Two-part proposal consisting of a mob and additional potion. 1. Wasteland biome - cold biome, covered with 1-block-layer of coarse dirt and sparse oak trunks, 50% upright, 50% collapsed. Ocassional grass-covered islands with alive oaks. Ocassional sandy areas, with deadbushes but no cacti. Flat. No passive mobs spawning. Plains villages generate from time to time, in 90% zombie villages. Hostile mob spawning usual, but on surface (moon must shine) Undead Giants spawn, about as often as Endermen. 2. Undead Giant mob - the successor of unreleased Giant mob, except now with Ziglin levels of clothing, 80% of a zombie and 20% of a skeleton.
10-blocks tall, spawning rarely in wasteland mentioned above, capable of crushing just as much on his way as a Ravager, and, when unable to reach you, casts a spell that poisons and briefly blinds you. Physically strong, slams you with his huge fists. Cannot wear armour or use tools. Does not attack anyone first; is neutral. Scares all mobs away except other undead and illagers. Ignored by Iron Golems and Enderdragon.
Drops bone blocks, rotten flesh, and giant liver. 3. Potion of Size - brewed with use of giant liver (one of two uses, the other one is eating to remove all potion effects and get a minute of hunger) from Mundane Potion, turns the player into pseudo-giant. Flaws and benefits:
- You can only gait slowly (at your normal marching speed), not sprint, crawl, sneak or swim (but you can float gaiting in water)
- Possible accidental property destruction
- Allied beings are afraid of you
- Hard to fit into structures
- Cannot operate machines, vehicles and mounts
- Cannot use tools
- You had armour? Too bad, it flies away
- Cannot pick up items
- Inventory is kept, but locked and impossible to manage, akin to spectator mode.
- No food-triggered fast regen
= Potion effects still have running timers, but stop doing anything for the moment;
+ Creepers, spiders and endermen flee in terror unconditionally, the last ones just teleport away when stared at;
+ Slow unconditional regen;
+ Hunger bar stops responding till effect is gone
+ Vast increase in melee damage of bare hands and damage resistance/HP boost - you can easily smash undead mobs and illagers with your bare hands. Have fun! It might even involve grabbing and throwing other mobs to deal with ranged opponents more easily.
Additional note - potion cannot be thrown, only drunk. If somehow non-player entity drinks it, Wither VI for 5 minutes for said entity.
PS, I hope there are enough flaws for it. The potion is meant to be strong and double-edged, like Turtle-Master potion, but while the latter makes you defense specialist, Potion of Size turns the player into brutish juggernaut to break through mob-ridden passages or deal with raids in unconventional way.
Feedback welcome, as always.
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 wasteland biome by itself is fine, but the giant stuff doesn't sound like it'll work in the long run. The giant mob was removed for a reason, I don't see why they'd just bring it back (and yes, I know some things were removed and brought back in this game.) Notch had them removed because they were overpowered, but left them in the game because he liked the concept, but it still didn't balance out.
The Potion of Size just seems like more of a nuisance than what it's worth. Not being able to fit in stuff and being a big fat oversized target doesn't sound all that fun. I wouldn't call this idea "bad" by any means, but I'd still maybe give like 35% support.
The wasteland biome by itself is fine, but the giant stuff doesn't sound like it'll work in the long run. The giant mob was removed for a reason, I don't see why they'd just bring it back (and yes, I know some things were removed and brought back in this game.) Notch had them removed because they were overpowered, but left them in the game because he liked the concept, but it still didn't balance out.
The Potion of Size just seems like more of a nuisance than what it's worth. Not being able to fit in stuff and being a big fat oversized target doesn't sound all that fun. I wouldn't call this idea "bad" by any means, but I'd still maybe give like 35% support.
I more of thought of Undead Giant as a convenient, nostalgic excuse to let player have fun killing mobs with sheer force rather than technique, offset by lack of usefulness outside combat and denial of possibility of using technique.
I think it might be made more useful if it increased movement speed to 8m/s (sprint+jumping is 7.143m/s) rather than 5.612m/s flat sprint or 4.317m/s marching speed, it would easen breaking through groups of mobs and make reaching shooters faster.
With or without speed boost, it might have application in defeating raids, removing leaves in tree farms, creating clear passages through forests (might include warped and crimson forests if the player will be allowed to break wart blocks on contact), and perhaps rudimentary means of easy mob grinding, for example, a blaze spawner. We pick stuff up after effect ends of course.
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
I more of thought of Undead Giant as a convenient, nostalgic excuse to let player have fun killing mobs with sheer force rather than technique, offset by lack of usefulness outside combat and denial of possibility of using technique.
Yeah see, using the whole "because nostalgia" thing as a support for an idea is just gonna set you up to fail. An idea should just be good overall, not just to give people nostalgia goggles.
I think it might be made more useful if it increased movement speed to 8m/s (sprint+jumping is 7.143m/s) rather than 5.612m/s flat sprint or 4.317m/s marching speed, it would easen breaking through groups of mobs and make reaching shooters faster.
This just sounds horribly, horribly overpowered. So I can just gulp down this potion and every mob in front of me just becomes a bloody flesh pancake? Does this mean I can drink this potion and just brutally punch boss mobs to death? Or go to a Nether Fortress and squash Blazes with ease? This seems to suck the challenge out of things. On top of that, it risks suffocating players if a place isn't big enough (which I know that's meant to be a trade-off, but this just seems to bring more problems than good things.)
With or without speed boost, it might have application in defeating raids, removing leaves in tree farms, creating clear passages through forests (might include warped and crimson forests if the player will be allowed to break wart blocks on contact), and perhaps rudimentary means of easy mob grinding, for example, a blaze spawner. We pick stuff up after effect ends of course.
These aren't good things dude. You're mentioning the possibilities but seem to be completely oblivious to the balance issues. What if I drink a strength potion and a speed potion before the giant one? I'm an overly beefy giant that can just dominate anything with no challenge. How do you not see the balance issues here? I'd hate to be in a multiplayer server with like 20 giants destroying everything. This is why giants were removed and never came back.
Yeah see, using the whole "because nostalgia" thing as a support for an idea is just gonna set you up to fail. An idea should just be good overall, not just to give people nostalgia goggles.
This just sounds horribly, horribly overpowered. So I can just gulp down this potion and every mob in front of me just becomes a bloody flesh pancake? Does this mean I can drink this potion and just brutally punch boss mobs to death? Or go to a Nether Fortress and squash Blazes with ease? This seems to suck the challenge out of things. On top of that, it risks suffocating players if a place isn't big enough (which I know that's meant to be a trade-off, but this just seems to bring more problems than good things.)
These aren't good things dude. You're mentioning the possibilities but seem to be completely oblivious to the balance issues. What if I drink a strength potion and a speed potion before the giant one? I'm an overly beefy giant that can just dominate anything with no challenge. How do you not see the balance issues here? I'd hate to be in a multiplayer server with like 20 giants destroying everything. This is why giants were removed and never came back.
no thanks.
Issue 1: It's nostalgia only. No, nostalgia is meant to be only one factor of a couple. Additional factor is new biome, and main - fun with new potion. Issue 2: Punching boss mobs to death. They fly, and you cannot climb vertical surfaces easily. Moreover, you are denied access to ranged weapons, maybe aside from throwing mobs with rate of fire of IS-2 for about as much damage as one maxed out firework. And even this can be denied. For Enderdragon you won't even have that, because endermen teleport away from you. And it flies almost all time, and it has healing crystals on tall, vertical towers you have no means of climbing... good luck!
Wither is meant to be defeated with use of ranged weapons as well. If it can be punched to death, it can be just as well, or even more easily cut to bits with Smite V Netherite Sword. If AI makes the Wither try to reach certain elevation and bomb the way above him with blue skulls, both problems are solved, hypothetical Giant problem and current S5NS problem Issue 3: Too easy Blaze farming. You forgot that the player is flat-surface land-bound. You cannot swim effectively. You are vulnerable to lava. You cannot fit even in big 4x3 Nether Fortress corridors with your noncrouching, noncrawling giant player. Let alone caves, strongholds, bastions. And on the long run it's going to be more convenient to get large amounts of blaze rods by dousing yourself in Fire Resistance Potion and engineering a mob grinder around it. Or fortifying a village, or getting Netherite Hoe with Efficiency V to clear a forest. Why use giant potion then? Because it's possible, doesn't require much prior preparation, is simpler and fun. Not the most efficient in items per minute. Issue 4: Suffocating. How? You aren't riding anything, you just have so big hitbox... Issue 5: Potion effect prior to going giant. Is "= Potion effects still have running timers, but stop doing anything for the moment;" unclear? Issue 6: Too strong to get beaten in PvP. Ranged weapon + speed potion/horse = kiting = easy win.
Bunker + obsidian cobblestone pit trap = easy win.
Elytra + fireworks + crossbow = melee vs flyer = easy win.
Netherite Protection IV full armour + Sharpness V Netherite sword + ranged weapon = overkill = win Issue 7: 30-50 feral giant players in my yard. Build in the sky or underground, or in the water.
Unless you are a maniac and build every tunnel 10 blocks high and 3 blocks wide, they cannot follow you or break stone on their way quickly. And without blockbuilding ability, they are unable to follow you into the sky. Ladder can't support so much mass, so they should be logically unable to use them (I'll note that).
Alternatively go into the water - you swim faster and can use boats. And build and demolish underwater, too, they would drown before digging 3x3 hole in stone roof of your submarine home.
Cavy Nether and isly End will do too, unless you build giant staircases/unroofed bridges everywhere.
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
Issue 1: It's nostalgia only. No, nostalgia is meant to be only one factor of a couple. Additional factor is new biome, and main - fun with new potion.
One factor or not. It doesn't really help the idea.
Issue 2: Punching boss mobs to death. They fly, and you cannot climb vertical surfaces easily. Moreover, you are denied access to ranged weapons, maybe aside from throwing mobs with rate of fire of IS-2 for about as much damage as one maxed out firework. And even this can be denied. For Enderdragon you won't even have that, because endermen teleport away from you. And it flies almost all time, and it has healing crystals on tall, vertical towers you have no means of climbing... good luck!
This just feels awkward. There's all these extra rules for being this overpowered giant. Though at the same time you're a massive target.
Issue 3: Too easy Blaze farming. You forgot that the player is flat-surface land-bound. You cannot swim effectively. You are vulnerable to lava. You cannot fit even in big 4x3 Nether Fortress corridors with your noncrouching, noncrawling giant player. Let alone caves, strongholds, bastions. And on the long run it's going to be more convenient to get large amounts of blaze rods by dousing yourself in Fire Resistance Potion and engineering a mob grinder around it. Or fortifying a village, or getting Netherite Hoe with Efficiency V to clear a forest. Why use giant potion then? Because it's possible, doesn't require much prior preparation, is simpler and fun. Not the most efficient in items per minute.
"Is simpler and fun"? I've said this in a lot of threads, "it would be more fun!" is a bad line to use to boost an idea. As for this quote, be that as it may, you're still a hulking giant that's able to steamroll everything. Not something that should be in this game. Again, why do you think giants were removed? They didn't remove themselves due to a programming accident. Someone made a thought-out conscious decision to remove them. And going "it would be fun" is a super subjective point.
Issue 4: Suffocating. How? You aren't riding anything, you just have so big hitbox...
lolwhat. Dude, do you not know how suffocating works? Even if you somehow not suffocate, you can still get your head stuck in stuff. You don't need to be "riding anything". That's not how that mechanic works at all.
Issue 5: Potion effect prior to going giant. Is "= Potion effects still have running timers, but stop doing anything for the moment;" unclear?
My bad there, but that doesn't stop me from thinking this is all unbalanced.
Issue 6: Too strong to get beaten in PvP. Ranged weapon + speed potion/horse = kiting = easy win.
Bunker + obsidian cobblestone pit trap = easy win.
Elytra + fireworks + crossbow = melee vs flyer = easy win.
Netherite Protection IV full armour + Sharpness V Netherite sword + ranged weapon = overkill = win
Sooooooo it's either I'm a big fat giant squashing everything or I'm a massive target for a bunch of little players to drill holes in me. Talking about other ways of making easy kills doesn't change much.
Issue 7: 30-50 feral giant players in my yard. Build in the sky or underground, or in the water.
Unless you are a maniac and build every tunnel 10 blocks high and 3 blocks wide, they cannot follow you or break stone on their way quickly. And without blockbuilding ability, they are unable to follow you into the sky. Ladder can't support so much mass, so they should be logically unable to use them (I'll note that).
I still don't want a bunch of players steamrolling everything and taking up a massive amount of space. Whether they can fit in caves or not.
Alternatively go into the water - you swim faster and can use boats. And build and demolish underwater, too, they would drown before digging 3x3 hole in stone roof of your submarine home.
Cavy Nether and isly End will do too, unless you build giant staircases/unroofed bridges everywhere.
Just because there's a possible solution to getting away from things, doesn't mean the idea sounds better or that it's not annoying. As it's easier for some things to just not exist than needing to find ways to skirt around stuff. I know I'm repeating myself, but a good game designer working on Minecraft is not gonna go "Hey guys, you know how Notch removed those giants for being so spacetaking and overpowered? Let's suddenly re-add that AND a potion so players can be giant too!" That's like having a problem, applying the solution to it, then bringing back the problem out of nowhere and adding another program along with the first one.
This reminds me of a not-so-bright poster (don't worry, this isn't a sly insult toward you, this was many years ago) that made a joke thread about "gloves that teleport things to you, even players", then he tried to defend the idea by going "it's okay, if someone on a server grabs you, can you just log out!!" Wooooo cool! I can leave the game to avoid something that shouldn't ever be in the game? Amazing!! Not that I'm saying your idea is that bad.
This just feels awkward. There's all these extra rules for being this overpowered giant. Though at the same time you're a massive target.
When almost all these special rules give you about as much freedom of movement as for infantry tank and force you into close range, is it really so overpowered? It's raw brute force, with zero agility and extremely restricted tactics.
"Is simpler and fun"? I've said this in a lot of threads, "it would be more fun!" is a bad line to use to boost an idea. As for this quote, be that as it may, you're still a hulking giant that's able to steamroll everything. Not something that should be in this game. Again, why do you think giants were removed? They didn't remove themselves due to a programming accident. Someone made a thought-out conscious decision to remove them. And going "it would be fun" is a super subjective point.
Indeed it is subjective. I think others might derive pleasure from using only brute force in Minecraft, where, under normal conditions, in almost EVERY case you got to go subversive or defensive against environment. Not everyone likes doing that all time. I propose something to alter gameplay, with a ton of flaws to prevent it from dominating it.
My aim is to make it an aim, rather than a way to achive what you want. Of course, there are many aims, but this will add another one.
lolwhat. Dude, do you not know how suffocating works? Even if you somehow not suffocate, you can still get your head stuck in stuff. You don't need to be "riding anything". That's not how that mechanic works at all.
You need to get under sand, gravel, anvil, piston trap or use a mount, or vehicle. The last two cases are caused by your head being outside of movement hitbox. Here, it's inside all time.
Sooooooo it's either I'm a big fat giant squashing everything or I'm a massive target for a bunch of little players to drill holes in me. Talking about other ways of making easy kills doesn't change much.
The more often you are a massive, slow, melee-restricted, anti-block-ineffective target, the less useful it is in PvP. And that decreases OPness of potion if not removes it whatsoever. Minecraft anti-mob tactics far too often are about alternate tactics and subversive combat where you, rather than dishing out more than you take, you attack so that enemy can't retaliate whatsoever.
Limitations of giant make the anti-mob tactics much more legitimate than in conventional PvP, where you have to deal with players with pickaxes, TNT, ladders, blocks and water buckets ready to dig through your defences, ambush you from underground, water-climb their way up walls, deflect your arrows, fire in the hole, poison, torch or slash you. And then cover you beloved base with cobblestone and obsidian in triumph.
I still don't want a bunch of players steamrolling everything and taking up a massive amount of space. Whether they can fit in caves or not.
Aren't dudes with enchanted high-grade gear slashing/shooting everything that moves similar problem? You can't even easily hide, because they dig their way with pickaxes in seconds.
Just because there's a possible solution to getting away from things, doesn't mean the idea sounds better or that it's not annoying. As it's easier for some things to just not exist than needing to find ways to skirt around stuff. I know I'm repeating myself, but a good game designer working on Minecraft is not gonna go "Hey guys, you know how Notch removed those giants for being so spacetaking and overpowered? Let's suddenly re-add that AND a potion so players can be giant too!" That's like having a problem, applying the solution to it, then bringing back the problem out of nowhere and adding another program along with the first one.
Many players spend much of their time building infrastructure, be it on surface, underground making their strip mines, or in other dimensions. What these "steamrolling everything" players would do when denied targets due to simple material needs of ordinary people, or when lacking potion supply?
Players aren't just cruising for a bruising on surface with no cover or tools all time. Giant players wouldn't be able to harass easily anyone with half a brain, some tools and ability to either dig below or surround himself with some cobble.
And I disagree. The easier it is to get away from things, the less annoying idea is.
Is zombie annoying?
Is zombie that runs faster than you annoying?
Is zombie that runs faster than you and able to dig annoying?
Is zombie that runs and digs faster than you annoying?
Is zombie that teleports everywhere behind you, even through dimensions, annoying?
This reminds me of a not-so-bright poster (don't worry, this isn't a sly insult toward you, this was many years ago) that made a joke thread about "gloves that teleport things to you, even players", then he tried to defend the idea by going "it's okay, if someone on a server grabs you, can you just log out!!" Wooooo cool! I can leave the game to avoid something that shouldn't ever be in the game? Amazing!! Not that I'm saying your idea is that bad.
Absurd idea.
How is a hulk unable to dig comparable to omni-grabbing-gloves?
Again - the easier to avoid, the less annoying idea.
PS - what was exact problem with giant? Wouldn't relative difficulty of obtaining and restricted access remedy it?
And for mob - severe biome and spawning restrictions, coupled with neutrality?
PS #2 - To precise - the more things you can do while avoiding something annoying, the less annoying that thing is.
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 know this is a super late reply, but my internet wasn't working for a long time and I still see you're active on here so it's likely you'll see this.
*facedesk* Depends on nothing. Nostalgia alone doesn't make an idea good. This isn't even an opinion, it's just obvious logic. A good idea makes a idea good, not because it solely spoonfeeds us the past. "Well this idea's unbalanced but it gives ppl nostalgia goggles so idea is gooood! =D" No. You really need to take a step back and think this part out. This is why the previous suggestion guide should've stayed where it was, or at least have bits of it added to the current guide, because people keep coming in here and using awful, awful suggestion defenses.
When almost all these special rules give you about as much freedom of movement as for infantry tank and force you into close range, is it really so overpowered? It's raw brute force, with zero agility and extremely restricted tactics.
What's the appeal here for this idea anyway? The only reasons I'm seeing for this idea is "nostalgia" and "brute force".
I don't even see the energy or fun in this. So, you're drinking a potion to lose your armor, lose your tool use, lose your allied mobs, potentially destroy your property just to go on a mindless stompfest for a few minutes? That feels so sloppy and un-vanilla to me.
Even if this isn't overpowered, this is just not a smart thing to add. I still don't want to join a server with 20 giants stomping around. And just because the idea has negatives to balance it out doesn't mean an idea is still not a problem.
Indeed it is subjective. I think others might derive pleasure from using only brute force in Minecraft, where, under normal conditions, in almost EVERY case you got to go subversive or defensive against environment. Not everyone likes doing that all time. I propose something to alter gameplay, with a ton of flaws to prevent it from dominating it.
My aim is to make it an aim, rather than a way to achive what you want. Of course, there are many aims, but this will add another one.
Yeeeeaah others might derive pleasure from a lot of things, but balance comes first.
You need to get under sand, gravel, anvil, piston trap or use a mount, or vehicle. The last two cases are caused by your head being outside of movement hitbox. Here, it's inside all time.
It just seems like you're so entrenched into the whole "you get to be a brute!!!" aspect of this that you're not even remotely seeing the problems this can cause. Minecraft really isn't the game where giants should be stomping around and destroying everything. That's why... again... they were removed forever.
The more often you are a massive, slow, melee-restricted, anti-block-ineffective target, the less useful it is in PvP. And that decreases OPness of potion if not removes it whatsoever. Minecraft anti-mob tactics far too often are about alternate tactics and subversive combat where you, rather than dishing out more than you take, you attack so that enemy can't retaliate whatsoever.
Limitations of giant make the anti-mob tactics much more legitimate than in conventional PvP, where you have to deal with players with pickaxes, TNT, ladders, blocks and water buckets ready to dig through your defences, ambush you from underground, water-climb their way up walls, deflect your arrows, fire in the hole, poison, torch or slash you. And then cover you beloved base with cobblestone and obsidian in triumph.
I can also drink this and burst huge holes in any cramped space. I can be in a cave and make a massive crater because I turned giant or I get myself stuck in a cramped spot. How are you not seeing these kinds of issues? Again, you got stars sparkling in your eyes because you're infatuated with the idea of being a giant and not all the awkward situations it would cause.
Aren't dudes with enchanted high-grade gear slashing/shooting everything that moves similar problem? You can't even easily hide, because they dig their way with pickaxes in seconds.
N... N... No..? No dude, it's not the same thing. Those high-grade players still needed to make the effort to find/craft that stuff (unless a modded server plays out differently). Yeah this comparison is absolutely awful. It's almost like saying "well yeah I mean you can blow up houses with TNT so what's the problem with throwable grenades!"
One involves players upgrading themselves with what they found compared to what you have. The other is an instant get-giant-quick drink. Don't see what the "not being able to hide because digging with pickaxes" part proves. I mean that's what pickaxes are for...
Many players spend much of their time building infrastructure, be it on surface, underground making their strip mines, or in other dimensions. What these "steamrolling everything" players would do when denied targets due to simple material needs of ordinary people, or when lacking potion supply?
what?
Players aren't just cruising for a bruising on surface with no cover or tools all time. Giant players wouldn't be able to harass easily anyone with half a brain, some tools and ability to either dig below or surround himself with some cobble.
I know I'm repeating myself here. But good game design doesn't involve.
2013: "Giant mobs are being removed, too overpowered."
2020: "Woooo! Giants are back and players can be giants now!!!!!"
And I disagree. The easier it is to get away from things, the less annoying idea is.
Is zombie annoying?
Is zombie that runs faster than you annoying?
Is zombie that runs faster than you and able to dig annoying?
Is zombie that runs and digs faster than you annoying?
Is zombie that teleports everywhere behind you, even through dimensions, annoying?
I have NO idea what you're even trying to prove here.
Again - the easier to avoid, the less annoying idea.
I really hope you don't get into game design as a career, because you have a lot of oversimplified views on some things. Okay, so your giant idea is totally okay because technically you can avoid it? Yeeeeeaahhh I covered a lot more problems with the giant than that.
PS - what was exact problem with giant? Wouldn't relative difficulty of obtaining and restricted access remedy it?
And for mob - severe biome and spawning restrictions, coupled with neutrality?
PS #2 - To precise - the more things you can do while avoiding something annoying, the less annoying that thing is.
Again, you're using tunnel-visioned oversimplified logic. This whole "it's less annoying" thing is not magically saving your idea. Adding balance tweaks is not something that can always "fix" an idea, if the core idea in itself doesn't work, it doesn't work. If I suggest nukes but "oh it's totally balanced!!", the idea is still terrible because nukes + Minecraft = dumbdy dumb dumb.
*facedesk* Depends on nothing. Nostalgia alone doesn't make an idea good. This isn't even an opinion, it's just obvious logic. A good idea makes a idea good, not because it solely spoonfeeds us the past. "Well this idea's unbalanced but it gives ppl nostalgia goggles so idea is gooood! =D" No. You really need to take a step back and think this part out. This is why the previous suggestion guide should've stayed where it was, or at least have bits of it added to the current guide, because people keep coming in here and using awful, awful suggestion defenses.
Are you really trying to convince me that nostalgia is not the only thing needed (something I know already) or are you trying to tell me "It's old so it's bad"?
What's the appeal here for this idea anyway? The only reasons I'm seeing for this idea is "nostalgia" and "brute force".
I don't even see the energy or fun in this. So, you're drinking a potion to lose your armor, lose your tool use, lose your allied mobs, potentially destroy your property just to go on a mindless stompfest for a few minutes? That feels so sloppy and un-vanilla to me.
It gives an option to jump aside by sloppyness and un-vanilla-ness.
ATM vanilla is about subtlety and subversiveness.
Even if this isn't overpowered, this is just not a smart thing to add. I still don't want to join a server with 20 giants stomping around. And just because the idea has negatives to balance it out doesn't mean an idea is still not a problem.
It just seems like you're so entrenched into the whole "you get to be a brute!!!" aspect of this that you're not even remotely seeing the problems this can cause. Minecraft really isn't the game where giants should be stomping around and destroying everything. That's why... again... they were removed forever.
It just seems like you're so entrenched into the whole "you get to be a brute!!!" aspect of this that you're not even remotely seeing the problems this can cause. Minecraft really isn't the game where giants should be stomping around and destroying everything. That's why... again... they were removed forever.
So all your point is "this game is about subtlety and subversiveness, so everything remotely related to brute force is bad"?
You can cause much more destruction to property with conventional tools and explosives, or even playing around with flint and steel.
I can also drink this and burst huge holes in any cramped space. I can be in a cave and make a massive crater because I turned giant or I get myself stuck in a cramped spot. How are you not seeing these kinds of issues? Again, you got stars sparkling in your eyes because you're infatuated with the idea of being a giant and not all the awkward situations it would cause.
I thought that player has enough reason not to drink it in cramped space.
That's a problem in fact.
N... N... No..? No dude, it's not the same thing. Those high-grade players still needed to make the effort to find/craft that stuff (unless a modded server plays out differently). Yeah this comparison is absolutely awful. It's almost like saying "well yeah I mean you can blow up houses with TNT so what's the problem with throwable grenades!"
One involves players upgrading themselves with what they found compared to what you have. The other is an instant get-giant-quick drink. Don't see what the "not being able to hide because digging with pickaxes" part proves. I mean that's what pickaxes are for...
You realise that brewing involves use of nether wart and blaze rods not just initially?
Just because enchanted pickaxes are meant to dig fast doesn't mean that you don't have player-killers that will drill through anything to get you.
All I'm saying that many strip miners, nether wanderers, sky-builders, elytra users and ocean roamers can hardly ever have to deal with giants without even trying to avoid them on purpose.
I have NO idea what you're even trying to prove here.
I really hope you don't get into game design as a career, because you have a lot of oversimplified views on some things. Okay, so your giant idea is totally okay because technically you can avoid it? Yeeeeeaahhh I covered a lot more problems with the giant than that.
Again, you're using tunnel-visioned oversimplified logic. This whole "it's less annoying" thing is not magically saving your idea. Adding balance tweaks is not something that can always "fix" an idea, if the core idea in itself doesn't work, it doesn't work. If I suggest nukes but "oh it's totally balanced!!", the idea is still terrible because nukes + Minecraft = dumbdy dumb dumb.
All I understand from this is that "core" doesn't work somehow, and because of that everything else doesn't matter.
And also that I'm tunnel-visioned oversimplifying madcap. I could just as well say in counterargument that you are a troll or hater. Just why? It's ad hominem with 0 value in discussion.
the idea is still terrible because nukes + Minecraft = dumbdy dumb dumb.
If that ever appeared in any discussion I'd not feel obliged to even attempt to discuss with it and just victoriously ignore it. Or taunt you with "are you out of arguments already?"
But now let's get back to proper discussion.
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
Are you really trying to convince me that nostalgia is not the only thing needed (something I know already) or are you trying to tell me "It's old so it's bad"?
Good lord I think my point flew straight over you there. You're shrinking down the context of what I'm saying when I've been giving you loads of explanations. stop please.
It gives an option to jump aside by sloppyness and un-vanilla-ness.
??????
ATM vanilla is about subtlety and subversiveness.
Uh, no I think it's about what fits and improves the game without going overboard. And I think giants taking up a fat massive chunk of space and being all "brute force because players would love that!" doesn't belong there.
You gotta point elsewhere what the problem is.
No I sure don't, I've given you enough good reasons.
So all your point is "this game is about subtlety and subversiveness, so everything remotely related to brute force is bad"?
You can cause much more destruction to property with conventional tools and explosives, or even playing around with flint and steel.
*headdesk again* You need to work on your reading comprehension. Now I'm just convinced you're doing selective reading. You're spinning my words so incorrectly it hurts whether you choose to believe that or not. No dude, I'm not saying "everyth1ng with brute f0rce is baaadd!!", I'm saying being a spacetaking giant that can mindlessly crush everything in front of them is bad.
Using the "it's okay man, there's already other ways you can destroy stuff!" is a lame argument people have been using here since 2011. It doesn't defend your idea in the slightest. And I don't want annoying giants on top of what destructive stuff we have anyway. Of course explosives and tools can destroy stuff, this is a game about building, combat and terraforming.
I thought that player has enough reason not to drink it in cramped space.
That's a problem in fact.
*is too lazy to strip mine*
*drinks steroidy giant potion and bursts massive whole underground*
*woo easy diamonds!*
You realise that brewing involves use of nether wart and blaze rods not just initially?
Just because enchanted pickaxes are meant to dig fast doesn't mean that you don't have player-killers that will drill through anything to get you.
I have no idea what this even proves. I know the effort it takes to make potion stands, I still hate the idea of being a giant all the time. No reason that would change my view. The second part of this quote confuses me even more.
All I'm saying that many strip miners, nether wanderers, sky-builders, elytra users and ocean roamers can hardly ever have to deal with giants without even trying to avoid them on purpose.
Aaaand some players are gonna be on the ground. I ask again, why do we need this anyway besides nostalgia goggles and brute force?
What does that prove?
You scream "overpowered" even after admitting that the many negatives would make it at most unbalanced rather than overpowered.
Adding extra cons to an idea to help balance it doesn't mean something is perfectly balanced. It still doesn't make all ideas turn from awful to good.
All I understand from this is that "core" doesn't work somehow, and because of that everything else doesn't matter.
And also that I'm tunnel-visioned oversimplifying madcap. I could just as well say in counterargument that you are a troll or hater. Just why? It's ad hominem with 0 value in discussion.
lol yeah you use the word "somehow" like I explained nothing. If I was a """troll""" I wouldn't even bother typing this much to you, and "hater" or not I'm stating my case. I didn't just walk and go "idea is sux" without posting anything else. And please don't make a comparison saying that that's what I did.
Two-part proposal consisting of a mob and additional potion.
1. Wasteland biome - cold biome, covered with 1-block-layer of coarse dirt and sparse oak trunks, 50% upright, 50% collapsed. Ocassional grass-covered islands with alive oaks. Ocassional sandy areas, with deadbushes but no cacti. Flat. No passive mobs spawning. Plains villages generate from time to time, in 90% zombie villages. Hostile mob spawning usual, but on surface (moon must shine) Undead Giants spawn, about as often as Endermen.
2. Undead Giant mob - the successor of unreleased Giant mob, except now with Ziglin levels of clothing, 80% of a zombie and 20% of a skeleton.
10-blocks tall, spawning rarely in wasteland mentioned above, capable of crushing just as much on his way as a Ravager, and, when unable to reach you, casts a spell that poisons and briefly blinds you. Physically strong, slams you with his huge fists. Cannot wear armour or use tools. Does not attack anyone first; is neutral. Scares all mobs away except other undead and illagers. Ignored by Iron Golems and Enderdragon.
Drops bone blocks, rotten flesh, and giant liver.
3. Potion of Size - brewed with use of giant liver (one of two uses, the other one is eating to remove all potion effects and get a minute of hunger) from Mundane Potion, turns the player into pseudo-giant. Flaws and benefits:
- You can only gait slowly (at your normal marching speed), not sprint, crawl, sneak or swim (but you can float gaiting in water)
- Possible accidental property destruction
- Allied beings are afraid of you
- Hard to fit into structures
- Cannot operate machines, vehicles and mounts
- Cannot use tools
- You had armour? Too bad, it flies away
- Cannot pick up items
- Inventory is kept, but locked and impossible to manage, akin to spectator mode.
- No food-triggered fast regen
= Potion effects still have running timers, but stop doing anything for the moment;
+ Creepers, spiders and endermen flee in terror unconditionally, the last ones just teleport away when stared at;
+ Slow unconditional regen;
+ Hunger bar stops responding till effect is gone
+ Vast increase in melee damage of bare hands and damage resistance/HP boost - you can easily smash undead mobs and illagers with your bare hands. Have fun! It might even involve grabbing and throwing other mobs to deal with ranged opponents more easily.
Additional note - potion cannot be thrown, only drunk. If somehow non-player entity drinks it, Wither VI for 5 minutes for said entity.
PS, I hope there are enough flaws for it. The potion is meant to be strong and double-edged, like Turtle-Master potion, but while the latter makes you defense specialist, Potion of Size turns the player into brutish juggernaut to break through mob-ridden passages or deal with raids in unconventional way.
Feedback welcome, as always.
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 wasteland biome by itself is fine, but the giant stuff doesn't sound like it'll work in the long run. The giant mob was removed for a reason, I don't see why they'd just bring it back (and yes, I know some things were removed and brought back in this game.) Notch had them removed because they were overpowered, but left them in the game because he liked the concept, but it still didn't balance out.
The Potion of Size just seems like more of a nuisance than what it's worth. Not being able to fit in stuff and being a big fat oversized target doesn't sound all that fun. I wouldn't call this idea "bad" by any means, but I'd still maybe give like 35% support.
I more of thought of Undead Giant as a convenient, nostalgic excuse to let player have fun killing mobs with sheer force rather than technique, offset by lack of usefulness outside combat and denial of possibility of using technique.
I think it might be made more useful if it increased movement speed to 8m/s (sprint+jumping is 7.143m/s) rather than 5.612m/s flat sprint or 4.317m/s marching speed, it would easen breaking through groups of mobs and make reaching shooters faster.
With or without speed boost, it might have application in defeating raids, removing leaves in tree farms, creating clear passages through forests (might include warped and crimson forests if the player will be allowed to break wart blocks on contact), and perhaps rudimentary means of easy mob grinding, for example, a blaze spawner. We pick stuff up after effect ends of course.
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
Yeah see, using the whole "because nostalgia" thing as a support for an idea is just gonna set you up to fail. An idea should just be good overall, not just to give people nostalgia goggles.
This just sounds horribly, horribly overpowered. So I can just gulp down this potion and every mob in front of me just becomes a bloody flesh pancake? Does this mean I can drink this potion and just brutally punch boss mobs to death? Or go to a Nether Fortress and squash Blazes with ease? This seems to suck the challenge out of things. On top of that, it risks suffocating players if a place isn't big enough (which I know that's meant to be a trade-off, but this just seems to bring more problems than good things.)
These aren't good things dude. You're mentioning the possibilities but seem to be completely oblivious to the balance issues. What if I drink a strength potion and a speed potion before the giant one? I'm an overly beefy giant that can just dominate anything with no challenge. How do you not see the balance issues here? I'd hate to be in a multiplayer server with like 20 giants destroying everything. This is why giants were removed and never came back.
no thanks.
Issue 1: It's nostalgia only. No, nostalgia is meant to be only one factor of a couple. Additional factor is new biome, and main - fun with new potion.
Issue 2: Punching boss mobs to death. They fly, and you cannot climb vertical surfaces easily. Moreover, you are denied access to ranged weapons, maybe aside from throwing mobs with rate of fire of IS-2 for about as much damage as one maxed out firework. And even this can be denied. For Enderdragon you won't even have that, because endermen teleport away from you. And it flies almost all time, and it has healing crystals on tall, vertical towers you have no means of climbing... good luck!
Wither is meant to be defeated with use of ranged weapons as well. If it can be punched to death, it can be just as well, or even more easily cut to bits with Smite V Netherite Sword. If AI makes the Wither try to reach certain elevation and bomb the way above him with blue skulls, both problems are solved, hypothetical Giant problem and current S5NS problem
Issue 3: Too easy Blaze farming. You forgot that the player is flat-surface land-bound. You cannot swim effectively. You are vulnerable to lava. You cannot fit even in big 4x3 Nether Fortress corridors with your noncrouching, noncrawling giant player. Let alone caves, strongholds, bastions. And on the long run it's going to be more convenient to get large amounts of blaze rods by dousing yourself in Fire Resistance Potion and engineering a mob grinder around it. Or fortifying a village, or getting Netherite Hoe with Efficiency V to clear a forest. Why use giant potion then? Because it's possible, doesn't require much prior preparation, is simpler and fun. Not the most efficient in items per minute.
Issue 4: Suffocating. How? You aren't riding anything, you just have so big hitbox...
Issue 5: Potion effect prior to going giant. Is "= Potion effects still have running timers, but stop doing anything for the moment;" unclear?
Issue 6: Too strong to get beaten in PvP. Ranged weapon + speed potion/horse = kiting = easy win.
Bunker +
obsidiancobblestone pit trap = easy win.Elytra + fireworks + crossbow = melee vs flyer = easy win.
Netherite Protection IV full armour + Sharpness V Netherite sword + ranged weapon = overkill = win
Issue 7: 30-50 feral giant players in my yard. Build in the sky or underground, or in the water.
Unless you are a maniac and build every tunnel 10 blocks high and 3 blocks wide, they cannot follow you or break stone on their way quickly. And without blockbuilding ability, they are unable to follow you into the sky. Ladder can't support so much mass, so they should be logically unable to use them (I'll note that).
Alternatively go into the water - you swim faster and can use boats. And build and demolish underwater, too, they would drown before digging 3x3 hole in stone roof of your submarine home.
Cavy Nether and isly End will do too, unless you build giant staircases/unroofed bridges everywhere.
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
One factor or not. It doesn't really help the idea.
This just feels awkward. There's all these extra rules for being this overpowered giant. Though at the same time you're a massive target.
"Is simpler and fun"? I've said this in a lot of threads, "it would be more fun!" is a bad line to use to boost an idea. As for this quote, be that as it may, you're still a hulking giant that's able to steamroll everything. Not something that should be in this game. Again, why do you think giants were removed? They didn't remove themselves due to a programming accident. Someone made a thought-out conscious decision to remove them. And going "it would be fun" is a super subjective point.
lolwhat. Dude, do you not know how suffocating works? Even if you somehow not suffocate, you can still get your head stuck in stuff. You don't need to be "riding anything". That's not how that mechanic works at all.
My bad there, but that doesn't stop me from thinking this is all unbalanced.
Sooooooo it's either I'm a big fat giant squashing everything or I'm a massive target for a bunch of little players to drill holes in me. Talking about other ways of making easy kills doesn't change much.
I still don't want a bunch of players steamrolling everything and taking up a massive amount of space. Whether they can fit in caves or not.
Just because there's a possible solution to getting away from things, doesn't mean the idea sounds better or that it's not annoying. As it's easier for some things to just not exist than needing to find ways to skirt around stuff. I know I'm repeating myself, but a good game designer working on Minecraft is not gonna go "Hey guys, you know how Notch removed those giants for being so spacetaking and overpowered? Let's suddenly re-add that AND a potion so players can be giant too!" That's like having a problem, applying the solution to it, then bringing back the problem out of nowhere and adding another program along with the first one.
This reminds me of a not-so-bright poster (don't worry, this isn't a sly insult toward you, this was many years ago) that made a joke thread about "gloves that teleport things to you, even players", then he tried to defend the idea by going "it's okay, if someone on a server grabs you, can you just log out!!" Wooooo cool! I can leave the game to avoid something that shouldn't ever be in the game? Amazing!! Not that I'm saying your idea is that bad.
Depends in whose eyes.
When almost all these special rules give you about as much freedom of movement as for infantry tank and force you into close range, is it really so overpowered? It's raw brute force, with zero agility and extremely restricted tactics.
Indeed it is subjective. I think others might derive pleasure from using only brute force in Minecraft, where, under normal conditions, in almost EVERY case you got to go subversive or defensive against environment. Not everyone likes doing that all time. I propose something to alter gameplay, with a ton of flaws to prevent it from dominating it.
My aim is to make it an aim, rather than a way to achive what you want. Of course, there are many aims, but this will add another one.
You need to get under sand, gravel, anvil, piston trap or use a mount, or vehicle. The last two cases are caused by your head being outside of movement hitbox. Here, it's inside all time.
The more often you are a massive, slow, melee-restricted, anti-block-ineffective target, the less useful it is in PvP. And that decreases OPness of potion if not removes it whatsoever. Minecraft anti-mob tactics far too often are about alternate tactics and subversive combat where you, rather than dishing out more than you take, you attack so that enemy can't retaliate whatsoever.
Limitations of giant make the anti-mob tactics much more legitimate than in conventional PvP, where you have to deal with players with pickaxes, TNT, ladders, blocks and water buckets ready to dig through your defences, ambush you from underground, water-climb their way up walls, deflect your arrows, fire in the hole, poison, torch or slash you. And then cover you beloved base with cobblestone and obsidian in triumph.
Aren't dudes with enchanted high-grade gear slashing/shooting everything that moves similar problem? You can't even easily hide, because they dig their way with pickaxes in seconds.
Many players spend much of their time building infrastructure, be it on surface, underground making their strip mines, or in other dimensions. What these "steamrolling everything" players would do when denied targets due to simple material needs of ordinary people, or when lacking potion supply?
Players aren't just cruising for a bruising on surface with no cover or tools all time. Giant players wouldn't be able to harass easily anyone with half a brain, some tools and ability to either dig below or surround himself with some cobble.
And I disagree. The easier it is to get away from things, the less annoying idea is.
Is zombie annoying?
Is zombie that runs faster than you annoying?
Is zombie that runs faster than you and able to dig annoying?
Is zombie that runs and digs faster than you annoying?
Is zombie that teleports everywhere behind you, even through dimensions, annoying?
Absurd idea.
How is a hulk unable to dig comparable to omni-grabbing-gloves?
Again - the easier to avoid, the less annoying idea.
PS - what was exact problem with giant? Wouldn't relative difficulty of obtaining and restricted access remedy it?
And for mob - severe biome and spawning restrictions, coupled with neutrality?
PS #2 - To precise - the more things you can do while avoiding something annoying, the less annoying that thing is.
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 know this is a super late reply, but my internet wasn't working for a long time and I still see you're active on here so it's likely you'll see this.
*facedesk* Depends on nothing. Nostalgia alone doesn't make an idea good. This isn't even an opinion, it's just obvious logic. A good idea makes a idea good, not because it solely spoonfeeds us the past. "Well this idea's unbalanced but it gives ppl nostalgia goggles so idea is gooood! =D" No. You really need to take a step back and think this part out. This is why the previous suggestion guide should've stayed where it was, or at least have bits of it added to the current guide, because people keep coming in here and using awful, awful suggestion defenses.
What's the appeal here for this idea anyway? The only reasons I'm seeing for this idea is "nostalgia" and "brute force".
I don't even see the energy or fun in this. So, you're drinking a potion to lose your armor, lose your tool use, lose your allied mobs, potentially destroy your property just to go on a mindless stompfest for a few minutes? That feels so sloppy and un-vanilla to me.
Even if this isn't overpowered, this is just not a smart thing to add. I still don't want to join a server with 20 giants stomping around. And just because the idea has negatives to balance it out doesn't mean an idea is still not a problem.
Yeeeeaah others might derive pleasure from a lot of things, but balance comes first.
It just seems like you're so entrenched into the whole "you get to be a brute!!!" aspect of this that you're not even remotely seeing the problems this can cause. Minecraft really isn't the game where giants should be stomping around and destroying everything. That's why... again... they were removed forever.
I can also drink this and burst huge holes in any cramped space. I can be in a cave and make a massive crater because I turned giant or I get myself stuck in a cramped spot. How are you not seeing these kinds of issues? Again, you got stars sparkling in your eyes because you're infatuated with the idea of being a giant and not all the awkward situations it would cause.
N... N... No..? No dude, it's not the same thing. Those high-grade players still needed to make the effort to find/craft that stuff (unless a modded server plays out differently). Yeah this comparison is absolutely awful. It's almost like saying "well yeah I mean you can blow up houses with TNT so what's the problem with throwable grenades!"
One involves players upgrading themselves with what they found compared to what you have. The other is an instant get-giant-quick drink. Don't see what the "not being able to hide because digging with pickaxes" part proves. I mean that's what pickaxes are for...
what?
I know I'm repeating myself here. But good game design doesn't involve.
2013: "Giant mobs are being removed, too overpowered."
2020: "Woooo! Giants are back and players can be giants now!!!!!"
I have NO idea what you're even trying to prove here.
I really hope you don't get into game design as a career, because you have a lot of oversimplified views on some things. Okay, so your giant idea is totally okay because technically you can avoid it? Yeeeeeaahhh I covered a lot more problems with the giant than that.
Again, you're using tunnel-visioned oversimplified logic. This whole "it's less annoying" thing is not magically saving your idea. Adding balance tweaks is not something that can always "fix" an idea, if the core idea in itself doesn't work, it doesn't work. If I suggest nukes but "oh it's totally balanced!!", the idea is still terrible because nukes + Minecraft = dumbdy dumb dumb.
Are you really trying to convince me that nostalgia is not the only thing needed (something I know already) or are you trying to tell me "It's old so it's bad"?
It gives an option to jump aside by sloppyness and un-vanilla-ness.
ATM vanilla is about subtlety and subversiveness.
You gotta point elsewhere what the problem is.
So all your point is "this game is about subtlety and subversiveness, so everything remotely related to brute force is bad"?
You can cause much more destruction to property with conventional tools and explosives, or even playing around with flint and steel.
I thought that player has enough reason not to drink it in cramped space.
That's a problem in fact.
You realise that brewing involves use of nether wart and blaze rods not just initially?
Just because enchanted pickaxes are meant to dig fast doesn't mean that you don't have player-killers that will drill through anything to get you.
All I'm saying that many strip miners, nether wanderers, sky-builders, elytra users and ocean roamers can hardly ever have to deal with giants without even trying to avoid them on purpose.
What does that prove?
You scream "overpowered" even after admitting that the many negatives would make it at most unbalanced rather than overpowered.
All I understand from this is that "core" doesn't work somehow, and because of that everything else doesn't matter.
And also that I'm tunnel-visioned oversimplifying madcap. I could just as well say in counterargument that you are a troll or hater. Just why? It's ad hominem with 0 value in discussion.
If that ever appeared in any discussion I'd not feel obliged to even attempt to discuss with it and just victoriously ignore it. Or taunt you with "are you out of arguments already?"
But now let's get back to proper discussion.
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
Good lord I think my point flew straight over you there. You're shrinking down the context of what I'm saying when I've been giving you loads of explanations. stop please.
??????
Uh, no I think it's about what fits and improves the game without going overboard. And I think giants taking up a fat massive chunk of space and being all "brute force because players would love that!" doesn't belong there.
No I sure don't, I've given you enough good reasons.
*headdesk again* You need to work on your reading comprehension. Now I'm just convinced you're doing selective reading. You're spinning my words so incorrectly it hurts whether you choose to believe that or not. No dude, I'm not saying "everyth1ng with brute f0rce is baaadd!!", I'm saying being a spacetaking giant that can mindlessly crush everything in front of them is bad.
Using the "it's okay man, there's already other ways you can destroy stuff!" is a lame argument people have been using here since 2011. It doesn't defend your idea in the slightest. And I don't want annoying giants on top of what destructive stuff we have anyway. Of course explosives and tools can destroy stuff, this is a game about building, combat and terraforming.
*is too lazy to strip mine*
*drinks steroidy giant potion and bursts massive whole underground*
*woo easy diamonds!*
I have no idea what this even proves. I know the effort it takes to make potion stands, I still hate the idea of being a giant all the time. No reason that would change my view. The second part of this quote confuses me even more.
Aaaand some players are gonna be on the ground. I ask again, why do we need this anyway besides nostalgia goggles and brute force?
Adding extra cons to an idea to help balance it doesn't mean something is perfectly balanced. It still doesn't make all ideas turn from awful to good.
lol yeah you use the word "somehow" like I explained nothing. If I was a """troll""" I wouldn't even bother typing this much to you, and "hater" or not I'm stating my case. I didn't just walk and go "idea is sux" without posting anything else. And please don't make a comparison saying that that's what I did.