IGN: humodz
Age: 17
Location(Country): Brazil
Minecraft Experience: I play since the halloween update (alpha), and used to host via hamachi for me and my friends back then
Playing Style: Builder, and I like to play with redstone
Why do you want to join the server?
We all wanted a small community of players.
I used to play on a small server like this, but it closed. Any other servers i've found after that weren't as nice.
Can you give me a good joke?
Two nether creatures were strolling around a fortress. Suddenly, a player wandered too close and got fireballed by one of them. The other one said: "I'm aghast!". The first one: "Well, me too!"
Tell me something about you. Piano is one of my favorite instruents, and I've been listening to touhou's OST lately
I've never been banned
Would it be a nice idea if there were chests with silverfish inside? It could work like this:
A)When you open the chest, the inventory-screen doesn't show up (chest opening animation still plays), instead one or more silverfish spawn over the chest, right in front of you. After that, you can open the chest again, and it might or might not have stuff inside.
B)When you open the chest it breaks and releases the mobs, just like silverfish blocks
Also, the trap-chests could include, apart from silverfish, spiders, bats, and other small mobs that might get added to the game.
Currencly, there's only one way to enchant your equipment. Since trading is supposed to help getting rare stuff, maybe an enchantment-trading "priest" villager is welcome. Instead of requiring levels but being able to choose them someway, this priest would display 3 low-level enchantments, which never change and do not cost experience, only. They also display the effect (instead of random glyphs) after being bought. Upon buying two of them, another three, higher-level enchantments become available, and this goes on up to 5 times (the "level tiers could be 5-10, 11-15, 16-20 and 21-25; i.e levels aren't fixed)
Since the player can't enchant his stuff indefinitely because he'd have to farm more exp, the priest would also have his own level/exp stats. His max level is the same as his strongest enchantment's, and he gets exp passively (maybe the player could throw exp orbs/bottles at him to speed this up). Because of this, he'd have to "recharge" after casting too much or too strong enchantments.
A nice way of differentiating him from other villagers, in my opinion, would be a book, that he'd carry around behind his arms. When the player starts a trade with him, the book would come up and open, facing him.
This villager, which could have a hard hat to differentiate it from others, would build village houses when paid with emeralds and given the necessary materials.
His "shop menu" would display:
Building name
Such as: well, church, big house, small house 1, small house 2 etc
Required materials
But wouldn't use liquids, that the player would need to put there himself (forge and well)
Emerald cost
Varies according to how much materials it needs
Building dimensions
After being "paid", the architect would follow the player. Then, you'd have to place 4 torches on the ground, representing the X and Z dimensions of the house. The "shop menu" would have a "build here" option if there are correctly placed torches near the architect. By now, the torches can be removed. If they aren't, they would pop out of the ground as he builds over them.
Building wells
Since wells are too deep, he would only build the surface level, without digging. The player would have to dig it himself if he wants to.
Building gravel roads/streets
The player would have to place 2, parallel lines of 3 blocks of gravel, with torches over all of them. The architect would fill the space between them with gravel. If you want to make a curve or T/X crossings, you could do this: Curve T Crossing X Crossing
Iron plates represent the iron covering the leather in the armor and sticks couldn't
exactly hold up iron blocks. Instead of making iron tools hard to obtain I should probably
nerf their durability.
But these "instead of crafting X into Z, craft a lot of Y from X and use a lot of Y to make Z" ideas make the game more complex and boring to do stuff :\
Sometimes "realism" doesn't make the game more enjoyable...
Well, that's only my opinion, not an uncontestable truth
I have a better idea: when a world is created, a chest is placed in front of the player, with 100 units of every item and block
This way, nothing would be hard to obtain!
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Could you ban the guy?
How much will be "rollbacked"? 1 day? 1 week? 1 month?
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edit: unglitched
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Age: 17
Location(Country): Brazil
Minecraft Experience: I play since the halloween update (alpha), and used to host via hamachi for me and my friends back then
Playing Style: Builder, and I like to play with redstone
Why do you want to join the server?
I used to play on a small server like this, but it closed. Any other servers i've found after that weren't as nice.
Can you give me a good joke?
Two nether creatures were strolling around a fortress. Suddenly, a player wandered too close and got fireballed by one of them. The other one said: "I'm aghast!". The first one: "Well, me too!"
Tell me something about you. Piano is one of my favorite instruents, and I've been listening to touhou's OST lately
I've never been banned
4
A)When you open the chest, the inventory-screen doesn't show up (chest opening animation still plays), instead one or more silverfish spawn over the chest, right in front of you. After that, you can open the chest again, and it might or might not have stuff inside.
B)When you open the chest it breaks and releases the mobs, just like silverfish blocks
Also, the trap-chests could include, apart from silverfish, spiders, bats, and other small mobs that might get added to the game.
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0
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age: 17
it's hard to find small vanilla servers, the one i used to play got closed
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Since the player can't enchant his stuff indefinitely because he'd have to farm more exp, the priest would also have his own level/exp stats. His max level is the same as his strongest enchantment's, and he gets exp passively (maybe the player could throw exp orbs/bottles at him to speed this up). Because of this, he'd have to "recharge" after casting too much or too strong enchantments.
A nice way of differentiating him from other villagers, in my opinion, would be a book, that he'd carry around behind his arms. When the player starts a trade with him, the book would come up and open, facing him.
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Also, there's a pinned "small suggestions" thread up here
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His "shop menu" would display:
Building wells
Since wells are too deep, he would only build the surface level, without digging. The player would have to dig it himself if he wants to.
Building gravel roads/streets
The player would have to place 2, parallel lines of 3 blocks of gravel, with torches over all of them. The architect would fill the space between them with gravel. If you want to make a curve or T/X crossings, you could do this:
Curve
T Crossing
X Crossing
0
But these "instead of crafting X into Z, craft a lot of Y from X and use a lot of Y to make Z" ideas make the game more complex and boring to do stuff :\
Sometimes "realism" doesn't make the game more enjoyable...
Well, that's only my opinion, not an uncontestable truth
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This way, nothing would be hard to obtain!