Unlike diamonds, emeralds are not particularly tough gemstones IRL, no lore reason to make them so strong either.
3. Currency and beacons are VERY important uses - beacons are very powerful all their own, while villagers offer mind-bogglingly wide and useful array of things to buy, most notably every diamond tool/armor type and books with the best enchantments that exist.
4. Emerald tools have been thought of long ago. And thrown into the trash can. Here is yet another - and probably more modern - rejected feedback list: https://www.reddit.com/r/minecraftsuggestions/wiki/rejected/
And precisely about emerald equipment, timestamp at 5 minutes 11 seconds:
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Bow does only modest damage and requires some specific materials to construct and operate.
Cobblestone spear that does "devastating damage" would completely overshadow it and every other weapon in early-mid game.
Also, throwable items are either unstackable or stackable up to 16, I'd not want arrows to get into that category because it would make them take much more space, or be inconsistent; besides, arrows are built not to be thrown but shot, this is why they are so aerodynamic and lightweight, to allow bows and crossbows propel them at much higher velocity than human arm ever could.
Also, if I somehow ended up in the Nether without a ranged weapon and got shot at by ghast I'd just run or punch the fireballs back to sender, deflecting fireballs is the intended method of fighting ghasts without having ranged weapons on your own.
But the best way is just to keep track of your gear durability and if something is about to break, replace it or combine with another.
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Issues:
1. Motivation
You claim progression stops after enchantment table - I very strongly have to disagree. There is a ton of things to do after getting enchantment table:
a ) Expanding and securing villages, improving the conditions of life and advancing in various branches of business
b ) Getting full diamond armor; as well as upgrading equipment further with use of netherite
c ) Brewing and serious Nether combat associated with it
d ) Redstone, farming and associated automation - allows for large quantities of gold to enhance apples and carrots, more efficient brewing as well as access to large quantity of construction materials
e ) Conquest of the End, both main island and the remainder of the asteroid belt
f ) Waging a war of annihilation on Illagers - both curbing the raids as well as hacking up mansions
You also claim that Minecraft should put up more emphasis on players having it easy and needing to struggle against nature - I agree it puts little emphasis on survival by itself but I disagree that it should put more on it - it is a game heavily oriented around construction, expansion and conquest - the player is not intended to defend against the environment - on contrary, the player is supposed to be the aggressor. To return to base to resupply, but spend majority of the time out in the field, being the pathfinder, the lumberjack, the sapper, the colonizer, the shock trooper, the trader, the reclamator, the demolisher, the genocidal blood knight.
2. Unclear additions;
a ) Power level - what does it change even?
b ) Jewelry - what do what gems do and how it does not overlap benefits that potions or directly applied enchantments provide?
3. Changes against the balance
a ) Leather - it's a bit tedious to farm cows, and if someone bothers to do it to get the leather it's extremely rewarding all its own - books are a huge deal, not just for enchantment setup but also enchanted books, be it through aforementioned table or the villagers - it allows to create extremely potent if hard to get equipment, including some normally impossible combinations like sharpness axe, thorny leggings or the extremely important mending.
In addition to that leather can be used to make item frames to improve storage systems and leather boots are very handy in traveling through mountains and groves.
Having leather being necessary for every tool of actual use would make the gameplay much slower and more tedious, take away the adventure element and force a brutal grind more. Especially if you're in middle of badlands or desert with no cows in sight.
b ) Gold armor - when it is removed, how am I supposed not to be harassed by Piglins every time I enter a crimson forest? Besides of that, it may not be very durable but it's still not the same level as it tool counterparts or the leather.
c ) Tin and copper armor - how does it bring up anything interesting compared to just getting iron straight? Iron, diamond and netherite, the actual combat armor tiers, differ by that the first one is available even shallow underground and from any armorsmith, the second needs deepslate digging or heavy looting or maxed out armorsmith, while the last one necessitates digging in hazardous lava-ridden area where water is unavailable
d ) Trading currencies - if gold can replace emeralds for villager trading, the latter lose all their uniqueness or real use. Gold is already used as currency for piglin barter, piglin protection, for food enhancers, for railway construction, for netherite alloying, and the only other use than trading emeralds have is - guess what - shared with gold. And if you have excess gold and too little emeralds and somehow failed to figure out how broken stick trade with fletchers is then a villager priest can help you out.
e ) Steel. It doesn't bring anything to the game. Except for throwing all the hard-worked iron and diamond gear and current anvils to trash by being flatout better than both. What did you expect? Coal is cheaper than the iron it upgrades!
4. Miscellaneous
a ) I agree leather armor except boots, large gold armor pieces deserve more use, while chainmail could be more widespread - but in different, much more moderate ways. I'd like to see gold and leather more as specialist armor that could spare player trouble in very specific environments, and chainmail could instead be an inexpensive specialty of low-level armorers while iron plate either forces player to mine large quantities of ore himself or kickstart the armorsmithing business further. At the moment it's still much cheaper than plate, but the order of advancement (plate-chain-diamond) feels wrong and doesn't even match the costs.
b ) Development is going so slow because Mojang takes a different approach to Minecraft development than the most and wants to maximally polish out the updates before releasing them, as well as avoid making decisions that would cause problems with the balance and anger majority of players -who, by the way, are extremely used to the current order of things; note how the game rather than changing the norms instead builds up new additions as superstructures for an old, reliable base that has been here for years, or fill in the holes that had very bare-bone contents that longed for updates for years. Combat system has already been restructured once - and there is still a humongous chunk of reactionary playerbase that prefers 1.8 system enough to actually play that version.
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We could have armor for dogs, I don't protest much, although I personally tend to use dogs sparsely because they tend to be inconvenient to use and when I do I consider them rather expendable because they can be bred with modest effort.
Also, iron golems on leash are an option as heavy-duty help since they autoacquire enemies, attack from distance and can take a beating.
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Um, what purpose it would serve, what feature it would implement?
I'm more than happy to plunder everything of value and slaughter more illagers out of combination of sheer greed and bloodlust, but why not just add additional/update current mansions and outposts?
Almost always when Mojang adds a new structure it introduces a new feature - mansions gave us totems of undying, underwater ruins and shipwrecks gave us underwater treasure maps, and indirectly hearts of the sea and conduits, pillager outposts gave us reliable raid provocation sites, bastions gave us methods of obtaining large quantities of gold and some netherite without grindy mining, as well as pieces of Piglin art and culture which are pigstep records and snout banner patterns.
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To me Nether Fortresses are less about speed or force and more about trench warfare.
Blazes can bombard you from distance but are much less obnoxious when you can take cover behind a pillar and bait shots, while wither skeletons can be sliced with impunity no matter what you fight with alike when you place a 2-block high bar across the narrow passage. Though, if I were fighting them on open ground I'd rather use sword to keep my distance (or just shoot the bastards) since wither effect can make even one strike that connects cause painful status effect.
Also, Protection enchantment diminishes Wither effects if I am not mistaken.