ok i get it minecraft's caves and cliffs update looks pretty cool but even so they've added soooo much and i feel that well now its milking the old cow
the game is already perfect in a way and dont get me wrong added new mobs would be cool but adding new blocks and new mobs in my opinion is down right unnecessary and adding the warden kinda sucks like we alreay have too many hostile mobs and ik lots of ppl have been rambling about this but a new dimension would be cool bc we have finished updating the overworld and nether completely so a new dimension would be cool but i completely understand that 1. they would have to make it related to the end in some way which would change how you beat the game 2. would take years to produce but still the out come would be wonderful also and end update would also be really cool
I'm confused. You criticize the game for being overly complex with unnecessary additions, and then immediately suggest they add an entirely new dimension?
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I think there's so much content in this game that's basically already empty. There is almost nothing to do in the end, the caves, and the mountains, so it seems like a good idea to add to that instead of making the game more complicated with new dimensions
I think there's so much content in this game that's basically already empty. There is almost nothing to do in the end, the caves, and the mountains, so it seems like a good idea to add to that instead of making the game more complicated with new dimensions
I completely agree. The end dimension is so boring that i barely visit it. When i do visit it, then only to get the elytra or shulkershells.
Mining in the overworld is also boring imo becouse most caves are way to small.
The only things i mine for at the beginning are redstone dust and iron, since we can trade for diamond tools.
I'm glad we get the cave update soon.
I'm also hoping for further changes to fishing. At the moment it's not only nerfed like [censored], it's also boring as hell.
If you would be able to catch something like a crab, wich could attack you and deal very littly damage it would already become harder to build afk-fishing machines. That would also make fishing a little more entertaining. I mean it's just that boring from the start!
Also, unless you have the lure enchantment, it's way faster to get some salmons from just killing them in a river.
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I completely agree. The end dimension is so boring that i barely visit it. When i do visit it, then only to get the elytra or shulkershells.
Mining in the overworld is also boring imo becouse most caves are way to small.
The only things i mine for at the beginning are redstone dust and iron, since we can trade for diamond tools.
I'm glad we get the cave update soon.
I'm also hoping for further changes to fishing. At the moment it's not only nerfed like [censored], it's also boring as hell.
If you would be able to catch something like a crab, wich could attack you and deal very littly damage it would already become harder to build afk-fishing machines. That would also make fishing a little more entertaining. I mean it's just that boring from the start!
Also, unless you have the lure enchantment, it's way faster to get some salmons from just killing them in a river.
I agree with the critique of the cave systems of the Overworld, this has been the major reason why caving has been boring for me.
Adding in crabs that attack players would be useful in reducing the AFK fish farming because it would mean players would have to deal with the annoyance of killing a lot of crabs that filled up their base or fishing hut if they left the facility unattended for too long while the process of fishing were automated by some exploit.
Every time a fishing rod is used to catch something there should be a 2.5% or 5% chance of catching a crab, if a crab is caught, it lands on deck in front of the player and then the player has to kill it before they can safely get back to business.
One crab by itself shouldn't be enough to kill the player in one hit, but if 10+ crabs were attacking the player at once, then things become dicey and the player could die from multiple pinches at a time.
There are more ways to nerf fishing though, although all the enchantment books should stay in the loot pool.
It's not just the crab that should be hostile to the player,
There should be jellyfish that do a bit of damage to the player when caught as well as causing status of slowness for 30 seconds
This would add an effective cool-down on fishing unless the player wishes to risk being killed by a subsequent pinching to death session with crabs afterwards. Yes they could be rewarded by a Silk Touch, Smite 4 or Mending book, but they could also lose the necessary XP for applying those enchantments on items if they bite off more than they can chew and were too impatient to wait out the 30 seconds for the slowness status to end.
I think there's so much content in this game that's basically already empty. There is almost nothing to do in the end, the caves, and the mountains, so it seems like a good idea to add to that instead of making the game more complicated with new dimensions
The Overworld needs more mobs, specifically both hostile and neutral ones, mostly newer animals to make the world more diverse and interesting.
I disagree with the OP's statement that the Overworld has been finished with updates, because it hasn't, lots of people not just myself have been asking for more content to be added to the Overworld and it's not just animals, some are asking for newer decor blocks, and even enchantments that would enhance Overworld mining, such as the Smelting suggestion.
In 1.17 we are getting goats so that is good, but it would be nice to have crocodiles in swamps so there is an additional hazard to avoid in those biomes not just drowned Zombies.
I agree with the critique of the cave systems of the Overworld, this has been the major reason why caving has been boring for me.
Adding in crabs that attack players would be useful in reducing the AFK fish farming because it would mean players would have to deal with the annoyance of killing a lot of crabs that filled up their base or fishing hut if they left the facility unattended for too long while the process of fishing were automated by some exploit.
Every time a fishing rod is used to catch something there should be a 2.5% or 5% chance of catching a crab, if a crab is caught, it lands on deck in front of the player and then the player has to kill it before they can safely get back to business.
One crab by itself shouldn't be enough to kill the player in one hit, but if 10+ crabs were attacking the player at once, then things become dicey and the player could die from multiple pinches at a time.
There are more ways to nerf fishing though, although all the enchantment books should stay in the loot pool.
It's not just the crab that should be hostile to the player,
There should be jellyfish that do a bit of damage to the player when caught as well as causing status of slowness for 30 seconds
This would add an effective cool-down on fishing unless the player wishes to risk being killed by a subsequent pinching to death session with crabs afterwards. Yes they could be rewarded by a Silk Touch, Smite 4 or Mending book, but they could also lose the necessary XP for applying those enchantments on items if they bite off more than they can chew and were too impatient to wait out the 30 seconds for the slowness status to end.
You've got some interesting additions in mind.
I think the best part about catching something dangerous is, that the players have to actually come up with a new, this time secure afk fishing device.
At the moment i don't see a reason to build something like that when i can just use autofish modifications.
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I think the best part about catching something dangerous is, that the players have to actually come up with a new, this time secure afk fishing device.
At the moment i don't see a reason to build something like that when i can just use autofish modifications.
It also adds a fun mechanic without causing unnecessary time wasting and making the game too grindy, your suggestion to add crabs is a very good one because this mob has a purpose and could make fishing more entertaining for people.
Sadly some people's idea of "balance" mean a simple nerf of farms, even non AFK ones, without proper thought or consideration how they would affect other players, and then this punishes players for using legit methods to get important items in the game. Of course their excuses for this madness almost always go along the lines of "just mine for it".
Not every resource in the game can be mined or even crafted for that matter. Most types of horse armour cannot be crafted, especially iron or diamond ones and they have to be found, saddles cannot be crafted either, and you actually need to fish for them, trade or find them in chests.
I don't even like the cool-down on villager trades, while I do think certain trades should be expensive, they shouldn't just "lock up" just because you put in the work to get a surplus of items to trade with them. Yes people can circumvent this issue, sort of, by having more villagers, but then if you have too many mobs in your area it would cause lag so this is not necessarily a good thing.
Mojang never stops adding features that end up being ruined later on, now with the 1.17 update they're replacing gold ingot drops from Drowned Zombies with Copper, my friend Lizking10152011 made a post about this on the feedback.net, and he believes copper ingots would've made more sense from Strays or skeletons, and I agree with him, since for one thing they had a lower loot pool compared to Zombies to begin with.
The game is actually very complex, but that's great in my opinion. I play for two weeks, now I'm learning to play singlepalyer and I recommend it to you too.
The fact that we don't know the whole game yet is the most beautiful part of it. I play various games outside of Minecraft, such as PoE. If you play the entire league (something like a season in games) with one build that you already know well and suddenly change the build - it's like playing a new game :-)
I'm confused. You criticize the game for being overly complex with unnecessary additions, and then immediately suggest they add an entirely new dimension?
What I meant was minecraft already perfected most of the overworld and another update for it isnt needed, whereas the end is so plain and empty and there isnt much more to do once you beat the game.
The Overworld needs more mobs, specifically both hostile and neutral ones, mostly newer animals to make the world more diverse and interesting.
I disagree with the OP's statement that the Overworld has been finished with updates, because it hasn't, lots of people not just myself have been asking for more content to be added to the Overworld and it's not just animals, some are asking for newer decor blocks, and even enchantments that would enhance Overworld mining, such as the Smelting suggestion.
In 1.17 we are getting goats so that is good, but it would be nice to have crocodiles in swamps so there is an additional hazard to avoid in those biomes not just drowned Zombies.
Yes, but compared to the nether we have had enough, but I feel that biome exclusive mobs would make the gameplay environment much better.
Yes, but compared to the nether we have had enough, but I feel that biome exclusive mobs would make the gameplay environment much better.
Like?
In a savanna biome having extra mobs like giraffe, rhinos, zebras, antelopes, wildebeest, hippopotamus and snakes would be welcome, with a chance (but not guaranteed) to cause poison status to the victim if they walk over one, which would make tall grass a genuine indirect hazard to players, just like in real life. Wildebeests could be dangerous to players in a very different way, stampede would be the real problem when dealing with them, and they can be made to deal 5 hearts of damage per hit with their horns, discounting reductions with armour and Protection enchantment.
Tundra and Ice Spikes Biome already got polar bears, having penguins as a neutral mob would be nice too.
Swamp could have crocodiles, which would discourage going over the lakes without an elytra, a boat or frostwalker enchanted boots.
Forests could have Owls, non aggressive toward other players, but will cause havoc on unshielded rabbit farms or sanctuaries.
Extreme Hills could have eagles, aggressive toward players but only if provoked or if players are close to nests.
Beaches could have seagulls, aggressive toward players who were too close to their eggs or nests.
But seagulls could also be aggressive toward Drowned Zombies, Regular Zombies and Husks, adding a bit of amusement (and balance) to them.
General lakes could have swans, swans would hiss at players who got too close, and if players didn't move away in time or got too close to a Cygnet.
Rivers and lakes in jungles could have piranhas, meaning players who weren't wearing Thorns III enchanted armour would have a difficult time dealing with them and would potentially destroy their armour, if not be outright killed by them if they remained in the water for too long.
These are the ways Survival mode could be made more challenging, without making the game unnecessarily grindy or annoying for people.
Unfortunately a lot of suggestions to make Survival mode harder seem to fall along the lines of a simple nerf to existing goodies in the game and not much thought process goes beyond that.
THIS IS LITERALLY MY RAW OPINION
ok i get it minecraft's caves and cliffs update looks pretty cool but even so they've added soooo much and i feel that well now its milking the old cow
the game is already perfect in a way and dont get me wrong added new mobs would be cool but adding new blocks and new mobs in my opinion is down right unnecessary and adding the warden kinda sucks like we alreay have too many hostile mobs and ik lots of ppl have been rambling about this but a new dimension would be cool bc we have finished updating the overworld and nether completely so a new dimension would be cool but i completely understand that 1. they would have to make it related to the end in some way which would change how you beat the game 2. would take years to produce but still the out come would be wonderful also and end update would also be really cool
thanks for reading and have a good day
I'm confused. You criticize the game for being overly complex with unnecessary additions, and then immediately suggest they add an entirely new dimension?
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I think there's so much content in this game that's basically already empty. There is almost nothing to do in the end, the caves, and the mountains, so it seems like a good idea to add to that instead of making the game more complicated with new dimensions
I completely agree. The end dimension is so boring that i barely visit it. When i do visit it, then only to get the elytra or shulkershells.
Mining in the overworld is also boring imo becouse most caves are way to small.
The only things i mine for at the beginning are redstone dust and iron, since we can trade for diamond tools.
I'm glad we get the cave update soon.
I'm also hoping for further changes to fishing. At the moment it's not only nerfed like [censored], it's also boring as hell.
If you would be able to catch something like a crab, wich could attack you and deal very littly damage it would already become harder to build afk-fishing machines. That would also make fishing a little more entertaining. I mean it's just that boring from the start!
Also, unless you have the lure enchantment, it's way faster to get some salmons from just killing them in a river.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I agree with the critique of the cave systems of the Overworld, this has been the major reason why caving has been boring for me.
Adding in crabs that attack players would be useful in reducing the AFK fish farming because it would mean players would have to deal with the annoyance of killing a lot of crabs that filled up their base or fishing hut if they left the facility unattended for too long while the process of fishing were automated by some exploit.
Every time a fishing rod is used to catch something there should be a 2.5% or 5% chance of catching a crab, if a crab is caught, it lands on deck in front of the player and then the player has to kill it before they can safely get back to business.
One crab by itself shouldn't be enough to kill the player in one hit, but if 10+ crabs were attacking the player at once, then things become dicey and the player could die from multiple pinches at a time.
There are more ways to nerf fishing though, although all the enchantment books should stay in the loot pool.
It's not just the crab that should be hostile to the player,
There should be jellyfish that do a bit of damage to the player when caught as well as causing status of slowness for 30 seconds
This would add an effective cool-down on fishing unless the player wishes to risk being killed by a subsequent pinching to death session with crabs afterwards. Yes they could be rewarded by a Silk Touch, Smite 4 or Mending book, but they could also lose the necessary XP for applying those enchantments on items if they bite off more than they can chew and were too impatient to wait out the 30 seconds for the slowness status to end.
The Overworld needs more mobs, specifically both hostile and neutral ones, mostly newer animals to make the world more diverse and interesting.
I disagree with the OP's statement that the Overworld has been finished with updates, because it hasn't, lots of people not just myself have been asking for more content to be added to the Overworld and it's not just animals, some are asking for newer decor blocks, and even enchantments that would enhance Overworld mining, such as the Smelting suggestion.
In 1.17 we are getting goats so that is good, but it would be nice to have crocodiles in swamps so there is an additional hazard to avoid in those biomes not just drowned Zombies.
You've got some interesting additions in mind.
I think the best part about catching something dangerous is, that the players have to actually come up with a new, this time secure afk fishing device.
At the moment i don't see a reason to build something like that when i can just use autofish modifications.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
It also adds a fun mechanic without causing unnecessary time wasting and making the game too grindy, your suggestion to add crabs is a very good one because this mob has a purpose and could make fishing more entertaining for people.
Sadly some people's idea of "balance" mean a simple nerf of farms, even non AFK ones, without proper thought or consideration how they would affect other players, and then this punishes players for using legit methods to get important items in the game. Of course their excuses for this madness almost always go along the lines of "just mine for it".
Not every resource in the game can be mined or even crafted for that matter. Most types of horse armour cannot be crafted, especially iron or diamond ones and they have to be found, saddles cannot be crafted either, and you actually need to fish for them, trade or find them in chests.
I don't even like the cool-down on villager trades, while I do think certain trades should be expensive, they shouldn't just "lock up" just because you put in the work to get a surplus of items to trade with them. Yes people can circumvent this issue, sort of, by having more villagers, but then if you have too many mobs in your area it would cause lag so this is not necessarily a good thing.
Mojang never stops adding features that end up being ruined later on, now with the 1.17 update they're replacing gold ingot drops from Drowned Zombies with Copper, my friend Lizking10152011 made a post about this on the feedback.net, and he believes copper ingots would've made more sense from Strays or skeletons, and I agree with him, since for one thing they had a lower loot pool compared to Zombies to begin with.
The game is actually very complex, but that's great in my opinion. I play for two weeks, now I'm learning to play singlepalyer and I recommend it to you too.
The fact that we don't know the whole game yet is the most beautiful part of it. I play various games outside of Minecraft, such as PoE. If you play the entire league (something like a season in games) with one build that you already know well and suddenly change the build - it's like playing a new game :-)
PoE is the greatest thing in my short life
so when I need some money, some orbs, or some currency I enter https://odealo.com/games/path-of-exile/currency the Odealo site and I buy some poe orbs
.
What I meant was minecraft already perfected most of the overworld and another update for it isnt needed, whereas the end is so plain and empty and there isnt much more to do once you beat the game.
Yes, but compared to the nether we have had enough, but I feel that biome exclusive mobs would make the gameplay environment much better.
Like?
In a savanna biome having extra mobs like giraffe, rhinos, zebras, antelopes, wildebeest, hippopotamus and snakes would be welcome, with a chance (but not guaranteed) to cause poison status to the victim if they walk over one, which would make tall grass a genuine indirect hazard to players, just like in real life. Wildebeests could be dangerous to players in a very different way, stampede would be the real problem when dealing with them, and they can be made to deal 5 hearts of damage per hit with their horns, discounting reductions with armour and Protection enchantment.
Tundra and Ice Spikes Biome already got polar bears, having penguins as a neutral mob would be nice too.
Swamp could have crocodiles, which would discourage going over the lakes without an elytra, a boat or frostwalker enchanted boots.
Forests could have Owls, non aggressive toward other players, but will cause havoc on unshielded rabbit farms or sanctuaries.
Extreme Hills could have eagles, aggressive toward players but only if provoked or if players are close to nests.
Beaches could have seagulls, aggressive toward players who were too close to their eggs or nests.
But seagulls could also be aggressive toward Drowned Zombies, Regular Zombies and Husks, adding a bit of amusement (and balance) to them.
General lakes could have swans, swans would hiss at players who got too close, and if players didn't move away in time or got too close to a Cygnet.
Rivers and lakes in jungles could have piranhas, meaning players who weren't wearing Thorns III enchanted armour would have a difficult time dealing with them and would potentially destroy their armour, if not be outright killed by them if they remained in the water for too long.
These are the ways Survival mode could be made more challenging, without making the game unnecessarily grindy or annoying for people.
Unfortunately a lot of suggestions to make Survival mode harder seem to fall along the lines of a simple nerf to existing goodies in the game and not much thought process goes beyond that.