I have a couple....
I only wanted a hug... : Kill 50 creepers while they are flashing.
Storage: Place 1,000 chests.
That's cheating!: Enter creative mode in a survival world.
Alchemist: Brew 100 potions.
- Kitox
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Member for 10 years, 4 months, and 25 days
Last active Wed, Oct, 19 2016 23:18:26
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JediMasterBlox posted a message on The Official Achievement Suggestions ThreadPosted in: Suggestions -
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crazeenuthead posted a message on Mythic Dimension Armor SetsSo the idea occurred to me when I was reading an unsuccessful thread about obsidian armor. It wasn't detailed, and we already have diamond anyway. So I was wondering if there where a possible way of implementing it without ruining the specialness of diamond gear.Posted in: Requests / Ideas For Mods
Thus the birth of the idea for Mythic armor sets.
Each dimension would come with a set of armor that would be cartable once you "master the dimension" so to speak. They would be essentially pre-enchanted/non-enchantable armor sets that resemble their respective dimension. While wearing the armor, all parts would be needed for abilities to be active. For instance:
Nether "Wither" Armor: It would be black/red to resemble the Wither/Nether. It would have about the protection of Iron, and the durability of diamond to make your hard work worthwhile. It would include NetherRack, NetherBrick, or some sort of future Nether ore for the armor. Each piece would require the respective detail materials.
Full set armor buffs: Fire Resistance, Wither Effect Resistance, (Sword Specials only operate with full set)
Helmet: Would resemble a Wither Skeleton Head with ghast tears, and have red marks to resemble the dimension. Effect: Gain resistance to Wither Effect.
Chest plate: Would have a wither skull on each shoulder to resemble the wither boss (and idea by spivey360) and would have a nether star embedded in the center. Effect: Gain the Wither Armor Effect at half life as the Wither Boss does.
Leggings: Similar design, idea input needed. Effect: You gain fire resistance.
Blaze Boots: Similar design, idea input needed. Effect: The ground that you walk on catches fire. Fire for visual only and will not burn due to property destruction.
The NetherBlade: Blaze rod for sword handle. Idea input needed. Effect: Flame enchantment. Wither 1. May be able to shoot ghast fireballs when right clicked with.
Ender Armor: It would be black/purple/(EndStone color) to resemble the End. It would have infinite durability and the protection of diamond armor. It would require obsidian/EndStone for the armor. You would not loose life when using ender pearls. The armor would glow/vibrate when in end/near end portal. Will not provoke EnderMen when looked at. May possibly take damage from water. You will emit purple particles when in use, and you will make odd end sounds while wearing the armor. Each piece would require respective materials. (Each piece will require EndStone to ensure player has been to The End in Advance.)
Full Armor set buffs: No Teleporting Damage, No Sight Aggravating endermen, speed, teleport saves, indestructable armor. (When player dies, the armor drops into ender-chest rather than being destroyed)
Helmet: Has an Eye of Ender encrusted in the center. EndStone as lower plate layer. Effect: May possibly be enabled to destroy blocks as the Ender Dragon may.
Chest plate: Has an ender pearl in center of chest. Shoulder Plates will resemble Ender Dragon Heads. EndStone as lower plate layer. Will likely require dragon egg for crafting. Effect: You will occasionally teleport away when shot at by projectiles/attacked. You will only teleport nearby though.
Leggings: Ender Pearls for kneecaps. EndStone as lower plate layer. Effect: Will teleport you away when comes in contact with water. Idea input needed.
Boots: Ender Pearl Heels. EndStone as lower plate layer. Effect: When falling to a precarious area (Over water, lava, very high spot.) you will instead be teleported to nearest safe area.
EnderEdge: Large obsidian blade with EndStone backside and pearl hilt. Effect: Will teleport enemies to a high point so that they will fall. Heightened damage from hit.
So that is essentially it. It is incomplete, but your very role comes in to where you contribute. The idea is not complete until we all have a say. Please expand and edit as you wish, and I appreciate comments. But may I ask you to avoid using curse words, rude language, and constructive criticism only. I want to prevent quarrels if at all possible.
Thank You for your contributions! -
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0Rathlord0 posted a message on Combat DiversityI like the idea of improving combat, but I'm not entirely sure I like *this* idea. It seems relatively simple and easy to implement, with not too many sweeping changes, but it just doesn't feel right for the tone of Minecraft. That being said, my idea of "tone" could be (and probably is) completely different from everyone elses, which is why I gave you a +1 for it. I would have fun with this, but it isn't the optimal solution for me.Posted in: Suggestions
Personally, I think the best thing they could do to combat would be to add a *few* more weapons. As Neospectator keeps droning on about, you still want people who aren't entirely into giant battles to be able to defend their houses with their trusty iron sword.
But what Neospectator conveniently ignores is that there's a large mass of the player base that would *enjoy* more engaging and interesting combat, as well as some variation in the PvP side of things. So, my thoughts:
Add in a few new weapons. Instead of a rock, paper, scissors type idea just give them tradeoffs that are instantly obvious to the user. If you have a big weapon, it moves slowly for a lot of damage. Small weapons do vice versa. They have different arcs that match their animation. I'm not talking a crapton more weapons, maybe 4-5. This way your old codgers like Neo there can still defend their dirt huts with their swords, and people who want to mix it up a bit can choose their weapons. You don't have to calculate damage ratios or figure out which mob type is what, simply find the weapon that feels the most engaging and fun for you and use it. Because you like it.
That being said, I love love love love love love love the idea of different materials effecting weapons differently. More weight would equal knockback, but slower swing speed. Wood being bad, bad, and bad. Stone being very heavy, but low damage and durability. Iron being a good mix of durable, powerful, and heavy. Gold being slightly more damage than iron but much slower and heavier and vastly less durable. Diamond gets the same durability it has now, less weight than iron with about the same damage, but much lighter.
This keeps the tier idea somewhat intact, as going up in material is always somewhat of a benefit (and might make someone actually use a gold tool/weapon?). It would let the people who want to have fun with combat have fun (Stone hammer for insane knockback, medium damage, and being so slow you better start swinging when the creeper is still on the horizon or a diamond knife that's faster than lightning but doesn't do much damage or knockback) and let the people who just want to keep their creations safe do it.
(Wall of text, apologies)
EDIT: My idea of a few weapons and how they'd work-
Knife - Thrust attack, have to be accurate to hit. Low damage but quick attacks. (More damage from behind?)
Spear - Thrust attack, long range and slow. Decent damage, requires accuracy to hit. (Adds a bleeding effect?)
Hammer - Sweeping attack, very slow. High damage, accuracy completely un-needed. (Bonus knockback?)
Battleaxe - Sweeping attack, medium speed. Good damage, not much accuracy needed. (High crit?)
Sling - Ranged attack. Requires no charge time like a bow does, but less damage and range. Fires cobblestone or something similar. -
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DarkShadow1223 posted a message on Merchants (New Villager type)I was very happy when I heard that villager trading had been implemented, but had mixed feelings about how it was done. I really like the way villagers have limited items that they will trade you, as it would be stupid if they carried tons of stuff with them everywhere, but it was disappointing that if you wanted a specific item you may have to go through several useless trades to get a villager to offer it to you. So, I spent some time designing a good solution to my problem: Merchant villagers.Posted in: Suggestions
Merchants would be like villagers with occupations (like priests, librarians, ect.) and use the 'villager' texture that is currently included in the game but is unused, which, for those who are unfamiliar with it. looks like this:
The only difference between a merchant and a normal villager other than appearance is their trade options. Instead of the usual trade GUI, something like this comes up when you right click them:
The top part is the merchants inventory. He offers most items and blocks obtainable in the game, with the exception of Nether and end blocks and certain special blocks(Such as enchanting tables, brewing stands, pistons, ect.). He also does not carry all potion types, but for a very overpriced fee does offer a few basic ones like Healing and Swiftness.
The bottom part is your inventory. The middle is where the actual trading happens. If you click on an item in the merchants inventory (you cannot drag items from his inventory), the amount of emeralds he want for that item will appear in the upper part (Obviously some things you get more than one per emerald, like dirt and cobblestone). If you want to sell something to him, drag it from your inventory to one of the slots on the bottom part, and if it's worth anything a certain number of emeralds will appear in the output box, like normal trade. Everything has a set price for buying and selling. You sell things for less than you buy them. I'll work on making a list of prices soon
What's the point of normal villagers trading if there's a merchant you say? Simple! The merchant is a cheapskate. It's cheaper to buy things from normal villagers, but more convenient to buy them from a merchant. The only item that any other villagers sell that merchants don't is glowstone. They also don't 'enchant' items or sell enchanted items.
Like librarians have libraries and priests have churches, merchants have shops/stalls/whatever you want to call them. Here's a quick prototype of one:
The color of the stripes on the awning could be a random color per building(So one could have green stripes and another red stripes)(Loot in the chest is the same as the loot in the blacksmith's chest)
Like similar buildings there should be a merchant in the village if one exists, but you won't necessarily find him in it.
I have a few more ideas for this, but they aren't final yet.
Support:
[url=http://www.minecraftforum.net/topic/1399108-merchants-new-villager-type/][IMG]http://i46.tinypic.com/fwm61g.png[/IMG][/url]
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ShrunkenQuasar posted a message on Server Name IDeas??Protip: Ending your server name with "Craft" is lame. Be original.Posted in: Discussion - To post a comment, please login.
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I'm fairly sure that wool has a single texture, which is altered by the code. It's illegal to redistribute modified source code. So that idea, unfortunately, would be illegal to implement.
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Hey everyone. You may remember the old version of this involving crafting chains from iron. Since some people wanted chainmail to be a trophy, I got an idea from crazeenuthead: silverfish scales. Silverfish, were this to be implemented, would drop 3-5 silverfish scales, which could be crafted into chainmail armor.
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True. Also, I don't want to givec people ANOTHER reason to kill squids!
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