• 0

    posted a message on Xenomorph Request.
    I don't know, you can't make tails.

    You can't make elongated heads.


    This would be basically impossible.

    Maybe if the new skins have a little more wiggle room for creativity, I would make it.

    [the new skins I refer to are the skins being developed officially]
    Posted in: Skins
  • 0

    posted a message on Moster weaknesses
    Quote from Industrial Strength »
    Quote from virulentRant »
    Quote from Anajamois »
    Build a nice house. Creepers with speech impediments will explode trying to comment on how nice it is.(lolreference)

    What.

    How does this have anything to do with the conversation then?

    Quote from Taz »
    'Rune' is a 4 letter word that starts with a consonant, then a vowel, and ends in 'ne'.
    'Mine' is a 4 letter word that starts with a consonant, then a vowel, and ends in 'ne'.

    'Scape' is a 5 letter word that starts with 2 consonants, a vowel in the middle, followed by a constant, and one syllable over all.
    'Craft' is a 5 letter word that starts with 2 consonants, a vowel in the middle, followed by a constant, and one syllable over all.


    Hey look someone got the obscure relation I was using.

    :sponge: = Dough
    :obsidian: = Air

    :obsidian: :obsidian: :obsidian:
    :obsidian: :sponge: :obsidian:
    :obsidian: :obsidian: :obsidian:

    This combination would yield a cookie.

    If cookies can be a zombies weakness... then that is interesting. If you are tempting others to tell you to add fire to cook the cookies for the zombie, that is also interesting... If you are trying to get this thread off topic, then reply to this message.

    Really, how could I not respond to this?
    Everyone knows that zombies hate love.

    Cookies could also be used to domesticate creepers.(fig.1)


    Fig. 1


    It was totally this idea, and not a customary thing to do on the internets whenever someone gets your idea.
    Posted in: Suggestions
  • 0

    posted a message on What makes a currency? Thoughts on gold.
    Well since it is good circuitry material, it would just make sense that it would make a good magic conductor.

    Going on the philosophy that magic=energy manipulation.

    So I would say making them useful in the building of runes would be the most obvious implementation.

    Perhaps the actual rune letter would be made with gold?

    I think it should degrade too, to keep the value up. Considering that Minescape would eventually be "infinite".
    Posted in: Suggestions
  • 0

    posted a message on Moster weaknesses
    Quote from Anajamois »
    Build a nice house. Creepers with speech impediments will explode trying to comment on how nice it is.(lolreference)

    What.

    How does this have anything to do with the conversation then?

    Quote from Taz »
    'Rune' is a 4 letter word that starts with a consonant, then a vowel, and ends in 'ne'.
    'Mine' is a 4 letter word that starts with a consonant, then a vowel, and ends in 'ne'.

    'Scape' is a 5 letter word that starts with 2 consonants, a vowel in the middle, followed by a constant, and one syllable over all.
    'Craft' is a 5 letter word that starts with 2 consonants, a vowel in the middle, followed by a constant, and one syllable over all.


    Hey look someone got the obscure relation I was using.

    :sponge: = Dough
    :obsidian: = Air

    :obsidian: :obsidian: :obsidian:
    :obsidian: :sponge: :obsidian:
    :obsidian: :obsidian: :obsidian:

    This combination would yield a cookie.
    Posted in: Suggestions
  • 0

    posted a message on Block Fortification
    This sounds like a reasonable idea.

    +1

    Also @ the post above mine, why would that matter?
    Posted in: Suggestions
  • 0

    posted a message on Toggle features
    A fully customizable game.

    Instead of just Peaceful/easy/medium/hard/very hard, how about we do something like this:

    ---
    Day/Night Cycle: Y/N
    Enemies spawn: Y/N
    Weapon Degradation: Fast/Medium/Slow/None
    Material Permeability: Fast/Medium/Slow
    Day/Night time: Fast/Medium/Slow

    (read only)
    RISK LEVEL: Very High/High/Medium/Low/Cakewalk
    ---

    These settings would be changeable at any time from the main menu.

    The higher the risk level, the greater the rewards from rocks, etc.

    I.E. : Breaking Iron at very high gets you 5 Iron instead of 1 like normal.

    I think that this would bring a higher level of customizing within the game, and bring greater challenges to veterans of the game.

    I don't think the idea is quite perfect though.

    What do you think?
    Posted in: Suggestions
  • 0

    posted a message on new type of ore?
    While I am in favor of perhaps new ores/materials, I think it should be used instead of the stick.

    As follows:

    Wood - Lowest durability
    Bone - Higher durability
    Ununonium (don't know what the name should be) - Highest durability

    And then the different materials would add to the durability and the efficiency.

    What do you think?
    Posted in: Suggestions
  • 0

    posted a message on Machete
    What.

    We have an axe. What would be the use of axes with this new thing?

    What.


    Or wait do you mean for the leaves? If so, then why shouldn't we just be able to use a sword? Why the need for a machete?
    Posted in: Suggestions
  • 0

    posted a message on Moster weaknesses
    I thought you meant headshot = kill.
    I'm all for that.

    Also, it's not like runescape. If Notch made premium membership pay-by-the-month or made staves, or dragons, or even talking NPCs, then it would be something like Runescape. Runescape did not invent runes. Ancient Civilizations did. *facepalm*

    Also, axes would not work better on skeletons. Clubs, maybe.

    Also the gaming mechanics are entirely different from Runescape, why do people think that it's going to be even remotely like Runescape? I mean, in Runescape, there is no Y axis. You cannot move up or down. So how, exactly, does Minecraft sound anything like Runescape?

    I mean other than the two-words-mashed-together thing.
    Posted in: Suggestions
  • 0

    posted a message on Town
    Quote from nebb »
    you could make it into coins.

    What?

    You can make gold into coins in /indev/ now?

    What could the possible use be then?
    Posted in: Suggestions
  • 0

    posted a message on Town
    Quote from Trippledot »
    i think notch is planning to make gold enchantable later on.

    Really? Do you have a quote to back this up somewhere?

    If so that would eliminate the need for towns I guess.
    Posted in: Suggestions
  • 0

    posted a message on Town
    Something I noticed while playing the /indev/ version of the game is that gold is completely useless.

    While this is funny, it's also a waste of resources for newer players who think "OMG GOLD" and dig up the nearest ore that they can find. It is also a waste of space considering in is actually worth less than both cobblestone and wood. I suppose it could be used for decoration, or a strong barrier considering 9 :goldore: = 1 [gold] but then you can just get steel which is much more common, or even wood if you're not afraid of creepers.

    So my suggestion is to implement a town of people, or at least a shop.

    Or (and I like this idea better) the player builds the town and the people spawn. Considering the way trees work and the way the engine is aware of the blocks around it in a 16x16 block radius I'd say this would be fairly easy to implement.

    Here's how it would work:
    Player makes house -> engine checks to see how many enclosed areas of wood/cobblestone/etc. above sea level there are.
    IF THERE IS ONLY ONE -> no shopkeeps or people spawn
    IF THERE IS > ONE -> Engine checks to see where the newest constructed blocks are, and moves the shopkeep to the unused area.

    Now there are a number of ways that this could backfire. So perhaps it should go this way as well:
    Having the engine also check to see if there are any crafting tables/chests/etc. in the house.
    If not -> person spawns, along with furniture.

    ---
    The idea, then, would be the ability to sell your ore/gold/diamonds/etc. to the townspeople and shopkeeps (maybe having their buildings grow too?)
    ---

    I am fairly certain that Notch wrote something about putting towns in the game in his blog. Maybe.

    But in any case, there would also be a couple of problems:
    1. enemies spawning in town
    2. enemies spawning out of town, and then going into town

    I thought maybe guards would be in town, but then I don't know if that would work.

    What do you think? Comments/suggestions.


    Also I've just joined the forum, I've been lurking for a while.
    Posted in: Suggestions
  • To post a comment, please .