looks pretty cool... but it also looks very much like normal bricks :tongue.gif: . both being red and bricky.
but nether updates are ftw :biggrin.gif:
- Black_Drath
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Aug 4, 2011Black_Drath posted a message on 1.8 Updates: Endermen or Farlanders?i much prefer the name enderman to farlander.Posted in: News
farlander sounds more like a human, that is from the far lands (like a highlander or something).
enderman sounds like a humanoid creature, which is what it actually is and so is more suited to this mob.
plus the community is already calling them endermen and if you suddenly change their name to farlanders, people will still call them endermen anyway. - To post a comment, please login.
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To draw on past examples:
Beta 1.8: Endermen, cave spiders and silverfish
1.0: Enderdragon, mooshrooms, villagers, snow golems, magma cubes, blazes
1.1: none
1.2: Iron golems and ocelots
1.3: none
1.4: Wither skeletons, Wither, Witches, bats
1.5: none
1.6: ???
As for what we can expect, if there are any aquatic mobs added, don't expect anything more than a sea bat equivalent. Maybe fish, but possibly not. In other words, don't expect the ocean to be teeming with life in 1.6. Maybe a hostile water mob, but unlikely.
As for other mobs, maybe a flying overworld monster? hasn't been done before. Otherwise I can't really think of a niche to be filled.
It's not likely to be a red dragon, unless they are little dragonlings. But people would be disappointed without a big dragon, I would think.
Nether mobs? Maybe... There seem to be a good variety at the moment though.
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A named villager (or any mob) can be made in creative by renaming a spawn egg on the anvil.
If you want to rename existing villages, you can do so in MCEdit using Sethbling's ChangeMobs filter found here: http://sethbling.com...mcedit-filters/
Although some knowledge of MCEdit is required to do so.
So basically, this is already implemented. If your suggestion is that villagers naturally spawn with a name, I guess that's cool. Names should be randomly generated rather than selected from a list of predetermined names though. They may end up with weird, un-pronounceable names, but that's part of the fun.
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To get Flaming arrows, you need to enchant your bow with the "Flame" enchantment.
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In Minecraft, you can build, use the environment to your advantage, brew potions to give you an edge, craft explosives and build traps. Servers that disable all of these things, and only leave you with the basics, are going to be dull.
But they aren't dull are they? People go on them and play PvP all the time. Why? If they wanted a deep multiplayer combat experience couldn't they play another game?
Is it perhaps because they like the simple combat system, the goofiness of it and the fact that they find it fun?
So why would they want to change it for something they can get elsewhere? One that all players might not understand and find harder to use?
Combat is fine.
And besides, Dinnerbone seems to like it how it is, and so it is unlikely to change.
Dual wielding: So unlikely that I can say that this won't happen.
Nether changes: Possible. Little things are added to the Nether from time to time
Ruby ore: Not likely
Red dragon: It's more likely that I will set foot on the Moon tomorrow than this being added in the next update, or ever.
Ride-able dragons: It's more likely that I will set foot on the Sun tomorrow than this being added anywhere between now and the end of time.
Nether generator changes: Maybe. Probably not drastic changes though.
1.6 being a Nether update: Also possible I guess. No more unlikely than a terrain update.
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They believe that only the player should place or break blocks. Sorry to disappoint you.
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I could simply level to 30, enchant a book which is pretty much guaranteed to get me a good enchantment that I will want to use. Repeat the process, next time making sure I don't pick the option for the enchantment I already have. Keep doing this until I have all the best enchantments. Never need to use enchantment books again, or anvils at all (unless I want to put unbreaking on my sword or something).
See the problem here? It's not as well balanced as you claim.
Here is my suggestion.
You can read an enchantment book, and doing so will give you a special 'potion' effect that lasts for a minute. While this potion effect is active, anything you enchant has an increased chance to have that enchantment. The power of the enchantment on the book increases the likelihood of acquiring the enchantment on that item, whereas it is how many level you spend on the actual enchantment that determines the power.
For example, if you read a sharpness IV book, and then use one level enchanting a sword, you are very likely going to get sharpness I. On the other hand, if you read a sharpness I book and then spend 30 levels you are only slightly more likely to get a sharpness enchantment.
So you can either gamble by reading the book, or you can use the anvil and a few more levels to get it guaranteed. This also makes low level books slightly more useful, as you can use them to get their higher level counterparts by reading them, whilst not making them too powerful.
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Combined with custom names and such though, this could be a useful tool for adventure maps.
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Thing is, we already have a way of "casting spells" in the game, and it is done in an unconventional and Minecrafty way, unlike your suggestion.
I am, of course, talking about splash potions. It's what Witches use, and makes sense in the world of Minecraft where the players ability comes from his gear and not from natural abilities.
So nice idea, but I think it would work better as a mod, and I think there may already be similar mods to this.
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I don't really think it will be terrain either. Jeb said that the most negative feedback he gets comes from when he changes the terrain, and that he would rather leave it alone. It's possible, but unlikely.
Its probably not going to be combat either. I think Mojang thinks that combat is fine how it is. How do you really change first-person melee combat anyway? You could make it more like Chivalry I suppose, but its seems more "Minecrafty" the way it is. And more weapons are not needed.
Ocean content? Unless Dinnerbone is planning to sit out the entire update, unlikely. Nor would I want that, seeing as Dinnerbone makes good content.
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Also, instead of being unable to place torches, just fill the entire area with Void Fog:
So you can still place torches, but you just won't be able to see them from a few blocks away.
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I'm sure there is some creative redstone way this could be done already anyway.
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They aren't even in the creative menu, why would they be added to survival? They even removed collecting mob spawners with silk touch, so it is obvious that they don't want you to be placing mob spawners in survival ever.
And I'm pretty sure that the devs consider mob grinders to not be part of gameplay, so there is no reason why they would add content that supports it.
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Never going to happen. Devs have stated that they want only the player to place and destroy blocks, effectively ruling out any block breakers or placers for all time.
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Sometimes game play is designed around what makes sense, sometimes not. In this case, making sense IRL is not a good enough reason to add in hand held lighting.