• Minecraft Idea Thread
    523 replies, posted
Took a while to type it out, but here it is. I wrote it for fun. I might send it to jeb or something. There have been a few suggestions like this, but they have a few problems. Before starting the big stuff, I'll introduce some concepts that will be used regularly and have been suggested before. There are two kinds of unique loot. It can either be pre-made and only dropped in certain instances, or the effects of it can be random. The premade kind is pretty much every item in world of warcraft-it was designed, and then designed to be dropped by a certain creature/creatures. The random kind is usually used in roguelikes, more known ones like Torchlight, Diablo, etc (It's debateable to consider them roguelikes but I think they are, therefor they are). Basically, there is a base item. For the example we will say the base item is a Bone Shield. When it is dropped by a creature, it will then decide what the effects of it are. Now, a normal Bone Shield will basically just have defence points, and it will have 5-10 defence points. That's pretty much it. It could also be a Damaged Bone Shield. The damaged boneshield will have less of the effects of a normal one, and in minecraft's case may be missing some durability. This is usually considered trash to be thrown away or sold or whatever. Then, there can be a Greater Bone Shield. This one is considered magic, and will have a bonus effect similar to that of an enchantment. Let's say it is now a "Spiked Bone Shield" and will deal a small amount of damage whenever attacked. We can mix these two kinds of loot, where bosses are specific monsters drop the designed unique loot, and then regular creatures just drop the randomised loot. Now, I love this concept when used in games. However for minecraft's current case it faces a problem - When you're fighting the current monsters, and you have this unique loot, it ends up being increadibly underpowered and you'll eventually be able to one shot endermen. This is bad for obvious reasons. I have a solution to this problem that will probably change the game a lot, or atleast the adventure aspect. (This is the 'big' part I was talking about earlier) At this time, the spawn point will now always be 0,0. This makes everything a lot simpler, however it isn't needed. Since this kind of makes the compass obsolete, we could make the compass refer to N/S/E/W instead of spawnpoint, but that's somewhat irrelevant. Now, as you go away from the 0,0 point (Which we'll refer to as 'haven') things will slowly progress to get more challenging. Monsters will slowly get buffed, but the loot will also be greater. We'll even nerf the loot you get at haven to be weaker to make this make a bit more sense - the arrows dropped at haven will be weaker and do less damage, the bones only turn to one bonemeal instead of three and can't be used to tame wolves, the rotten flesh hurts you instead of giving you hunger, etc. And as stated, as you go away from this point, monsters start dropping this loot a bit more commonly and the loot itself will have more bonuses. (Let's say ever 500 or 1000 blocks there is a new version of the base items, the default (or haven) loot has the "Lesser" prefix, like the "Lesser Flesh", and will progress to "Flesh", "Greater Flesh", etc. We could have it so as you go further the amount of improvement gets slower or whatever to save space. But this in itself isn't much, arrows are only so useful, so now we bring in the unique loot. Similar to how in the snapshot mobs drop tools, they will drop unique loot. In haven most of the loot is damaged loot, with rarely a regular item. As you go further the items itself get more powerful. Starting off with mere trash like "Ragged Leather Boots" or "Jagged Claymore" you start getting things like "Reinforced Chestplate" or "Sturdy Waraxe". (We're going to need some item sprites to go with this). Now, that kind of solves the problem that was presented earlier with unique loot. However it's also kind of boring. What's all this useful for, anyway? You probably saw it coming, but dungeons. The concept for dungeons are pretty simple. You have a basic layout that is randomly generated in a mase/labrnth format, only not designed directly to confuse you (Sort of like strongholds, but not as stupid). Then, you have monsters. These can be relatively basic creatures, like "Imps" or "Skeletal Warriors", and they could probably have variations depending on the distance from haven, but that's mainly a detail because it's all just variables. These monsters don't despawn and stay in specific areas designed while generating the dungeon. They drop unique loot more often, and specifically are harder than normal mobs, and maybe they have abilities, like on aggro they will charge at you and send you flying. Then across the dungeons you have chests, also with the unique loot (Probably better loot), and then generic stuff like gold nuggets and junk. And then you place minibosses. Pretty basic, more health, more damage, and maybe some randomly placed abilities. Now, you could probably have a large group of designed unique loot, and he'll drop one of them, and it's generally better than most random loot. For fun, we could have different kinds of dungeons depending on the biomes, like in swamps you could have spider caves, or in deserts you could have little underground tombs filled with pigmen, or whatever. Keep things interesting. As you could of guessed, the dungeons get more and more intense as we go away from haven, as does the loot. Now we're getting somewhere, people can just sprawl dungeons all day for fun. But you're still not really there, it's a bit too repetative still. That's were bosses like the enderdragon come in. The stronghold can just be a basic dungeon format, probably a bit harder, but still serve the same purpose as it origonally did, only now with more monsters and stuff, but the purpose of it is still a way to the End. In the end you have the enderdragon, however it's a lot harder, has more health, and will motherfucking kill you if you didn't bring your goddamn unique loot. Killing it will drop some serious shit, like that arcanite reaper you always wanted or whatever. That's fine an all, but that's just the beginning. There will be tons of these designed bosses spread across the world, like a giant nether worm that you need summon via making bate found in a nether fortress, or a giant bird that you get by getting flying boots and chasing it down somewhere.
I like this quite a bit. The concept of hunting down these really hard bosses and getting their drops is a lot like a series of games from Japan called Monster Hunter, whereby you hunt down massive powerful creatures and make epic loot from their remains. It's allegedly pretty hardcore, but hasn't really been released much in the West in any meaningful fashion.
Wouldnt it be cool if there was a ghost-like mob in minecraft? It would be able to go through walls, and blow out torches with a wooshing sound. Not quite sure how it would be defeated though, maybe it becomes visible in redstone/glowstone light? I just want minecraft to be hard and scary again.
[QUOTE=endorphinsam;34752306]Inbred retardation is a myth.[/QUOTE] wat [editline]19th February 2012[/editline] 'Inbreeding is the reproduction from the mating of two genetically related parents. Inbreeding results in increased homozygosity, which can increase the chances of offspring being affected by recessive or deleterious traits. This generally leads to a decreased fitness of a population, which is called inbreeding depression.' [editline]19th February 2012[/editline] *clears history*
[QUOTE=killkill85;34739134]I know a p. much perfect way to have trinkets and accessories work: If you have the trinket in your hotbar,they give effects. No need for like 7 useless new armor slots coughaethermodcough, just have them being in your hotbar be enough. There should be no craftable accessories whatsoever,they're all obtained from dungeons etc,usually broken(repairable by enchanting for [B]10 [/B]or so levels)and give rather mild effects(no anti-grav super jump invulnerability superspeed imgoddamninvincible shit coughaethermodcough). For example,a Bracelet of Life,boosts your health regen from food to be noticeably quicker(not much though)or a Survivor's Necklace,saves you from a single normally fatal hit every 5 minutes(ie:if a creeper would normally kill you in one explosion,you would survive with half a heart but the necklace's durability would be gone and would regenerate after a few minutes,allowing another survival).[/QUOTE] I know ive said this many times but everything (nearly) should be more "expensive" in minecraft, as it is right now once you've found diamond you have basically finished, and are pretty much unkillable. what would be nicer is this to do after you have found diamond, ie thing which are there basically because they are fun, like slime blocks, or super duper ultra mega jump boots or the rainbow arrow etc... [editline]19th February 2012[/editline] [QUOTE=Cheshire_cat;34750280]I was listening to the Phantom of the Opera soundtrack while rebuilding a Stronghold (I.E. replacing all the mossy and cracked bricks, putting in torches, etc) when I had a thought: What if Jeb added ghosts to the Strongholds? Preferably, they would be [i]Metro 2033[/i] style, as in faint silhouettes that drift about the Stronghold, softly whispering. Due to their transcendence, weapons of Diamond quality, as well as potions, would be the only effective means of combating them. Ghosts of Endermen, which would appear closer to the End Portal, would drop Ender Pearls, and Ghosts of Testificates would have random loot drops, such as picks, swords, etc. When the Stronghold is properly lit, the Ghosts would cease to spawn, although during the nights, their whispers would still be heard across the complex occasionally...[/QUOTE] what would be better is that nothing can combat ghost, you have to wait for them to leave of their own accord (maybe you could feed them, care for them, be nice to them and then they might leave???)
[QUOTE=endorphinsam;34752306]Inbred retardation is a myth.[/QUOTE] No it's not. [editline]19th February 2012[/editline] Anyway, a good idea would be to let us pick the paint we want instead of having to place one on a dice roll, which is painfully annoying when you want a specific picture.
Maybe when you place a painting it comes out as some default one, and right clicking it makes it turn into the next one through one (Not in a random line either, but like scrolling from one painting to another in a pre-made format)
[QUOTE=endorphinsam;34752306]Inbred retardation is a myth.[/QUOTE] Charles II of Spain would like to disagree. [img_thumb]http://upload.wikimedia.org/wikipedia/commons/2/29/Charles_II_%281670-80%29.jpg[/img_thumb]
I think it'd be cool to have some vanity items that can only be accessed via creative mode just for fun, and maybe on servers admins can hand them out or whatever. Like, adminium armor and if you have a full set it renders you completely immune to all damage, or something.
Vanity items could have their own slots, be worn over armour; it'd make it possible to be well-protected whilst looking like Indiana Jones, just like Terraria.
Why should they add vanity items? They should add harder enemies and stronger equipment to fight them with.
Those would be welcomed as well, plus we seriously need rejiggered combat, make it better, make it feel more like fighting.
[QUOTE=endorphinsam;34752306]Inbred retardation is a myth. [/QUOTE] youre proof for it [editline]24th February 2012[/editline] [QUOTE=Lolkork;34844807]Why should they add vanity items? They should add harder enemies and stronger equipment to fight them with.[/QUOTE] why shouldnt they
Vanity items are kind of cool, but somewhat useless items that people can have to show off. Like having an enderdragon egg on your porch. You could have silk made from string, and then use silk to make silk cloths that looks pwetty.
[QUOTE=ironman17;34740955]Trinkets on the hotbar sound interesting, though they'd take up space for tools and other things. What about if you just have them in your inventory, like the Charms from Diablo 2: Lord of Destruction? It'd still take up space, but it'd still be a reasonable sacrifice, since taking up valuable hotbar space is a bit more restricting than just having the stuff in your inventory. Whilst we're on the subject, what are your reasons for opposing the presence of extra armour/accessory slots, or crafting accessories in general? Also, even though you appear to disapprove, which would be more reasonable; a bunch of slots for specific types of accessory (Cloak, Gloves, Amulet, etc) like the Aether mod or other RPGs, or a bunch of non-specific slots that can hold any accessory like in Stalker and Terraria?[/QUOTE] It would be better to have them on the hotbar so you can't just stuff yourself with all the trinkets ever and become invincible(there will probably be more inventory spots than trinkets),so to make them more balanced,they should only work in the hotbar so you have to spend your "hotbar points"(as a theoretical resource)efficiently.Resource management is fun! Also,the reason why I dislike extra slots is because the inventory is really fine as it is currently.It just seems to put needless clutter,though maybe it's just me fearing change.A non-specific accessory slot would be nice,if there aren't too many(like three or so would be good).
It'd be cool if the character had a backpack on him, seeing how the character has a huge inventory and all. Also, I'm not sure if I've said that before, but I'd like to see a quiver slot where you can put a number of quivers that can hold a different number of arrows (A leather quiver can hold 10-16, a Bone quiver which you find in dungeons holds 20-30, or a Black Quiver which you find in strongholds can hold 30-40, etc.), and you have to reload it manually when your quiver runs out. That'd balance out bows a bit more I think. And if we were going to add more weapons, I think we could do with (In total) Spears, Swords, and Maces. Spears have longer range, but slightly reduced damage and a longer cooldown. Swords have the shortest cooldown but have reduced damage, and maces do a large amount of damage but also have a large cooldown.
[QUOTE=Rammlied;34858269] Spears have longer range, but slightly reduced damage and a longer cooldown. Swords have the shortest cooldown but have reduced damage, and maces do a large amount of damage but also have a large cooldown.[/QUOTE] I like the backpacks and quiver idea, but weapons having cooldowns, what is this a MMO? I wouldn't mind a stamina bar kinda like in oblivion/skyrim. Holding down attack does a power attack draining more stamina that just a standard attack, no stamina means lower damage. Certain weapons use certain amounts of stamina, could also throw in shields that drain stamina when blocking. But I don't think weapons should have a cool down after using them.
What I mean is cooldown is like it takes a second before you can strike again. Otherwise you could just spam click a mace like you would a sword and do more damage.
Like the time it takes to pull the mace back up to swing again, or bringing the spear back to thrust again. I think that would work, maybe have the animation accurately show when you can strike again.
We could have the swinging animation slowed down, so you know you can strike again when your mace is all the way back in normal position.
[QUOTE=Rammlied;34858269]It'd be cool if the character had a backpack on him, seeing how the character has a huge inventory and all. Also, I'm not sure if I've said that before, but I'd like to see a quiver slot where you can put a number of quivers that can hold a different number of arrows (A leather quiver can hold 10-16, a Bone quiver which you find in dungeons holds 20-30, or a Black Quiver which you find in strongholds can hold 30-40, etc.), and you have to reload it manually when your quiver runs out. That'd balance out bows a bit more I think.[/QUOTE] 'Balance out'? Bows are already crappy enough with the pull-back-string mechanic. Let's not make them worse.
[QUOTE=Rammlied;34851514]Vanity items are kind of cool, but somewhat useless items that people can have to show off. Like having an enderdragon egg on your porch. You could have silk made from string, and then use silk to make silk cloths that looks pwetty.[/QUOTE] You make that sound kind of cool actually. Considering how sucky some armours look on default texture pack, having a few impractical but cool looking vanity clothes would be awesome.
[QUOTE=killkill85;34858012]Also,the reason why I dislike extra slots is because the inventory is really fine as it is currently.It just seems to put needless clutter,though maybe it's just me fearing change.A non-specific accessory slot would be nice,if there aren't too many(like three or so would be good).[/QUOTE] It's probably your fear of change, and that's natural; humans instinctively fear the unknown, a remnant from a time where darkness equalled death (it was full of grues and sabrecats). Regardless, non-specific accessory slots would probably be the better option.
[QUOTE=Rammlied;34858511]What I mean is cooldown is like it takes a second before you can strike again. Otherwise you could just spam click a mace like you would a sword and do more damage.[/QUOTE] There's already a mechanic wherein when an entity is damaged, it can't take damage again for half a second or something.
Being able to string together combo attacks would make melee combat more involved. Essentially, the player could execute a "special strike" by attacking whilst performing a certain motion (tapping a directional button, being crouched, jumping or falling, etc). The effects of the Special Strike depend on what directional button you tap, as well as what "effect" you have assigned to that button. Assigning a special effect to a button requires both a Study Desk and a Training Golem, which might seem a bit much but the purpose will be revealed shortly. Firstly, the Study Desk, most important of all. It is similar to an Enchanting Table in essence (way less expensive and on a simpler tier than Diamond), but involves the user investing their experience into learning about aspects of the world, which become manifest as "Effects" when commited to paper. For example, something simple like Feather Fall would cost only a few "souls" to unlock, whilst Fire Aspect requires many to access. I'm pretty sure the Effects should be more or less persistent, or at least not disappear from the player's Effects menu whenever they die. This brings me to the Training Golem part. A Training Golem is a mostly-stationary Golem made from a Fence post, one block of Wool, and of course the mystical Pumpkin to bring it to life. When right-clicked, the Training Golem opens the Training menu, which has a slot to put an item into, as well as a side-menu that includes what Effects you know about. If you put a Sword in the item slot, a bunch of slots with icons similar to directions will appear. This is where the player assigns combat-based effects to their special strikes, allowing them to create custom combos to execute during combat. For example, assigning Punch to Strafe Left will cause the special strike in question (the one activated by tapping the Left Strafe button before striking) to knock an enemy in that direction, whilst assigning Fire Aspect to Sprint will cause a Sprinting attack (hit the enemy whilst sprinting) to set enemies on fire if it hits them. By default, you start out with only one "combo slot" per action, meaning you can only perform two-hit combos (the opener and a single Special Strike), but by investing more "Souls" into Swordfighting you can gain more combo slots for an action, permitting for three-hit, four-hit, and even five-hit combos to be performed, as well as making it possible for a specific special strike to deal more than one effect. Below is a list of Actions and a couple of viable Effects related to Swordfighting: [quote][B]Actions[/B] [B]Left Step:[/B] Step to the left. [B]Right Step:[/B] Step to the right. [B]Sprint:[/B] Increases forward move speed. Default effect = [U]Punch[/U] [B]Duck:[/B] Lowers character profile, prevents falling off edges, decreases move speed. [B]Rising:[/B] Character ascends vertically, otherwise known as jumping. [B]Falling:[/B] Character descends vertically, otherwise known as falling. Default effect = [U]Critical Hit[/U][/quote] [quote][B]Effects for Swordfighting[/B] [B]Critical Hit:[/B] Strike deals extra damage. Performed by default when Falling. [B]Punch:[/B] Strike repulses enemy in a certain direction. Performed by default when Sprinting. [B]Fire Aspect:[/B] Strike sets enemies on fire. Any meat-based drops will drop as the "cooked" version. [B]Smite:[/B] Strike deals extra damage to undead such as Zombies. [B]Loot:[/B] Strike causes enemy to drop extra loot if the strike kills them. Reccomended for finishing strikes. [B]Reap:[/B] Strike causes enemy to drop extra experience if the strike kills them. Recommended for finishing strikes. [B]Bane of Arthropods:[/B] Strike deals extra damage to arthropods such as Spiders. [B]Bane of Lizards:[/B] Strike deals extra damage to reptiles such as Dragons. [B]Exorcism:[/B] Strike deals extra damage to extradimensional mobs such as Blazes and Endermen.[/quote] Of course, there are possibilities concerning the other tools being utilised for combat, such as the Woodaxe being effective against Wood-based mobs like Broom Golems (Remember the Sorceror's Apprentice? 'nuff said then) or Ents, and thus either Swordfighting would need to be rejiggered as "Melee", or there would need to be "Axefighting" and "Pickfighting" skills as well. Regardless, this is a small example of how the combat in Minecraft could be improved (as in made into actual combat), as well as how a character progression system based around effects would work. It's a step in the right direction at least, even if you can't comprehend this.
[QUOTE=ironman17;34863185]Being able to string together combo attacks would make melee combat more involved. Essentially, the player could execute a "special strike" by attacking whilst performing a certain motion (tapping a directional buttonSTUFF.[/QUOTE] I uh what Combat is fine as it is why would we need all this combo skill swordfighting bullshit It's easy enough already goddamnit we don't need to become ninja swordmasters doing triple slash critical cripple bleed attacks
Well then, add tougher and more dangerous monsters, give the player more things to fight, make it so that you actually NEED combos to take down the enemy. Also, by what definition is the combat in Minecraft "fine"? It's barely even combat at the moment; all you do is click with the sword, even though the charging knockback and falling crits are a step in the right direction, but aside from those the combat in Minecraft is somewhat dull. If the combat is "easy", the developers have done something wrong and need to make it so that a fight is like "OH GOD OH GOD IT'S ATTACKING!" and "HA! Take that you fiend!", as opposed to "*sigh* Here we go again... *left click* *left click* *left click* Well he's dead now, oh look some loot and XP". However, the Bow is acceptable as a ranged weapon. Also also I don't think you realised that Effects would be for more than just combat. That or I didn't explicitly say that.
It would be nice if you could craft a backpack that would make your inventory as large as a Double Chest.
I want banana trees and grape vines. And drinks, Steve must get thirsty from all that zombie flesh.
[QUOTE=Cheshire_cat;34866863]It would be nice if you could craft a backpack that would make your inventory as large as a Double Chest.[/QUOTE] only if it was quite expensive [editline]25th February 2012[/editline] [QUOTE=RenegadeCop;34866992]I want banana trees and grape vines. And drinks, Steve must get thirsty from all that zombie flesh.[/QUOTE] drinks? wouldnt zombie flesh contain blood for drinking... [editline]25th February 2012[/editline] the coolest think would be some sort of a 2x2x2 crafting table thingy in which we could cut bits of blocks off ie sort of like a 3d crafting table in which we can remove 1/8 blocks from the whole block to make stairs or 1/8 blocks or 1/4 or whatever
Sorry, you need to Log In to post a reply to this thread.