I'm still pushing my giant worm idea.
The worm would be a giant trail of pink blocks that moves continuously under the ground. How it travels is by literally chewing through the blocks ahead. It wouldn't sound like much, but once they make it into mountains or into solid rock, they could really screw up someone's mine. After 500 blocks, a worm would grow an extra piece of itself. They wouldn't harm players initially, for they are docile and will burrow away to avoid being attacked. But they might dig into a lava vein that will flood a mine. Once a worm dies, they split evenly the amount of blocks until there is only 2 left. Once it's down to two, the worm is extinguished.
They would drop Worm-Skin, a substance that can be formed into a Worm-Cube, which is a pink companion block that can be ordered to stay in one place or follow the player. Worm-Cubes can also be used to ingest blocks and destroy them, which could help the player when they are making a gigantic mine and they have too much cobblestone.
/ideasguy
I think there should be a curve in survival starting from when you start your world; everything is trying to kill you, you are extremely vulnerable. When you make advances in your situation, they're very small and hard to get (Making a shitty shelter/making a set of tools would take forever and would be risky), but slowly the advances you make are more significant and happen faster (Full armor set, enchanting, etc). As it is now, a good 20 minutes of caving will get you iron armor and a good stock of iron to be used to make tools, and you rarely die after that point unless you're being fuckall careless.
[QUOTE=Rammlied;36528920]I think there should be a curve in survival starting from when you start your world; everything is trying to kill you, you are extremely vulnerable. When you make advances in your situation, they're very small and hard to get (Making a shitty shelter/making a set of tools would take forever and would be risky), but slowly the advances you make are more significant and happen faster (Full armor set, enchanting, etc). As it is now, a good 20 minutes of caving will get you iron armor and a good stock of iron to be used to make tools, and you rarely die after that point unless you're being fuckall careless.[/QUOTE]
Pretty much. In vanilla Minecraft, you can get some of the best end game loot at roughly an hour in, and by two or three hours, you would usually have already defeated the Ender Dragon. After three hours, assuming you played slowly, you beat the game's main premise, and that's worse than Modern Warfare 2. Of course, people say "Well, you can build something creative :)" but what if I play "Survival" to, you know, survive? I think it's stupid if the Survival aspect of the game is literally ten minutes of challenge, and two and a half hours of constant mining with the occasional mob.
[QUOTE=Loriborn;36529017]Pretty much. In vanilla Minecraft, you can get some of the best end game loot at roughly an hour in, and by two or three hours, you would usually have already defeated the Ender Dragon. After three hours, assuming you played slowly, you beat the game's main premise, and that's worse than Modern Warfare 2. Of course, people say "Well, you can build something creative :)" but what if I play "Survival" to, you know, survive? I think it's stupid if the Survival aspect of the game is literally ten minutes of challenge, and two and a half hours of constant mining with the occasional mob.[/QUOTE]
I think you're wrong about Survival being just about surviving, it's also about building too. Unlike creative, it's very satisfying to build in survival because you did it through effort rather than just flying around and placing infinite blocks.
[QUOTE=rinoaff33;36529817]I think you're wrong about Survival being just about surviving, it's also about building too. Unlike creative, it's very satisfying to build in survival because you did it through effort rather than just flying around and placing infinite blocks.[/QUOTE]
Now a part of surviving is building as well, which, at first, should be a crappy little hut near some water. The thing is, you shouldn't be building huge obsidian Skyscrapers after less than a day of play time, that's where the line between Creative and Survival starts to blur. I love building in survival, but not if I'm able to build the Taj Majal out of Diamond blocks within a few days. It's much more satisfying to build when the odds are against you than when you're playing the current survival which is basically: "Spend hours mining and maybe have a run in with a creeper or skeleton."
Also, before anyone says anything about it, getting materials in Minecraft is not difficult, it doesn't take any skill at all, just time. Finding diamond isn't about skills, it's about mind numbing repetitive left clicking until you've found some.
What I meant is the goal for survival is to eventually overcome the challenges of the world and eventually come to own the world; you are strong enough to brush off the challenges, and it becomes less about survival and more about creativity/item management. That way, people who like to build stuff, but without the ease of creative mode would have what they want, and people who look for survival would have what they want (Although it would end at some point)
[QUOTE=Rammlied;36529982]What I meant is the goal for survival is to eventually overcome the challenges of the world and eventually come to own the world; you are strong enough to brush off the challenges, and it becomes less about survival and more about creativity/item management. That way, people who like to build stuff, but without the ease of creative mode would have what they want, and people who look for survival would have what they want (Although it would end at some point)[/QUOTE]
I agree, but I think it's safe to say that survival at this point in time is not very realistic or challenging. The Survival aspect in Survival Mode should in fact lead up to Creativity at some point, but that point should not be reached within an hour of gameplay.
Don't know if its been said already, but I'd love to see a mod that allows you to brew beer from hops and barley and all that stuff which could be farmed. Also another part of the mod would be the option to make wine by leaving crushed grapes to ferment, you'd crush the grapes by placing them in a kind of wine-press and then leave them in a barrel for a while. The effects of drinking wine or beer would be to boost the health of the player a substantial amount for a limited time, but cause slower walking and after the effects wore off the player would have slightly less than full health.
[QUOTE=CheeserCrice;36532176]Don't know if its been said already, but I'd love to see a mod that allows you to brew beer from hops and barley and all that stuff which could be farmed. Also another part of the mod would be the option to make wine by leaving crushed grapes to ferment, you'd crush the grapes by placing them in a kind of wine-press and then leave them in a barrel for a while. The effects of drinking wine or beer would be to boost the health of the player a substantial amount for a limited time, but cause slower walking and after the effects wore off the player would have slightly less than full health.[/QUOTE]
Why not add a less effective version of "Confusion", and "Disoriented" as the effects?
I think those are the effect names. They're potion effects, Disorient randomly warps the screen to and fro, and Confusion randomly swaps around movement controls.
[QUOTE=MeltingData;36532623]Why not add a less effective version of "Confusion", and "Disoriented" as the effects?
I think those are the effect names. They're potion effects, Disorient randomly warps the screen to and fro, and Confusion randomly swaps around movement controls.[/QUOTE]
sure. (i'm no minecraft expert, I just get bored of farming wheat purely to make bread and feed animals.)
I had a few of ideas that I think would fit into the game fairly well.
[B]TNT carts[/B] - Crafted the same as furnace carts and chest carts, the fuse lights when they pass over a detector rail or a redstone signal. They could be used for traps, mining or, combined with my next idea, cheaper tnt cannons.
[B]Ramps[/B] - This could go two ways. Either just make it so that when a ramp comes off the end of an upwards slope it arcs in the air instead of just dropping or have it as a craftable item which gives you an adjustable ramp rail. You could right click it to change the height and use a redstone current to toggle between up or down.
[B]Adjustable TNT[/B] - You could adjust the strength of tnt blocks by changing the sand:gunpowder ratio. The more gunpowder you put in, the more powerful the explosion but the more unstable it gets so anything over 5 gunpowder has a chance of detonating when you change a block next to it or walk on top of it. On the other hand, the less gunpowder in the weaker the explosion which would let you make cheaper but less effective tnt that only removes dirt and leaves stone untouched.
I'd never want it in vanilla, but I've always wanted to see a drugs mod, except there are actual pros and cons to using them.
Alcohol would take a few items (a few beers or whatever) to take effect, but it increases health and punching strength substantially while it lasts, but slightly disorients you and slightly 'confuses' (as in the potion effect) you. Afterwards, your hunger meter goes down faster for a limited time.
Marijuana would make food fill up more of your hunger bar (even though in real life it's kind of the opposite) and you take slightly (5-10%?) less damage for limited time. The tradeoff is that after it wears off, you become sluggish and slightly slower than normal until you sleep in a bed (or die)
Cocaine would increase running, mining, etc. speed greatly for a short while, and you would take 25-33% less damage, but would make you take five hearts of damage upon taking it and you don't heal while under the effects.
Magic mushrooms would make ores glow very brightly (diamonds would glow teal/cyan, redstone would glow red, coal would produce a purplish 'blacklight' kind of color, etc), and all other colors would become slightly brighter (colors would even penetrate several blocks deep, so you might be able to see ores through the ground), but darkness would become darker and you have the possibility (25%?)to have a bad trip, where everything becomes extremely dark and you take a half heart of damage randomly for a small while. The damage shouldn't kill you, but act like poison and bring you as low as it can.
LSD would show beacons where dungeons and possibly strongholds are, but the landscape would move and breathe, and mobs would be switched with a different model. Sheep might look like creepers, creepers might look like chickens, etc. The mob would act just like the model (in terms of speed, etc), other than the fact that hostile mobs would continue to attack you. If you see a cow running towards you, run, because the possibility of it blowing up is pretty high :v:.
Yeah. There are a million other drugs like heroin and DMT and all sorts of painkillers that I could get into but I'd be doing it in vain.
[QUOTE=Kylel999;36781209]Durgs[/QUOTE]
A natural medicine branch would be an awesome idea.
There's a pretty cool mod called Infernal Mobs ([url]http://www.minecraftforum.net/topic/1325911-atomicstrykers-infernal-mobs-fancy-a-challenge/[/url]) that adds rare elite mobs with special abilities and overall more power.For example,you could find a 1UP Ender Webber Zombie.
The 1UP means it will be healed to full health after killing it the first time,so essentially double health.
Ender means it can teleport around sometimes like an Enderman.
Webber means it will sometimes spawn cobwebs on you to slow you down during the battle.
But if you manage to beat one of them,you'll get quadruple the normal XP you'd get and a random enchanted item.
Of course,something like this should be vanilla.
[editline]17th July 2012[/editline]
also it works with mobs from mods so yay
[editline]17th July 2012[/editline]
also it gives the elite mobs the enchantment glow so yay as well
That sounds kinda cool; randomised mobs reminds me of Diablo and the like. If this were in Vanilla, it'd make combat more interesting. Combine it with a revamped combat system that isn't just a clickfest, with some semblance of strategy and variety, and Minecraft combat would actually be decent. Enemies really should actually attack when they melee, rather than just bumping into you. Some enemies telegraph their attacks, like the Blazes and Ghasts, but most of them don't.
Also, in terms of mobs, there should be Ghouls and Gugs, the former being sneaky meeping doggish gobliny creatures (like their Lovecraftian counterparts), and the latter being large hairy giants with mouths that open sideways.
anti aliasing
Firearms, think Wheel-lock pistols, Flintlock Pistols and rifles, and a cannon maybe.
[QUOTE=calebc789;36887955]Firearms, think Wheel-lock pistols, Flintlock Pistols and rifles, and a cannon maybe.[/QUOTE]
Will never happen.
[editline]28th July 2012[/editline]
What if we could gild/trim armor with gold to increase it's enchantability? Surround the armor with gold bars and you get trimmed armor?
Personally I just want more in the way of gems; maybe have Encrusting to put Gems onto/into items to allow for more specific enchantments when put on the Enchanting Table.
It's more "traditional" than an earlier idea, which involved the gems supplying power to runes which gave the actual effects, and one could tweak the "central processing rune" to allocate more energy to different runes and increase their effects; useful if you had higher-level gems and a surplus of energies produced.
But the traditional idea of adding gems to items for extra stuff, that's more grounded and probably best-suited for the game.
[QUOTE=Rammlied;34497384]Apparently megathreads get locked every month for whatever reason, so we need another one.
This thread is for people to post their brilliant/absolutely fucking retarded ideas that will never get implemented into the game.[/QUOTE]
I think Notch should add thirst to the game, it would be so much more challenging, and you can drink water from buckets, but it must be clean. so no cave water no swamp water must be pure fresh. or you get poisoned. :) Agree?
No, that's a horrid idea. We can already eat raw chicken with a decent chance of not getting poisoned, along with raw pork while never getting poisoned (LOL YEAH OKAY) and raw beef without getting poisoned. Not only would thirst over complicate the game but the whole "fresh water" thing would be retardedly out of theme.
[editline]29th July 2012[/editline]
Also, I'd stray away from the smilies here. They seem to be frowned upon.
First of all, the devs need to fix the weird lightning update that occurs with stairs and half blocks. It seems like not such a hard thing. In my mind it's just a little coding, like stairs should emit 0 lightning, and half steps a number like 8 when they are in direct sunlight and torches light. But I don't know.
[QUOTE=Tonybuttface;36983414]I think Notch should add thirst to the game, it would be so much more challenging, and you can drink water from buckets, but it must be clean. so no cave water no swamp water must be pure fresh. or you get poisoned. :) Agree?[/QUOTE]
Thirst would be too challenging for most people. Cave water wouldn't be so bad though, since underground streams are often filtered by the stone and soil.
Thirst would be bad, especially since you can't carry water in anything except a metal bucket. Not even wooden bowls.
If lightning strikes pigmen in the overworld, 1. the Pigmen won't despawn, and 2. The pigmen will attack pigs and by killing them turn them into other pigmen. Before you know it you have a pigmen infestation that you need to take care of!
Maybe a world generation feature called "Challenge Mode" with several types: Floating Island, Survival Island, and Lava Island. All simple variations of the original "survival island" map, where you have an isolated island with one tree. In lava and survival island mode, dungeons would be much more common (and more dangerous), and chests would contain seeds and saplings and stuff like that. In floating island mode there would be 3 floating dungeons in random directions 100-200 blocks from the original island with said saplings and such.
Why would we have challenge mode when we have custom maps?
Also, I wish world generation was much more like Dwarf Fortress'. Each world should undergo a brief geological history so everything makes sense (geologically) while it builds. Before generating a world, you should be able to choose certain settings such as mineral sparsity, etc.
Oh, and we should also have biome sliders, each with a number representing the percentage of land that will be the corresponding biome. For example, you could slide all biomes but Jungle and Ocean (not sure if sub-biomes would be on there since they represent transitions and they wouldn't make sense really used otherwise, e.g. if you turned off ocean but turned on 75% beach and 25% jungle) to 0%, and behold, you'd have a jungle/ocean paradise world. If you turned ocean to 75% or so and jungle to 25% or so, you'd have a world that is a series of jungle islands/keys. It'd be interesting, I think. It would make for a lot more interesting worlds that pop up in servers and builders (whether on survival or creative) could get the world they want a lot easier instead of looking through random seeds.
-snip-
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