Hello all, sry for the problems on the last post. It had a problem with keeping space between lines and it didn’t save many of my edits.
before I talked about gear progression. Now I want to talk about magic progression. Magic in Minecraft isn’t that interesting, it consists of: potions golden apples totems of undying and enchanting.
It’s a shame that iceologer didn’t win the mob vote cause it could bring something related to magic.
now I want to talk about my ideas on new magic features. First of all: the horn
killing a goat has a small chance of it dropping a horn (or can be taken from them using an axe)
with the horn u can put types of dust and powders in it. Like gunpowder blaze powder sugar red stone dust glowstone dust and such. After u put the dust in it u can blow on it 3 times before it needs refilling. Each dust gives u a bonus that lasts 100 seconds.
here is a list of them:
blaze powder: +50% damage (stacks with strength), sugar (+10% speed stacks with speed) red stone dust: +30% mining speed and +0.2 attack speed (stacks with haste) glowstone dust: +10% damage reduction (stacks with resistance) gunpowder: ur hits do +1 true damage (so 0.5 hearts of true damage per hit).
you should also be able to make new types of dust. Like: wither dust from wither rose (ur hits apply 3 seconds of wither 2) golden powder when u put gold nuggets on a crafting table around a pickaxe and it gives u 2 hearts of absorption that stack with other absorption types.
next are the wands. Iceologer got me thinking that it could drop a wand that has ice magic or something. Since there are items like that in dungeons. What if u could make wands with items that aren’t used for any weapons. Like amethyst crystals and emeralds. Crystals make a wand that inflicts effects to opponents. And emeralds make a wand that inflicts effects onto the player. To make the crystal wand u need 2 bones and an amethyst crystal. For the emerald wand u need 2 blaze rods and an emerald. To add an effect u need to either put it in a table with a potion of the preferred effect. The effects no matter the potion u add cant go above tier 1. For unobtainable effects and other effects u can use: golden apples from absorption, chorus fruit for instant effect of the fruit. Wither rose for the wither effect.
the wands effects last for 10 seconds (unless instant effect like instant damage and chorus fruit ability) and have a 20 second cooldown. The cooldown is over when the wand starts glowing. Instant effects have a 15 second cooldown.
1. Complex and wide enchantment system... Complex and wide potion system...
Totems of undying...
Enchanted golden apples...
Ender pearls...
Complex and wide magitek Redstone...
...t's quite a lot, isn't it?
I can say many things about it, but not that it's not interesting.
Minecraft has truckloads of magic, just it's not implemented directly at any point, which stands apart from most magic types in fantasies.
2. Horns are overpowered, they would completely break PvP. And redstone for haste would break mining system, too, redstone is collected in massed amounts when strip-mining.
3. Wands overlap with potions too much.
Potions' main aim is to cause potion effects on targets, and wands would for the most part completely kick them off market, especially considering that in survival most targets don't survive much longer than 10 seconds since initial contact.
Another issue is that one can use two wands interchangeably to cause permanent debuff. Even crossbows don't have this problem, as they need the operator to physically prime them instead of just letting the magic power flow into the discharging tip.
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
Enchant and potions aren’t complex and those other items need more variety. Like how about another totem that does something different. Magic is the most dull system atm
Enchant and potions aren’t complex and those other items need more variety. Like how about another totem that does something different. Magic is the most dull system atm
They are complex.
You need multiple stages to get a functioning potion, using various ingredients, especially when potion is meant to be stronger, lasting longer, being throwable, spreading as a vapor, or having negative effects. Potions can affect entities in various methods, from giving regular buffs/debuffs, through applying various properties like invisibility and immunity to fire finishing on direct damage that gets inverted when mob is undead.
Enchanting is also fairly complicated, you need three different blocks to apply already present enchantments, remove enchantments and apply new ones from scratch, and the last process can be amplified through use of a fourth type of block. They are also different for melee weapons, armor, various tools and three separate ranged weapons, giving each melee weapon and armor piece and each ranged weapon type different purpose than the other one - you cannot apply protection from fire and from projectiles on one armor piece, or make bow pierce shields like enchanted crossbow does.
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
Correct. Overt "hard" magic as a concept in Minecraft isn't particularly interesting. What makes Minecraft interesting IMO is how technology and "soft" magic intermingle to produce results as a direct consequence of player creativity and agency. When players do get close to "hard" magic, there should be some kind of non-negligible cost involved--Ender Pearls, for example, require killing a fairly strong mob and deal damage to the user, while Enchanting requires the whole experience system. Even then, these aren't really what I'd call "hard" magic as they're not like the player casting spells, but rather the player benefiting from passive "magic" (Enchanting) or naturo-magical mechanisms (Potions, Ender Eyes). Thus, I'm not really a fan of Wands at all, and I'm not a big fan of Horns as presented (these are also being added in 1.17 already).
You could get some interesting ideas going with Horns as a kind of support tool, but your suggestion is very powerful. IMO the basic horn really shouldn't buff at all, maybe just acting as a mobile bell for Villagers (making it easier to move them around), but perhaps it could be crafted into something in a similar vein to what you're suggesting.
Hello all, sry for the problems on the last post. It had a problem with keeping space between lines and it didn’t save many of my edits.
before I talked about gear progression. Now I want to talk about magic progression. Magic in Minecraft isn’t that interesting, it consists of: potions golden apples totems of undying and enchanting.
It’s a shame that iceologer didn’t win the mob vote cause it could bring something related to magic.
now I want to talk about my ideas on new magic features. First of all: the horn
killing a goat has a small chance of it dropping a horn (or can be taken from them using an axe)
with the horn u can put types of dust and powders in it. Like gunpowder blaze powder sugar red stone dust glowstone dust and such. After u put the dust in it u can blow on it 3 times before it needs refilling. Each dust gives u a bonus that lasts 100 seconds.
here is a list of them:
blaze powder: +50% damage (stacks with strength), sugar (+10% speed stacks with speed) red stone dust: +30% mining speed and +0.2 attack speed (stacks with haste) glowstone dust: +10% damage reduction (stacks with resistance) gunpowder: ur hits do +1 true damage (so 0.5 hearts of true damage per hit).
you should also be able to make new types of dust. Like: wither dust from wither rose (ur hits apply 3 seconds of wither 2) golden powder when u put gold nuggets on a crafting table around a pickaxe and it gives u 2 hearts of absorption that stack with other absorption types.
next are the wands. Iceologer got me thinking that it could drop a wand that has ice magic or something. Since there are items like that in dungeons. What if u could make wands with items that aren’t used for any weapons. Like amethyst crystals and emeralds. Crystals make a wand that inflicts effects to opponents. And emeralds make a wand that inflicts effects onto the player. To make the crystal wand u need 2 bones and an amethyst crystal. For the emerald wand u need 2 blaze rods and an emerald. To add an effect u need to either put it in a table with a potion of the preferred effect. The effects no matter the potion u add cant go above tier 1. For unobtainable effects and other effects u can use: golden apples from absorption, chorus fruit for instant effect of the fruit. Wither rose for the wither effect.
the wands effects last for 10 seconds (unless instant effect like instant damage and chorus fruit ability) and have a 20 second cooldown. The cooldown is over when the wand starts glowing. Instant effects have a 15 second cooldown.
I strongly oppose!
1. Complex and wide enchantment system...
Complex and wide potion system...
Totems of undying...
Enchanted golden apples...
Ender pearls...
Complex and wide magitek Redstone...
...t's quite a lot, isn't it?
I can say many things about it, but not that it's not interesting.
Minecraft has truckloads of magic, just it's not implemented directly at any point, which stands apart from most magic types in fantasies.
2. Horns are overpowered, they would completely break PvP. And redstone for haste would break mining system, too, redstone is collected in massed amounts when strip-mining.
3. Wands overlap with potions too much.
Potions' main aim is to cause potion effects on targets, and wands would for the most part completely kick them off market, especially considering that in survival most targets don't survive much longer than 10 seconds since initial contact.
Another issue is that one can use two wands interchangeably to cause permanent debuff. Even crossbows don't have this problem, as they need the operator to physically prime them instead of just letting the magic power flow into the discharging tip.
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
There's actually already a planned way to get goat horns. You can get them by a goat knocking into a solid block while charging
A pumpgun? I can't say it wouldn't fit into minecraft since we already have gunpowder.
But we just got crossbows with the village update. And with it came a bunch of enchantments.
I absolutly want a pumpgun. Instead of giving it a ton of new enchantments i'd like to see some fancy ammunition.
This is the part of alchemy minecraft is missing. We have gunpowder, we have TNT.
So where are the rifles?
Don't tell me minecraft is a medival game. Because that's the time TNT and rifles where developed.
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
Enchant and potions aren’t complex and those other items need more variety. Like how about another totem that does something different. Magic is the most dull system atm
Sry didn’t know
They are complex.
You need multiple stages to get a functioning potion, using various ingredients, especially when potion is meant to be stronger, lasting longer, being throwable, spreading as a vapor, or having negative effects. Potions can affect entities in various methods, from giving regular buffs/debuffs, through applying various properties like invisibility and immunity to fire finishing on direct damage that gets inverted when mob is undead.
Enchanting is also fairly complicated, you need three different blocks to apply already present enchantments, remove enchantments and apply new ones from scratch, and the last process can be amplified through use of a fourth type of block. They are also different for melee weapons, armor, various tools and three separate ranged weapons, giving each melee weapon and armor piece and each ranged weapon type different purpose than the other one - you cannot apply protection from fire and from projectiles on one armor piece, or make bow pierce shields like enchanted crossbow does.
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
Correct. Overt "hard" magic as a concept in Minecraft isn't particularly interesting. What makes Minecraft interesting IMO is how technology and "soft" magic intermingle to produce results as a direct consequence of player creativity and agency. When players do get close to "hard" magic, there should be some kind of non-negligible cost involved--Ender Pearls, for example, require killing a fairly strong mob and deal damage to the user, while Enchanting requires the whole experience system. Even then, these aren't really what I'd call "hard" magic as they're not like the player casting spells, but rather the player benefiting from passive "magic" (Enchanting) or naturo-magical mechanisms (Potions, Ender Eyes). Thus, I'm not really a fan of Wands at all, and I'm not a big fan of Horns as presented (these are also being added in 1.17 already).
You could get some interesting ideas going with Horns as a kind of support tool, but your suggestion is very powerful. IMO the basic horn really shouldn't buff at all, maybe just acting as a mobile bell for Villagers (making it easier to move them around), but perhaps it could be crafted into something in a similar vein to what you're suggesting.