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    posted a message on Nighttime mode

    If it was a nighttime mode type of thing, the way I'd do it is:

    You have 1 day before eternal night. You have to prepare everything and get your defenses ready. After the sun falls, it will not rise again.


    Leave everything else normal.

    Posted in: Suggestions
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    posted a message on The Cluster Arrow
    Quote from Badprenup»

    The concept is neat but I don't particularly like it doing static damage to all mobs in a particular radius, as that seems kind of like it would be exploitable. If it followed the same general rule as an explosion where it does more damage the closer to the center and then falls off over time I would like it better than raining down X damage across an entire area. You could even potentially bump up the numbers a bit and make it stronger in the center than it is currently listed as but weaker at the edge. That still encourages precise aiming to some degree.


    That is interesting. This is probably where I'd bite the most.

    I'd like for it to do at least appreciable damage in the least effected zones though. I'm not going to append OP yet as I'd like to workshop the numbers beforehand.

    Perhaps:
    center: 7 damage (4 hearts)
    fringe: 3 damage (2 hearts)

    power would increase center damage by 1/level. fringe damage would be half (rounded down) of center damage.
    Power I - 8c/4f
    Power II - 9c/4f
    Power III - 10c/5f
    Power IV - 11c/5f
    Power V - 12c/6f
    Posted in: Suggestions
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    posted a message on The Cluster Arrow

    Hello, I've gone searching a bit and I found a few suggestions with cluster arrows, allowing the user to fire 3 arrows at once... Boring.


    This idea would be more like an arrow rain that peppers arrows from the sky. Useful when attacking multiple enemies at once; though it's lower damage and increased price leave much to be desired when it comes down to active use.


    RECIPE:

    If the image fails to load: TNT in center with 4 arrows forming a + around the TNT.


    Mechanics:

    Instead of firing blindly, charging the arrow to fire will highlight the affected area on the ground (visible only to you). This would be a 2m radius. While holding, you can use your mouselook to simply change the trajectory and distance of the shot to hit the most enemies possible.


    Upon release, the arrow will rocket into the air and shower down as splinters hitting all squares in the range. The charge of the shot doesn't matter (though it does increase range); the explosive power will deal 5 hp of damage (2.5 hearts) to all entities in range.


    The delay between fire and damage is the same as with a bow. (instantaneous if you excuse the travel time).



    ENCHANTS AND SPECIAL ARROWS

    The cluster arrow may be made using spectral arrow causing the ground hit to give off light 15 for 600 ticks.


    Firing a cluster arrow using a bow enchanted with flaming will cause all enemies to be hit and burn.

    Firing a cluster arrow using a bow enchanted with punch increases it's effective radius by 1m. (2m at punch II)

    Firing a cluster arrow using a bow enchanted with power increases it's damage by 1/level. (max 10 damage (5 hearts) at Power V)


    Cluster arrow is unaffected by all other arrow modifiers and bow enchants.



    As always, all criticism is welcome. I look forward to improving this suggestion from this base form. Thanks for reading and have a great day!


    ERRATA: Examples of radius2 and radius4 circles:


    The most stifling problem I would personally have with this is simply that it'd be difficult to use this in high-stress situations when you have mobs actively chasing you. This is meant as an opportunistic; although a player who understands the mechanics and feel of the bow can actually master this to deadly effect. The highlight guide could become a nuisance more than a help at that point where he will thoughtlessly pluck out large groups of mobs from a convenient distance without needing the guide to measure.

    Posted in: Suggestions
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    posted a message on The Official Gun Thread
    Quote from AMPPL50»

    Actually, only Notch did, and he isn't part of the dev team anymore, and he said it back in InDev, which was a really early version that is practically a completely different game.

    I believe both have in a later interview. But dev team acceptance (oddly) isn't the topic of the discussion; but rather the efficacy of any fire arm should they exist.

    As I've played Minceraft, I've come to a desire to see more varied versions of attacks. We have a short-range and long-range attack with swords/axes and bows. We don't actually have anything especially useful vs small groups save splash potions/TNT.

    What if we had a weapon that was capable of medium-range spread that hit all targets for average damage. The damage is not insignificant, but fully enchanted, would still be outclassed by the sword and bow in sheer single-target power. But it would be an area damage king.

    An ancient shotgun would be a useful tool in such situations. It takes a while to reload; and while unloaded, would be as useful as a pick axe in terms of melee damage.
    Posted in: Suggestions
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    posted a message on Various redstne and hopper-related things, as well as auto crafting tables

    I don't recall mob farming to be exactly intended gameplay from the mouths of the devteam. I doubt they'd want to encourage a behavior they've thus-far been attempting to curb.


    The idea of a compactor isn't really that novel and it's only purpose seems to be saving time in a crafting system that isn't really that time-intensive anyway. This'll save about 5~6 seconds of time on a given use.


    When you factor in the potential difficulty of making the item for it's lackluster effect; I'm going to side with a no.

    Posted in: Suggestions
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    posted a message on There's just one thing missing...
    Quote from Cerroz»

    It's not about it being "hard", it's up to how important it is. By that logic, there's tons of other stairs and whatever that are missing.


    Importance is one thing; but even though this is hardly important, it's also not difficult to implement. Low Priority + Low Difficulty = Low Risk.

    That's my point. The cost of development is negligible and would likely take 5 minutes of their time for increased flexibility in creative mode.

    Posted in: Suggestions
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    posted a message on There's just one thing missing...
    Quote from Cerroz»

    I'm completely neutral on the idea because adding stairs that are... slightly more red than nether brick isn't all that important.

    It's also not that terribly expensive. They already have the mesh and the stair structure; the hardest part would be adding it to the list of items.
    Posted in: Suggestions
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    posted a message on Herobrine.
    Quote from pokmon987»

    Whatever, your opinion.

    Whenever I see this, I acknowledge this as a complete shutdown of discussion. You have literally "talk to the hand"ed the other person. If this is the case, then get off. This is a discussion forum; if you're not willing to discuss, then what are you doing here?

    I was just saying if he were ever to be introduced, this is the point that they should introduce it, not anywhere before.

    It's so late in development (it's post production) that the only thing that will come of including Herobrine is community backlash. Herobrine is an entity that would've been better fit in the infancy of Minecraft. Not after it's become as ubiquitous as it is.
    Posted in: Suggestions
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    posted a message on Djaro's guide to balanced items
    Quote from Djarogames»

    Work in progress.

    I accidentally posted it instead of previewing it.



    OUCH!

    I hate when that happens. I'll refrain from judgment until you have it more finalized.

    One thing I do have to say is that a guide like this would do well with hardline figures and a heaping helping of common sense with the various examples.

    This is a very ambitious undertaking as it can lead to hundreds of varieties of underpowered/overpowered concepts to make an example of.

    Posted in: Suggestions
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    posted a message on new monster/mob

    1) welcome!

    2) not enough information, please edit your post with more information.

    3) you may as well call the mob a chameleon (and edit your title)

    Posted in: Suggestions
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    posted a message on The Official Gun Thread

    The proponents of guns may as well be Bonnie Tyler; they're holding out for a stoic and steadfast devteam (Mojang) to completely about face on a design precept.


    While I've seen many good gun concepts in here; I haven't found one I really enjoyed. With that said; this suggestion exists as an "eventually, someone convinced Mojang to add guns" type of thinktank.

    Posted in: Suggestions
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    posted a message on Guidelines for the Suggestions Forum
    Quote from jdc997»

    Well, yes, I mean all suggestions have some merit in terms of their basic concept.

    Ah, in that case, I agree. Though I argue that a good concept doesn't mean a good suggestion. Lots of really awful media have really good concepts. Garbage is garbage though; and I'm not going to praise a suggestion's concept when it fails at execution.
    Posted in: Suggestions
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    posted a message on New Watering can tool

    WIth above, while I like the idea of a watering can; it's grossly outclassed with existing mechanics (source water).


    PRO: A watering can would be useful in areas where space is at a premium; so I'll give you that.


    Unfortunately, the only way this would see long-term use is in water-starved custom maps or if source water's mechanics no longer hydrated tilled ground. At that point, it would be seen as a huge (and "unnecessary") nerf for the sake of a novelty item.


    Considering that space-constraints are a real thing; I do support the suggestion... But I'd advise to change the recipe to a bucket with a tier material to the left of it giving:


    wood - 8 waterings/fill.

    gold - 4 waterings/fill. - 1 watering will coat a 3x3 square with player in center (36 cubes watered total)

    stone - 16 waterings/fill.

    iron - 32 waterings/fill

    diamond - 64 waterings/fill

    Posted in: Suggestions
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    posted a message on Advance Crafting Table

    Eh, this suggestion is redundant. If something needed an increased crafting table size; it'd be better accomplished by rendering the recipe into 2+ components.


    If you have a recipe that needs 12 ingredients; it's better to make 1/2 with 6 ingredients, 1/2 with the other 6, then craft both together into a super-craft. We already do this when baking a cake; just extend it out to whatever needs it.


    No support.

    Posted in: Suggestions
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    posted a message on Herobrine.

    So he creates structures that hog system resources and remove player agency in the name of a mob that's been removed from every single update of Minecraft? All this to grief and annoy the player (and actually kill you since other mobs may exist when he "attacks" you)?


    There is no mention of combat mechanics save a loose explanation of pie-in-the-sky "would be cool" concepts. No mob health (like that matters) or the amount of damage he would deal at base. These are things that you as the OP need to supply out the gate; then work with the community to perfect.


    There's suprisingly little detail given the length of the suggestion; I'm not a fan of herobrine in the first place, but if we were to replace the name with a "poltergeist" or other similar entity; the concept would still be unsound.


    No support.

    Posted in: Suggestions
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