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    posted a message on The Detector Block [Now UPDATED using member feedback!]
    Quote from SirLollington

    I actually prefer the idea of having the detector consume an item every so many operations. Perhaps it should have its own inventory (3 slots or something) that it will drain over time as operations are done; and it would be possible to feed it using a hopper or a dropper, which removes the need of manually resetting the detector without removing the cost for running it.
    Also, I think it should not be possible for the detector to see entities through non-transparent blocks. There was no mention of it, so I am bringing it up now.

    Thanks for mentioning that. It was my intention all along but I forgot to clarify that.


    Keep in mind that there is a "cooldown" to damage; two arrows hitting at the same time will cause only one to cause damage and the rest to bounce off without having an effect. The whole wall you described would probably not do much damage as a result; even if the travel time from the arrows on the top level is long enough to hit after this cooldown expired, that would be a total of ~6 HP damage, or 3 hearts. It's not really that overkill, and many, many arrows would go to waste since only two arrows actually do any damage if the target gets unlucky.

    I don't know if you noticed but my most recent update to the OP included a change in the mechanics of the operation triggering. It now triggers one device at a time, cycling through clockwise beginning at the top, so having four devices connected serves only to expand the ammunition capacity (or create some kind of Russian roulette).

    I support the idea, with some refining.


    Thanks for the support!
    Posted in: Suggestions
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    posted a message on Herobrine Boss
    Congrats! You have just made your first bad suggestion but that's all right because pretty much everyone has made a bad suggestion. Just work on two things (and search for redundancy).
    1. You can never have enough details. Look at the MC wiki and learn all the mob/block specs that they show in their articles. Also, it's VERY helpful to learn how to make textures and use techne because both of those things will spice up the post.
    2. Come up with an original idea. Even an original idea that sucks is better than an unoriginal idea (at least in my book).
    Posted in: Suggestions
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    posted a message on The Detector Block [Now UPDATED using member feedback!]
    Well the problem with time based durability is that the detector would wear out even when it's not being used. Also, that would mean the player could potentially cram hundreds of operations in before needing to repair it. Maybe the detector could just have a hard set durability of say 100 operations.
    Posted in: Suggestions
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    posted a message on The Detector Block [Now UPDATED using member feedback!]
    I just finished rewriting the original suggestion to factor in all of your great ideas. The main changes include:
    • A retexture
    • Removal of the XP system
    • New recipe
    Reread the OP if you want to catch up on the details!
    Posted in: Suggestions
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    posted a message on A real use for thick potions...
    Quote from 0_Zippy

    I see you changed it, and it's overpowered. It becomes an effortless get-out-of-trouble-free card.

    Well that's why it was the way it was originally. Anyway, I would love to hear your suggestions on the matter. (that isn't suppose to sound like sarcasm btw) Additionally, you can't safely use it in splash form while you're in combat because other mobs may come with you.

    Quote from Ouatcheur

    Potions are not random like that.

    Also, an Enderman drops 0-1 Ender Pearls. Average: Half of a Pearl.

    Which you then convert into Ender Dusts. At 2 dusts per pearl it means on average 1 Enderman will give you 1 Ender Dust.

    Which you then use to make a potion to make sure you can kill off the next Enderman without it fleeing away.

    And you gain back (always on average) the exact same amount of one half Pearl.

    Wow, Net ingredient gain: a whopping zero!





    Try again.

    Would it work to break down end pearls into 3 or 4 ender dust? Plus, it is possible (albeit difficult) to snare two endermen with this potion.

    Thanks for the feedback. I think I'll scrap this model unless there are any objections and come back with a less stupid one. I'd appreciate it if you check back on this post in a bit as I believe I have a much better idea in the works.
    Posted in: Suggestions
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    posted a message on A real use for thick potions...
    Well the unstable potion is a potion of last resort and a junction in the brewing process for the other two potions. As for the warp poiton: My reasoning behind it was that people would cry foul like they always do if it wasn't somewhat risky. I'll change it to something more reasonable.
    Posted in: Suggestions
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    posted a message on Bonus items from ender chests...
    Well as far as coding possibility goes, I think it's fully possible to generate a random ender inventory as soon as the player accesses it using an ender chest. As to Deonyi's response, I think that may be the general opinion. Oh well, some are hits and some are misses.
    Posted in: Suggestions
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    posted a message on A real use for thick potions...
    Thick Potions Improved
    A2Z Productions

    <<<<<<<<O>>>>>>>>

    The thick potion is currently used only as a way of circumventing the need for netherwart when brewing a potion of weakness. I don't know about you but I think if that is the thick potion's only purpose, it needs some work. So here are the changes I propose:

    Ender Dust - Placing an ender pearl in the crafting grid results in two ender dust. Ender dust is simply a brewing item.

    Unstable Potion - The unstable potion may do one of three things when used. All of the possibilities have an equal chance of occuring. They are instant kill, full heal, and nothing. Note that instant kill will kill undead and full heal will heal undead. Also note that unstable potions will always have the nothing effect on boss mobs.
    1. Thick Potion + Ender Dust = Unstable Potion
    Ender Bane Potion - The ender bane potion prevents endermen from teleporting for one minute. It has no effect on other mobs.
    1. Thick Potion + Ender Dust = Unstable Potion
    2. Unstable Potion + Fermented Spider Eye = Ender Bane Potion
    Warp Potion - The warp potion will teleport the user to his or her respawn point as long as it is within 128 blocks. However, if used as a splash potion, it will also teleport nearby mobs to the respawn point.
    1. Thick Potion + Ender Dust = Unstable Potion
    2. Unstable Potion + Ghast Tear = Warp Potion
    <<<<<<<<O>>>>>>>>

    Thanks for reading! If you like this idea, you may like some of my other posts so check them out!
    Posted in: Suggestions
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    posted a message on Bonus items from ender chests...
    Quote from 0_Zippy

    I think the "teleport items" ability with two ender chests is enough of a benefit.


    Maybe. I just thought it would make sense to think that other items had been stowed in the ender prior to the player accessing it.
    Posted in: Suggestions
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    posted a message on Cake Slices
    Good idea. Pointless but good.

    Quote from joonatan1998

    It wastes a bit when you split it. For balance.


    Balance really isn't an issue here because this suggestion would have a negligible effect on gameplay.
    Posted in: Suggestions
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    posted a message on Bonus items from ender chests...
    Quote from GeneralBacon9

    20 or lower? Enchanted Books go to level 10, and that's only with MCEdit.


    You can enchant a book on an enchantment table using 30 levels of experience. What I mean by level 20 or lower is that the book cannot contain any enchantment that the player would have to use >20 levels to create.
    Posted in: Suggestions
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    posted a message on Bonus items from ender chests...
    Ender Chest Rewards
    a simple little suggestion from A2Z

    <<<<<<<<O>>>>>>>>

    The idea behind this is that when a player crafts, places, and opens their first ender chest, they find one or two bonus items in it. The likelihood of finding each potential reward is as follows:
    • 100% chance of 1-16 obsidian
    • 50% chance of 1-2 end pearls
    • 20% chance of 1 enchanted book (level 20 or lower)
    • 10% chance of 1 music disc 11
    It's as simple as that! Thanks for reading and please leave some feedback.

    <<<<<<<<O>>>>>>>>

    V V V Thou shalt also lay thine eye upon my signature. V V V
    Posted in: Suggestions
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    posted a message on More Ender Stuff
    This is kind of a wishlist because these are very disparate ideas that could be made into their own large suggestions. Anyway, it seems like a bad idea to just drastically change the nature of the end when the focus of the game is in the overworld (and somewhat in the nether).
    Posted in: Suggestions
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    posted a message on The Detector Block [Now UPDATED using member feedback!]
    Quote from ValorCat

    I really like this idea, but it seems a little under powered. Here are the answers to your "pretty-colored" questions: :P

    Should it have luminance? Sometimes. When it detects something, it should give off a light level of 5 - 7, and release end particles (only for the first second or so, though).
    Perhaps it emits a slight glow when it's targeting something and end particles when it activates a connected device.

    How much XP should it hold? At most, I would say 255, or 15 levels. However, it should be stored in NBT format (to avoid recoding of the XP system), so map makers and edit its stored XP level to whatever they want.
    I like the idea of storing it as an NBT.

    How much XP should it use? To fire one dropper/dispenser, it would use 8 experience, or roughly one level (one level is 17 xp).
    Aren't levels exponential? Anyway, eight experience is probably a bit much.

    The one thing I don't like is that it shoots perfectly. Perhaps you could add something to the OP about it firing like a dispenser, aka with a little variation.
    That's a good idea. I will clarify that the dispenser still has its inherent inaccuracy even when connected to a detector.

    Overall, a pretty neat idea, and a good use for XP.


    Quote from Ouatcheur

    Ditto on changing the texture to fit better with the look "3 types of stones" look of Dispensers and Droppers.



    Ok, some player think this is underpowered. If it costs EXP per shot fired then yes, but otherwise I do not believe so.

    #1 - The Eye of Ender price isn't all that big of a price. It's about like the price of one piece of diamond armor. And the Detector essentially lasts forever afterwards.
    What if the eye of ender "burns out" occasionaly as you mention later in your post?

    #2 - The effect can be HUMONGOUS. The normal Pressure Plate + Dispenser setup requires one strip of corridor for a couple arrows attacks before the mob has moved from max range to wherever else. Adding more dispensers is no good, but now, you can actually concentrate fire a LOT. The range being 90 degrees at 8 blocks away, this means that if you place a 17x17 "wall" of a repeating pattern like this: (view from the side)

    + = stone
    o = dispenser
    D = Detector

    +o+
    oDo
    +o+

    to make a wall like this:

    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo
    oDoooDoooDoooDoo+
    +ooDoooDoooDoooDo

    Essentially, in a 17x17 sized wall, you place 68 Detectors and 184 Dispensers.

    The second a mob arrives on the one single block that is within "visible reach" of all those, it takes 184 Arrows in one go. Heck, you could even do the same thing on the sides, too.

    Of course, getting 68 Ender Pearls is costly (Blase Rods by comparison are a dime a sozen as soon as you get that 1st potion of fire resistance. (It was kind of stupid to make the fire monster give the potion ingredient to defeat it super easily, it should instead have come from a cold monster or something else but that is another topic entirely).

    However, you can clearly see that 184 Arrows (around 550 damage) maybe seem a tad bit overkill...

    However, if you assume that a Detector Setup makes you need you to "shoot" say 3 or 4 times at a strong mob, and most times a dispenser Arrow deals 3 damage, then you need only about 32 Dispensers to make sure you get a very quick kill of a 300 hit points boss mob. 32 Dispensers requiring only 8 Detectors, that is not a hard setup to make. This would insure than after grinding through about a whopping 120 Wither Skeletons (or using a Wither Skeletons mob grinder for a wsuper easy time of it... another reason I think the drop rate of mobs should be adjusted according to how much real "directly-by-a-player" damage was done to them, as a percentage of their total hit points), the ensuing "Wither battle" would be over very quickly with a sure win by the player.

    The only thing limiting abuse is the cost.
    Fair point but isn't that the only thing limiting the abuse of say TNT?

    So a "cost per Minecraft day of use" would probably be too cheap. For 32 levels, which isn't that hard to get to since they nerfed the XP cost to level up, and added so many ways to gain EXP, a player would have 10 minutes to kill as many Withers as he can craft.
    I think the XP consumption makes sense only when it is part of the per operation model. It doesn't seem to work very well if it's on a per day model. Also, since I haven't nailed down the consumption rate yet, it's hard to say if this would actually give you ten minutes against a wither.



    However, I don't quite like the XP cost. It goes contrary to the rest of the Minecraft feel. It is not a good use of XP because XP is already somewhat of the costliest ressource. Try having enchantments on diamond sword, pickaxe, and on all 4 armor pieces, and then play using those 6 items all the time, you'll never gain enough XP to even maintaining those items repaired (unless you cheat by using an XP grinder but that is another topic and the game should be balanced based solely on the vanilla experience and playstyle, not on obvious exploits).
    Well I think that XP grinders are part of the experience seeing as you have to construct and "earn" them but I see what you mean.

    Bonus power: making 1 shoot concentrated-fire quadruple TNT cannons instead. Argh! It is just way to versatile and powerful, remember that a very high cost never justifies a game breaking item, you know. The fact that the FIRST thing you list as one of the things that make it balanced, is a high price, is a STRONG hint that the item is overpowered.
    A TNT cannon probably wouldn't be practicle because TNT landing within the detectors field of view would be liable to damage the cannons and destroy the detector.




    Should it have luminance? I don't quite see why it should. Maybe the Eyes of Ender particle animation instead?
    I'm more into the particles than the luminance also.

    How much XP should it hold / use? I don't think it should consume XP at all. That is a resource too abstract.
    I'll think about an alternate fuel.


    My take on this:

    I wouldn't make it affect nearby dispenser or droppers at all. That makes it too versatile and too powerful (it being able to allow extremely high density of concentrated fire of WHATEVER at a single target). So let's make it instead into it's own proper block, doing it's own thing. it detects mobs and attacks them. it's like an immobile guardian utility mob. That way it's power level will be much more controlled.
    Now you're getting into some sort of turret which I don't think fits MC very well. Also, you took away an advantage (linking to a dispenser) but you added one at the same time (targeting in all directions). Also, one of the key points of the detector is to create a solid link between mobs and redstone (the counting capability). In the end, I think that my model creates a more fitting addition to MC (I definitely think I'll remove XP fuel btw).

    This is obviously a magical thingy, especially if it uses EXP as fuel. Instead of making it to be placed into a wall, it could be placed in on the ground. It would look a lot a bit similar to the End Portal Frame block. No need to call it detector too. "Ender Altar" could be cool.
    Well now your suggesting that the Ender Alter would act as both a detector and as a weapon which, in my opinion, unbalances it because there is now no multi-block component and ammunition is not as much of a factor. Furthermore, the player cannot choose his ammunition using your model (arrows or fire charges) and you've removed the peaceful aspect of the detector which would be very useful in adventure servers. For example, the creator of the server could use a detector to make a dungeon door that only opens when a group of three or more stands in front of it.

    You'd place an Eye of Ender in it, just like placing an Eye of Ender in an End Portal Frame block. However instead of needing 12 eyes of Ender to open a portal, you'd need just the one. The Ender Altar with an eye of Ender would so nothing special unless also powered by redstone, in which case the Ender Altar activates. It would not activate without the Eye of Ender in it's "key" slot.

    When placed right over a block of Redstone, the Ender Altar would become luminous and there would be the Eye of Ender particles emanating from it (thes one you see when you throw an Eye of Ender in the air). This requirement is there so that it cannot be made to float in the air and still be able to shoot in all directions, and also allows (through sticky piston setup) control over when the Ender Altar is agressive or not.
    Meh. This is an interesting but kind of irrelevant function.

    After each time it fires, the Eye of Ender in the Ender Altar would have 1% chance of "burning out", the Eye of Ender would break in a small explosion (definitely not enough to affect the Ender Altar or stone), leaving an empty Ender Altar. So basically the high cost component is 1 Eye of Ender = 100 shots fired (on average).
    This is an idea I am much more fond of.

    When activated, it would "power up" slowly (a good 5 seconds) producing a sound during those 5 seconds, and then afterwards will quickly shoot magic rays that deal only 1 damage at whatever closest mob is within it's detection range. It has no interface and you cannot set what it shoots at (another limitation), it attacks EVERYTHING (well, only the closest target ). Any player carrying an Eye of Ender in his inventory, however, would be "invisible" to the targeting, making this block a kind of "rock paper sciccors" element adding a little strategic choice to PVP battles about what to carry, and not becoming simply another power-up thing that everybody must have in order to be the most powerful in order to make sure to directly win all battles through gear intead of skill.

    The ray is blocked (and stopped) by solid obstacles but passes through all other non-solid obstacles without damaging them, and only damaging it's target when it reaches it. A target closer but protected by obstacles is now targeted, skipping to the next visible closest target (this avoids having a situation where the costly Eye of Ender gets easily wasted by a protected target that is merely hiding), or not shooting at all if nothing is visible.
    This brings up a good point. The detector's field of view needs to be obscured by solid blocks.

    The ray would originate from the center of Eye of Ender and fire quickly, about twice per second, thus it's DPS = 1 heart, so it can kill a standard unarmored player in 10 seconds. There would be no knockback, and each attack would hit 100% of the time (if no solid obstacle in the way of course), and the ray would "travel in the air" very quickly (traveling at a speed of 8 blocks per tick), and with an attack range of a solid 24 blocks.
    24 BLOCKS! Now that's unbalanced. The only way that would make sense is if you could knock it out using a bow but even then it's a stretch.

    In short, an Altar would be a good way to attack mobs at a distance, or could also serve as an "alarm" warning system when working on something else and facing away.
    I'm not really on board with this because it destroys the essence of the detector block and makes it into a somewhat op turret but you did give me some great feedback and good ideas.


    Whooo! I'm done analyzing the massive wall of text! Seriously though, thanks for the feedback.
    Posted in: Suggestions
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    posted a message on A Purge Server
    I think you're in the wrong section. If I'm right, a mod will move it to a better place and you'll probably get more responses.
    Posted in: Server Recruitment
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