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May 25, 2011I'd just like to point out, for the record, that Minecraft does already have "RPG Elements"?Posted in: Suggestions
Armor that effects how you take damage: Check.
Weapons and items that have tiered or varied effects: Check.
Health measured in more than one hit: Check.
Inventory management: CHECK.
(At least, the people who call Monster Hunter an RPG would like you to believe that these are RPG elements. Whatever, they're morons anyway.)
You know what else has at least most these elements at any given time?
Ratchet and Clank. Megaman Zero. God of War. Castlevania: Symphony of the Night. Deus Ex. Bioshock. Borderlands.
To say that RPG elements wouldn't mesh with Minecraft would be to say that Minecraft is a schizophrenic mess of a game that doesn't even know what it's doing.
Now, I'm not saying Encumbrance would improve the game. I'm not stupid. But RPG elements have never and will never be a bad thing, when done intelligently. The problem is limited solutions to expansive problems.
May 25, 2011Posted in: Suggestions
Get a better map. Stone isn't meant to be that fast.
And could you please not PM me trying to equate the Minecraft egg with an RPG summon? It's not a summon.
They're more like summons than those things in Final Fantasy you yourself called "summons".
Anyway, Minecraft already has a hardy supply of RPG elements, this is not at all out of place.
May 25, 2011Posted in: Suggestions
Nobody said unrealistic.
It's pointless because everything is already simple as can be, and the benefits are insignificant besides.
The damage benefit may be insignificant, sure, but an extra 50 or 100 mines with a stone pickaxe that's now mining stone almost as fast as diamond would certainly make tedious, large-scale work much faster... A benefit that is considerable to anyone who isn't fond of mindless, grueling man-hours of slow mining on a map that really just isn't giving up any ore.
May 25, 2011Posted in: SuggestionsQuote from Badprenup
Trainable stats are RPG, stats in general are not. All games have some kind of statistics, whether they are monitored or not. But a monitored stat that only affects the player/his party that you train by doing certain things is an RPG element at it's core.
So yes, this is an RPG based idea. Also, I think it is fine without it. It isn't hard to kill the enemies, it isn't hard to mine, and adding proficiencies only makes the mundane and simple things easier.
And when exactly did making mundane tasks less difficult as you do them become unrealistic or pointless?
May 25, 2011Posted in: Suggestions
An RPG idea would be any element cut-and-pasted from the RPG genre, of which weapon proficiencies is one. And "summons" are more a Final Fantasy element than an RPG element.
And this seems mostly pointless. What's the purpose of it?
The Elder Scrolls has summons. D&D has summons. Minecraft already has something that works like summons from both those games... They're called eggs, and when thrown they've got a small chance of summoning a chicken from the depths of chicken-hell, to... Be chicken-y. Don't pretend those glorified spells in Final Fantasy are actual summons.
And proficiencies have long since been liberated from being an RPG stat, unless suddenly all stats are automatically RPG elements, at which point about half of all action games are now Action RPGs, including Dante's Inferno, Devil May Cry, Megaman Zero... -trails off.-
And what's the purpose of achievements or tracking stats? Those add nothing to the game, except giving you something to gloat about to people who honestly shouldn't care because they honestly mean nothing. This actually rewards you for playing the game in a concrete and perceptible way that will cause you to then play the game more because the game actually did something for you.
May 25, 2011Posted in: Minecraft ModsQuote from FlowerChildNo idea why you'd want to use a mod with microwave ovens in it, but to each his own I guess :smile.gif:
Mostly because of the plastic shovels/buckets/bottles and the easy-to-make feathers and it's a generally good utility mod, when you're not using it for huge amounts of explosion-proof stuff.
But you're probably right, it probably is something that simple that I missed rather than actually checking on it.
May 25, 2011Posted in: Suggestions
Sorry to burst your bubble (no I'm not) but this is an RPG idea.
That said...Meh. On the fence, leaning toward no.
I'm sorry, but last I checked an RPG idea would be, say, trying to forcefully shoehorn an element ripped from a standard-issue RPG into Minecraft, such as summons or a Charisma stat.
May 25, 2011Feel free to ignore this thread, if you dislike the ideas presented. I'd rather just leave this here and forget about it than have to defend a series of ideas I formulated and coalesced into words in five minutes.Posted in: Suggestions
YES, I made this AFTER reading Kira's thread; This isn't an RPG idea. This is a Minecraft idea.
Proficiencies would, in the end, be laughably simple. You'd have one for each tool tier, plus fists. Bows and arrows would be a "wood" tool, for the sake of discussion. Same with fishing rods, if anyone cares to shoehorn them into one of these.
Each would have a really simple EXP method; Break a block with a tool of that type, get one exp for that tool type; Deal damage with a weapon of that type, get an exp for that weapon type.
For each level in each stat, the tools of that type gain 1 durability. For every ten in a stat, tools of that level take -0.1 second to harvest blocks. (Not generally, but specifically to harvest blocks.) Clearly, that last one would have a cap of some sort. Mastering a tool tier would give you a bonus of ONE heart of damage with any tool of that tier.
Level Caps, EXP curves, etc, would of course need to be tested for balance, but should be generally the same for everything. Clearly, you shouldn't be able to max it with one diamond pickaxe, nor should it be incredibly hard to do with stone tools. Proficiency increases would not be announced in the HUD at all, it'd run in the background like the tracked stats... It'd even be tucked away with tracked stats and achievements on the Options menu.
My opinion on this idea: Minecraft straddles a line between Low Fantasy (Unnatural creatures, odd physics, no overt magic) and realism, with a tech level roughly that of the Iron Age, simplified for the sake of fun. This would, depending quite a lot on implementation, either be a slow, minor ramp for people dedicated to certain maps, or a wildly unbalanced mess. In any case, it'd definitely be a periphery thing that's not completely useless but hopefully not insanely overpowered.
May 12, 2011Posted in: Minecraft ModsQuote from FlowerChild »Quote from Agent Sands »...
Ok, can I PLEASE ask posters on this thread to use the "code" tag instead of "quote" when posting huge bug-reports? The information is very useful in finding a bug, but covering half a page of posts with game output might be a bit much :smile.gif:
I'll keep that in mind.
Quote from FlowerChild »Quote from Agent Sands »
The first thing I'd do is check if any of your other mods modifies the et.class. From the bug report, this is the most likely cause. There are no known incompatibilities with the mods you appear to be using, but you do appear to be using a LOT of them :smile.gif:
The problem isn't one of the mods themselves themselves, but I'll see what's wrong and get back to you.
EDIT: Found it, it's Minecraft Extended V 0.5. If you're intent on a list of known incompatibilities, that should help, right?
May 12, 2011Let me start by saying...Posted in: Minecraft Mods
This mod is definitely as advertised.
I think, maybe. It looks that way, anyway.
I've got this problem...
===Simple Minecraft Error Test===
ModLoader Beta 1.5_01v3 Initializing...
Mod Loaded: mod_RegisterItemHooks 1.4_01
Overriding /gui/items.png with /humansplus/hiddenblade.png @ 38. 132 left.
Overriding /gui/items.png with /humansplus/heart.png @ 46. 131 left.
Overriding /gui/items.png with /humansplus/shield.png @ 60. 130 left.
Overriding /gui/items.png with /humansplus/flag.png @ 61. 129 left.
Overriding /gui/items.png with /humansplus/checker.png @ 62. 128 left.
Overriding /gui/items.png with /humansplus/biscuit.png @ 85. 127 left.
Overriding /gui/items.png with /humansplus/shield.png @ 91. 126 left.
Overriding /gui/items.png with /humansplus/hiddenblade.png @ 93. 125 left.
Humans+ Items are now added!
Item IDs added: 4334 4331 4336 4333 4335 4332
Humans+ Mob IDs Registered to Minecraft!
Humans+ Mobs are set to spawn!
mod_HumansPlus.loadMod = true
Mod Loaded: mod_HumansPlus 2.0_16
Overriding /gui/items.png with /mob/creeps/blorpcola.png @ 101. 124 left.
Overriding /gui/items.png with /mob/creeps/bandaid.png @ 102. 123 left.
Overriding /gui/items.png with /mob/creeps/goodonut.png @ 105. 122 left.
Overriding /gui/items.png with /mob/creeps/money.png @ 106. 121 left.
Overriding /gui/items.png with /mob/creeps/raygun.png @ 107. 120 left.
Overriding /gui/items.png with /mob/creeps/frisbee.png @ 108. 119 left.
Overriding /gui/items.png with /mob/creeps/rayray.png @ 109. 118 left.
Overriding /gui/items.png with /mob/creeps/ggpigradio.png @ 117. 117 left.
Overriding /gui/items.png with /mob/creeps/evilegg.png @ 118. 116 left.
Overriding /gui/items.png with /mob/creeps/rocket.png @ 119. 115 left.
Overriding /gui/items.png with /mob/creeps/a-hell.png @ 120. 114 left.
Overriding /gui/items.png with /mob/creeps/a-pig.png @ 121. 113 left.
Overriding /gui/items.png with /mob/creeps/a-pyramid.png @ 122. 112 left.
Overriding /gui/items.png with /mob/creeps/a-floob.png @ 123. 111 left.
Overriding /gui/items.png with /mob/creeps/a-rockmonster.png @ 124. 110 left.
Mod Loaded: mod_MoreCreepsAndWeirdos MoreCreeps & Weirdos v1.97 for MC v1.5.1
Overriding /terrain.png with /btwmodtex/fclightoff.png @ 30. 2652 left.
Overriding /terrain.png with /btwmodtex/fclighton.png @ 39. 2651 left.
Overriding /terrain.png with /btwmodtex/fcbbqsides.png @ 40. 2650 left.
Overriding /terrain.png with /btwmodtex/fcbbqtop.png @ 54. 2649 left.
Overriding /terrain.png with /btwmodtex/fcbbqbot.png @ 55. 2648 left.
Overriding /terrain.png with /btwmodtex/fccementwet.png @ 56. 2647 left.
Overriding /terrain.png with /btwmodtex/fccementdry.png @ 76. 2646 left.
Overriding /terrain.png with /btwmodtex/fcdispfront.png @ 77. 2645 left.
Overriding /terrain.png with /btwmodtex/fcdispsides.png @ 78. 2644 left.
Overriding /terrain.png with /btwmodtex/fcdispt&b.png @ 84. 2643 left.
Overriding /terrain.png with /btwmodtex/fccauldtop.png @ 85. 2642 left.
Overriding /terrain.png with /btwmodtex/fccauldsides.png @ 100. 2641 left.
Overriding /terrain.png with /btwmodtex/fccauldbot.png @ 101. 2640 left.
Overriding /terrain.png with /btwmodtex/fcdrailwood.png @ 106. 2639 left.
Overriding /terrain.png with /btwmodtex/fcdrailobs.png @ 107. 2638 left.
Overriding /terrain.png with /btwmodtex/fccompcube.png @ 108. 2637 left.
Overriding /terrain.png with /btwmodtex/fcdetect.png @ 109. 2636 left.
Overriding /terrain.png with /btwmodtex/fcdetecton.png @ 110. 2635 left.
Overriding /terrain.png with /btwmodtex/fchempcrop.png @ 111. 2634 left.
Overriding /terrain.png with /btwmodtex/fcmillside.png @ 125. 2633 left.
Overriding /gui/items.png with /btwmodtex/fccementbucket.png @ 125. 109 left.
Overriding /gui/items.png with /btwmodtex/fcnethercoal.png @ 133. 108 left.
Overriding /gui/items.png with /btwmodtex/fchempseeds.png @ 134. 107 left.
Overriding /gui/items.png with /btwmodtex/fcgear.png @ 137. 106 left.
Mod Loaded: mod_FCBetterThanWolves 1.70
MORE CREEPS and WEIRDOS SPAWNRATES
Pyramid Generation true
Pyramid Rarity 500
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
at java.lang.Thread.run(Unknown Source)
SoundSystem shutting down...
Author: Paul Lamb, http://www.paulscode.com
Right click, Select all,
Press Enter (This will copy the output to your clipboard).
Then paste the result on http://www.pastebin.com
Press any key to continue . . .
Any KNOWN incompatibilities I should be aware of? Because I don't see any OBVIOUS reasons for the problem I'm having.
Also, for the record, IDEA:
Where is a Habachi grill.
Slower cook/smelt speed, but near-indefinite use.
It's not like it's inherently unbalanced against Charcoal with the materials suggested; Charcoal is renewable anyway.
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