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    posted a message on Spears (Melee Weapon)

    With a spear, you should be able to pole vault by attacking the ground while sprinting. This should launch you ~3 blocks high and ~6 blocks forward.

    Posted in: Suggestions
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    posted a message on Massive Mobs

    The horns should be able to buff nearby players, too.

    Posted in: Suggestions
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    posted a message on Massive Mobs

    I feel like this should be nerfed and just made a regular end mob. We need more mobs for the end, anyways.


    I can think of a few ideas for the ranged attack;


    A guardian style beam

    Chain lightning

    A black hole that pulls everything nearby, then explodes

    Posted in: Suggestions
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    posted a message on Chromatite; a rare ore for coloring your weapons and armor

    Well thanks for expressing your opinions, you guys. I came up with the idea after reading Machinasa post about how he wanted something rare that you could feel excited about getting. I guess this doesn't have enough uses to be implemented, but I hope the coloring idea could be useful.

    Posted in: Suggestions
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    posted a message on The Magic of Minecraft - Rarity

    You inspired me to invent a new ore - chromatite.

    It is a very rare ore that spawns in the end dimension. It can be crafted with enchanted items to change their color and make them glow.

    I created a new thread for it.

    Posted in: Suggestions
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    posted a message on Chromatite; a rare ore for coloring your weapons and armor

    Chromatite is a very rare ore whose only purpose is to make you look awesome. The name is derived from chroma, the Greek word for color.


    One chromatite ore spawns in end islands in veins of one and is 3 times rarer than diamond. Chromatite When mined, chromatte ore drops one chromatite shard and 25 xp. The amount of shards dropped cannot be increased with fortune. It resembles nether quarts but has an animated texture that changes colors.


    Chromatite can be crafted with any enchanted item and a dye. This changes the color of the normally purple enchantment effect to be the color of the dye and makes the effect more pronounced. This allows you to color enchanted items.


    Doing the same crafting recipe with glowstone as a fourth ingredient has a different result; The item will have a glowing outline of the selected color when held. This effect is similar to the spectral arrows but cannot be seen through walls.


    Doing either of the above recipes without the dye will make the item change through the colors of the rainbow; red > orange > yellow > green > blue > purple > red.


    This ore would allow for players to customize the appearance of their gear by giving them two separate layers to color. This allows for more variety of awesome looking armor and weapon coloration.

    Posted in: Suggestions
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    posted a message on SSP SMP over PvP 2

    I went and looked at the locked thread, and this is what I can say:


    Idea 1; This is pretty vague. Being able to write code into the map would have it's uses, but with command blocks, "one-click install" command systems, MCEdit/NBT editing, mods and server plugins, it would be kind of redundant. Still, being able to change mechanics with commands would provide a simpler way to edit the game.


    Idea 2; On one hand, being able to get benefits through leveling would make death more heavily punished. This idea would work great if combined with a form of skill tree to allow role customization. Unfortunately everyone would just use a mob grinder to quickly level up to level 100, which would be exploitative and not fun. A mod or server plugin (like MCMMO) could pull this off great, but it just doesn't fit in vanilla Minecraft. While I think that brewing and enchanting in Minecraft need to be changed, they are both necessary, and I can't think of any ways to improve upon them.


    I also feel like item-based progression is better than an experience system, but that's a personal opinion.


    Idea 3; Dynamic leveling is nice but it has it's flaws. The biggest issue is when a high leveled player is in an area with several low level players. Much harder mobs would spawn, and the low leveled players would be slaughtered. I prefer having difficulty depend on location; surface > caves > nether > nether fortress > stronghold > end. Also, if the game gets harder faster than you get stronger, it takes away from the incentive of progressing.


    Idea 4; I... actually really like this idea. I doubt Mojang will add a system like this but someone could set up a website where people vote on schematics and make an accompanying mod/plugin that generates them in your world.


    Idea 5; I would prefer having a wider variation of generated structures. These structures could contain mini bosses and unique loot. This would give huge incentives to explore.


    Not all of your ideas would work well in vanilla Minecraft, but not all of them are bad. The thing that got you locked it that these Ideas are largely unrelated, and thus considered a wish list. If you want to get good support for your ideas, make a thread for each of them and go into detail in each thread how these ideas would work.

    Posted in: Suggestions
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    posted a message on Hot Air Balloons - Explore The Infinite End In Style (NOW WITH SUBREDDIT POST!)

    Here's how balloon destruction should work:


    If the balloon is hit, shot with an arrow, or bumps into the terrain, the balloon is "popped" and descends to the ground. It could be repaired with leather or wool, allowing it to fly again. You cannot repair the balloon while riding in it, so a player can only repair while on the ground.


    If a balloon is set on fire, it rapidly descends to the ground. When it hits the ground, the balloon is destroyed and only the gondola drops as an item.


    If a balloon takes sufficient damage from an explosion (ghast, TNT cannon, etc.) the balloon is destroyed in midair, returning the gondola and 1/3 of the wool and sending it's rider plummeting to their death. If the balloon only takes a small amount of damage from the explosion (less than 3 hearts), it counts as a "pop" instead.

    Posted in: Suggestions
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    posted a message on Hot Air Balloons - Explore The Infinite End In Style (NOW WITH SUBREDDIT POST!)

    Balanced, creative, and cool. Support!

    Posted in: Suggestions
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    posted a message on Ant Dungeon! Found in Mesa Biomes!

    Ant queens should not melee. They should keep their distance and summon ants to fight for them. The ant summoning would be similar to zombie reinforcements in that it occurs out of sight, but instead of only happening when hit, the ant queen should constantly spawn minions.


    [edit] or the ant queen could lay eggs that have to be destroyed or they hatch into several ants.

    Posted in: Suggestions
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    posted a message on Cooldown timers for the bow and splash potions

    Many pvp players will fill their inventory with splash healing potions, and fights are usually decided by who has the most potions. By slowing the rate of healing, it would be possible to kill an opponent faster than they can heal, putting a greater focus on blocking and avoiding damage.


    Plus, we could have splash potions stack without being overpowered.


    As for the bow spamming, it is possible to kill poorly armored players in close range with a punch bow by constantly knocking them out of melee range. You should not be able to combo someone to death with a bow, especially since melee spamming has been severely nerfed.


    I suppose as compensation we could make the bow draw back quicker, keeping the current rate of fire and letting archers move around more.

    Posted in: Suggestions
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    posted a message on Higher levels of sharpness/power provide diminishing returns

    Currently, full protection 4 provides 80% damage reduction, calculated before armor. As a result, players with protection 4 diamond armor block 96% of all incoming damage. If full protection 4 blocked only 40%, then a fully geared player would only block 88% of incoming damage.


    If this is still too much, we could consider adding a way to penetrate armor, such as an enchant or new weapon.

    Posted in: Suggestions
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    posted a message on Cooldown timers for the bow and splash potions

    I have a couple more suggestions.


    Since the ender pearl and chorus fruit got cooldown timers to nerf them, I believe that they should also be used on bows and splash potions.


    The bow should have a short cooldown period of around 1/2 of a second to discourage bow spamming.


    Likewise splash potions should have a longer cooldown of around 2 seconds to keep people from spamming them.


    You should be able to edit these cooldown timers with an NBT editor, so PVP servers that rely on spam-healing can still exist in 1.9.

    Posted in: Suggestions
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    posted a message on Higher levels of sharpness/power provide diminishing returns

    I suggest that to prevent the more expensive enchants from being too powerful against the weaker enchants, higher levels of sharpness/power/protection provide diminishing returns.


    For example


    Power I- 25% increase in damage (total 125%)

    Power II-additional 20% increase in damage (total 145%)

    Power III-additional 15% increase in damage (total 160%)

    Power IV-additional 10% increase in damage (total 170%)

    Power V-additional 5% increase in damage (total 175%)



    Sharpness I- increases damage by 1 heart

    Sharpness II- increases damage by an extra 1/2 heart (total 1.5 hearts)

    Sharpness III- increases damage by an extra 1/3 heart (total ~1.83 hearts*)

    Sharpness IV- increases damage by an extra 1/4 heart (total ~2.08 hearts*)

    Sharpness V- increases damage by an extra 1/5 heart (total ~2.28 hearts*)


    *decimals would create a chance of dealing damage (.75 hearts of damage means 1/2 a heart of damage with 50% chance of dealing another 1/2 a heart)



    Protection I- decrease damage by 4%

    Protection II- decrease damage by an extra 3% (total 7% protection)

    Protection III- decrease damage by an extra 2% (total 9%protection)

    Protection IV- decrease damage by an extra 1% (total 10%protection)


    Full protection IV armor => 40% damage reduction

    Posted in: Suggestions
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    posted a message on Airplane

    What about a hang glider powered by firework rockets?

    Posted in: Suggestions
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