The end feels boring to me, it's supposed to be the climax, like you've been mining and crafting on the streets, but no you're in an arena! There's a dragon, a boss fight and the stress is on. But then you realize he's weak and easy. The combat also feels boring, the loop of getting armor, fighting with it until it breaks and enchanting it isn't satisfying to me, so i suggest the second combat/end update. And update that will progressively overhaul the game, or will at least be the foundation of the overhaul. The update will increase replayability and create new to interact with the game, environment and more. While combat isn't the main focus of Minecraft, and that's okay, there is a great PvP community within the game, and as a PvPer myself, i find the combat, boring. Not that it doesn't have it's strengths, but it's basically just click and move, there barely are different playstyles to combat in the game if any. So here's my idea to fix this: weapon abilities, like; armor that makes you move faster, but it doesn't give a lot of defense unlike the set that makes you move a little slower, but gives the most defense in the game(these are just random examples, weapons will also have abilities) now this ties into the end because at first, the only way to get one of these new sets is to fight a dragon, each set supports a different playstyle and when the fight starts the game will randomly choose a dragon for you to fight, each one having it's own set for it's own playstyle, the dragon will also fight you using the playstyle it's armor and weapons support. In the end of the fight he will either drop it's full armor set, it's weapon or both(that's just a random drop idea, open to suggestions about this) because there are different types of dragons with different rewards, thus encouraging players to replay the fight and increasing replayability. There will also be a new health bar and stamina bar(the health bar will be numbers since some armor could give you more health, hearts would still exist, but they would represent how much percent of your health is left, the armor bar, on the other hand, is gone, replaced with a defence bar, which like the new health bar will be in numbers. There will also be a stamina bar, which will go down each time you use a weapon ability.) At first, these new kind of weapons will only be obtainable by dragon slaying, but if the community approves, each update will have gear like that themed after the update, like armor that gives you more health and defense underground, crafter by a new ore, for a cave update. This update is big so things may be added over time. Also there will be new biomes and blocks for the end, but the combat is the focus of this post.
Also please reply with your suggestions and ideas to add on, I'll try to respond and update this depending on feedback
Now, you mentioned that different armor tiers could have different running speeds, and I previously suggested updating stealth mechanics so that higher tiers affect sneaking more, and slow running speed. This would mean higher defences would require sacrificing speed.
The end feels boring to me, it's supposed to be the climax, like you've been mining and crafting on the streets, but no you're in an arena! There's a dragon, a boss fight and the stress is on. But then you realize he's weak and easy. Opinion, but I agree. The combat also feels boring, the loop of getting armor, fighting with it until it breaks and enchanting it isn't satisfying to me, so i suggest the second combat/end update. I lot of people seem to lean on this "this is getting boring" statement. As true as it is, no one seems to think out that adding more stuff will also get boring. And update that will progressively overhaul the game, or will at least be the foundation of the overhaul.
The update will increase replayability and create new to interact with the game, environment and more. While combat isn't the main focus of Minecraft, and that's okay, there is a great PvP community within the game, and as a PvPer myself, i find the combat, boring. Not that it doesn't have it's strengths, but it's basically just click and move, there barely are different playstyles to combat in the game if any. I still agree, but adding playstyles to a game like this isn't as appealing as people keep thinking it is. It's not impossible, but this is a game that's awkward blocks and has the most lackluster combat ever, so a lot of combat suggestions wouldn't add anything in the same way as it would other games.
So here's my idea to fix this: weapon abilities, like; armor that makes you move faster, but it doesn't give a lot of defense unlike the set that makes you move a little slower
The faster thing just sounds like a permanent potion effect... And being slowed down would be waayyyy too annoying. I don't want to be bounced around by mobs because I couldn't move away in time.
but gives the most defense in the game(these are just random examples, weapons will also have abilities) now this ties into the end because at first, the only way to get one of these new sets is to fight a dragon, each set supports a different playstyle and when the fight starts the game will randomly choose a dragon for you to fight, each one having it's own set for it's own playstyle, the dragon will also fight you using the playstyle it's armor and weapons support. The different dragon playstyle/attacks thing I could honestly be on board with. But uh... unless I read this wrong, I don't want dragons using weapons and armor.
In the end of the fight he will either drop it's full armor set, it's weapon or both(that's just a random drop idea, open to suggestions about this) because there are different types of dragons with different rewards, thus encouraging players to replay the fight and increasing replayability. You should probably finish your suggestion completely before posting this. There's nothing wrong with accepting ideas for suggestions, but we still need enough to go on at the start.
There will also be a new health bar and stamina bar (the health bar will be numbers since some armor could give you more health, hearts would still exist, but they would represent how much percent of your health is left, the armor bar, on the other hand, is gone, replaced with a defence bar, which like the new health bar will be in numbers.
Yeah... Gonna have to give an extremely massive NOPE on this one. This is just weird. We don't need to change health and stamina for no reason. This change doesn't offer anything.
There will also be a stamina bar, which will go down each time you use a weapon ability.) At first, these new kind of weapons will only be obtainable by dragon slaying, but if the community approves, each update will have gear like that themed after the update, like armor that gives you more health and defense underground, crafter by a new ore, for a cave update. Okay yeah, see... You should have probably told us all these weapon abilities before posting this. And you can't lean on the "give me suggestions" thing because I like said before, you still need to complete your own idea first.
Also please reply with your suggestions and ideas to add on, I'll try to respond and update this depending on feedback ......... If you're gonna be posting suggestions regularly here, read this. You're new here, so I deeply deeply hope you read that and not carelessly skip it, otherwise you will end up covering your future ideas in newby mistakes. It's a must read if you plan on really making big, serious suggestions.
...but uh yeah. Your enter key. Use it in the future. For real.
How about a new biome known as the "Shulking Valley!" Shulkers would spawn occasionally, making their shells and boxes renewable. It would have a purple grass, plants and also a few structures like a new floating dungeon with an ender pearl or teal-ish color troll-like mini-boss with and would drop end troll scales. He would be dangerous and would spawn shulkers to try to levitate you out of the dungeon and fall into the void. The troll scales could be combined with a shulker box to make a more beautiful troll box with the same storage as a large chest and would also be dyeable and would contain its items like a regular shulker box. It would be found rarely on outer islands and would be made of end_stone, purpur and pearlstone, a new cobble equivalent in the end as blackstone is to the nether. It would have decorative blocks and be made from ender pearls. It could possibly generate in veins on the outer islands and in a new biome as well.
The end feels boring to me, it's supposed to be the climax, like you've been mining and crafting on the streets, but no you're in an arena! There's a dragon, a boss fight and the stress is on. But then you realize he's weak and easy. The combat also feels boring, the loop of getting armor, fighting with it until it breaks and enchanting it isn't satisfying to me, so i suggest the second combat/end update. And update that will progressively overhaul the game, or will at least be the foundation of the overhaul. The update will increase replayability and create new to interact with the game, environment and more. While combat isn't the main focus of Minecraft, and that's okay, there is a great PvP community within the game, and as a PvPer myself, i find the combat, boring. Not that it doesn't have it's strengths, but it's basically just click and move, there barely are different playstyles to combat in the game if any. So here's my idea to fix this: weapon abilities, like; armor that makes you move faster, but it doesn't give a lot of defense unlike the set that makes you move a little slower, but gives the most defense in the game(these are just random examples, weapons will also have abilities) now this ties into the end because at first, the only way to get one of these new sets is to fight a dragon, each set supports a different playstyle and when the fight starts the game will randomly choose a dragon for you to fight, each one having it's own set for it's own playstyle, the dragon will also fight you using the playstyle it's armor and weapons support. In the end of the fight he will either drop it's full armor set, it's weapon or both(that's just a random drop idea, open to suggestions about this) because there are different types of dragons with different rewards, thus encouraging players to replay the fight and increasing replayability. There will also be a new health bar and stamina bar(the health bar will be numbers since some armor could give you more health, hearts would still exist, but they would represent how much percent of your health is left, the armor bar, on the other hand, is gone, replaced with a defence bar, which like the new health bar will be in numbers. There will also be a stamina bar, which will go down each time you use a weapon ability.) At first, these new kind of weapons will only be obtainable by dragon slaying, but if the community approves, each update will have gear like that themed after the update, like armor that gives you more health and defense underground, crafter by a new ore, for a cave update. This update is big so things may be added over time. Also there will be new biomes and blocks for the end, but the combat is the focus of this post.
Also please reply with your suggestions and ideas to add on, I'll try to respond and update this depending on feedback
1. Ender scale armour? I'm sceptical. We have plenty of regular armor types already, and I'd prefer leggings and boots to match specialist Turtle Helmet and Elytra.
2. Basing playstyle on armour? I don't see it. One of assets of minecraft is how generalist the mainstream (L.Cm.I.G.D.N.) armour is, at most I see slow-down related to efficiency, debated in other threads. Except enchantments and organic armour types for specific armour parts, they can be specialist.
3. Different types of enderdragons? Sounds interesting, but it would have to be very thoughtfully implemented. It's a breakthrough update, not skirmish addition.
4. Stamina bar? Heck, that's something I haven't seen on other Minecraft threads. As above - sounds very interesting, but it would have to be very thoughtfully implemented. Even bigger breakthrough.
5. Underground armour? Sounds abusable. Also, it's another armour set to boot. Besides, I'd prefer this quality in enchantment, as nearly all high-grade armorpieces are made from stuff dug from the ground. Or as some organic armour, like Elytra or Turtle Shell, for leggings or boots only.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
How about a new biome known as the "Shulking Valley!" Shulkers would spawn occasionally, making their shells and boxes renewable. It would have a purple grass, plants and also a few structures like a new floating dungeon with an ender pearl or teal-ish color troll-like mini-boss with and would drop end troll scales. He would be dangerous and would spawn shulkers to try to levitate you out of the dungeon and fall into the void. The troll scales could be combined with a shulker box to make a more beautiful troll box with the same storage as a large chest and would also be dyeable and would contain its items like a regular shulker box. It would be found rarely on outer islands and would be made of end_stone, purpur and pearlstone, a new cobble equivalent in the end as blackstone is to the nether. It would have decorative blocks and be made from ender pearls. It could possibly generate in veins on the outer islands and in a new biome as well.
I'd rather shulkers respawn over time in end cities. And organic biome dedicated to endermites spawned by purple bushes.
Pearlstone? I think it's completely unnecessary, end stone would be better to act as cobblestone equivalent. Or even purpur.
Troll dungeon sounds interesting, I don't have real objections, but... I want to know what others think, because I have a strange feeling it might have a problem I don't see myself somehow...
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
The end feels boring to me, it's supposed to be the climax, like you've been mining and crafting on the streets, but no you're in an arena! There's a dragon, a boss fight and the stress is on. But then you realize he's weak and easy. The combat also feels boring, the loop of getting armor, fighting with it until it breaks and enchanting it isn't satisfying to me, so i suggest the second combat/end update. And update that will progressively overhaul the game, or will at least be the foundation of the overhaul. The update will increase replayability and create new to interact with the game, environment and more. While combat isn't the main focus of Minecraft, and that's okay, there is a great PvP community within the game, and as a PvPer myself, i find the combat, boring. Not that it doesn't have it's strengths, but it's basically just click and move, there barely are different playstyles to combat in the game if any. So here's my idea to fix this: weapon abilities, like; armor that makes you move faster, but it doesn't give a lot of defense unlike the set that makes you move a little slower, but gives the most defense in the game(these are just random examples, weapons will also have abilities) now this ties into the end because at first, the only way to get one of these new sets is to fight a dragon, each set supports a different playstyle and when the fight starts the game will randomly choose a dragon for you to fight, each one having it's own set for it's own playstyle, the dragon will also fight you using the playstyle it's armor and weapons support. In the end of the fight he will either drop it's full armor set, it's weapon or both(that's just a random drop idea, open to suggestions about this) because there are different types of dragons with different rewards, thus encouraging players to replay the fight and increasing replayability. There will also be a new health bar and stamina bar(the health bar will be numbers since some armor could give you more health, hearts would still exist, but they would represent how much percent of your health is left, the armor bar, on the other hand, is gone, replaced with a defence bar, which like the new health bar will be in numbers. There will also be a stamina bar, which will go down each time you use a weapon ability.) At first, these new kind of weapons will only be obtainable by dragon slaying, but if the community approves, each update will have gear like that themed after the update, like armor that gives you more health and defense underground, crafter by a new ore, for a cave update. This update is big so things may be added over time. Also there will be new biomes and blocks for the end, but the combat is the focus of this post.
Also please reply with your suggestions and ideas to add on, I'll try to respond and update this depending on feedback
Paragraphs. Please.
Now, you mentioned that different armor tiers could have different running speeds, and I previously suggested updating stealth mechanics so that higher tiers affect sneaking more, and slow running speed. This would mean higher defences would require sacrificing speed.
Ohhhhhh my sweet sweet God. Please start using your enter key.
...but uh yeah. Your enter key. Use it in the future. For real.
Exactly! Anymore useful feedback?
Hit the enter key every now and then.
How about a new biome known as the "Shulking Valley!" Shulkers would spawn occasionally, making their shells and boxes renewable. It would have a purple grass, plants and also a few structures like a new floating dungeon with an ender pearl or teal-ish color troll-like mini-boss with and would drop end troll scales. He would be dangerous and would spawn shulkers to try to levitate you out of the dungeon and fall into the void. The troll scales could be combined with a shulker box to make a more beautiful troll box with the same storage as a large chest and would also be dyeable and would contain its items like a regular shulker box. It would be found rarely on outer islands and would be made of end_stone, purpur and pearlstone, a new cobble equivalent in the end as blackstone is to the nether. It would have decorative blocks and be made from ender pearls. It could possibly generate in veins on the outer islands and in a new biome as well.
1. Ender scale armour? I'm sceptical. We have plenty of regular armor types already, and I'd prefer leggings and boots to match specialist Turtle Helmet and Elytra.
2. Basing playstyle on armour? I don't see it. One of assets of minecraft is how generalist the mainstream (L.Cm.I.G.D.N.) armour is, at most I see slow-down related to efficiency, debated in other threads. Except enchantments and organic armour types for specific armour parts, they can be specialist.
3. Different types of enderdragons? Sounds interesting, but it would have to be very thoughtfully implemented. It's a breakthrough update, not skirmish addition.
4. Stamina bar? Heck, that's something I haven't seen on other Minecraft threads. As above - sounds very interesting, but it would have to be very thoughtfully implemented. Even bigger breakthrough.
5. Underground armour? Sounds abusable. Also, it's another armour set to boot. Besides, I'd prefer this quality in enchantment, as nearly all high-grade armorpieces are made from stuff dug from the ground. Or as some organic armour, like Elytra or Turtle Shell, for leggings or boots only.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I'd rather shulkers respawn over time in end cities. And organic biome dedicated to endermites spawned by purple bushes.
Pearlstone? I think it's completely unnecessary, end stone would be better to act as cobblestone equivalent. Or even purpur.
Troll dungeon sounds interesting, I don't have real objections, but... I want to know what others think, because I have a strange feeling it might have a problem I don't see myself somehow...
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out