Minecraft An underwater mob that acts like a reverse shulker and drags you down to the deep when hit with its projectiles. |
- An underwater mob that acts like a reverse shulker and drags you down to the deep when hit with its projectiles.
- Frostbite Mechanic: your hearts freeze over from right to left
- Ambiente Sounds throughout the biomes to increase the immersiveness
- Make the new “frozen hearts” jiggle a little bit like they’re “shivering” when you get them.
- Bundles look like stockings around the holidays.
- Create Powder snow avalanche using goat horn
- Music recorder
- Cliff edge river waterfalls with unique ambient sound
- Placing a source of heat under a cauldron with powdered snow, will turn it into water
- Rainbow hearts advancement
- Freezing needs to be more dangerous
- Mob-log (Mobs Catalog)
- Granite, diorite and andesite should be at the same level than blackstone.
- Freeze damage should add up the longer you're in it
- When you take damage while Frozen, you stop moving.
- Putting 2 Lightning Rods on top of each other should increase the range and change the texture.
- auction: a new community event for villagers
- A bundle placed in your offhand should automatically pick up items
- when falling from 30+ blocks onto glass the glass should break
- Something non-cosmetic from archelogy.
- A new method of obtaining/keeping XP: Soul Amethyst Shards
- Leather helmets reduce critical hit and kinetic energy damage
- Lapis block overhaul
Posted: 13 Nov 2020 02:25 AM PST My thoughts are it would be clam-like but act like the shulker how it opens up and shoots a projectile at you. Lives underwater, most likely in deep oceans or by the underwater ruins. When hit with its projectile, it drags you down like a reverse levitation effect. If not careful, it could make you drown. Possible other attribute: when too close to it, it keeps it shell closed, giving the Trident a more prominent use. Name and drops are still unknown so feel free to suggest any! (Cheesy name: The Shellker) [link] [comments] | ||
Frostbite Mechanic: your hearts freeze over from right to left Posted: 13 Nov 2020 12:52 PM PST In the current snapshot (20w46a), when the player gets cold enough, their red hearts turn blue and they start taking damage. That's fine but I wanted to suggest a different approach. When the player gets cold enough, their hearts turn to ice one by one starting from the right side. The more hearts turn to ice, the less hearts the player has left to regenerate. Once the ice reaches all the way to the left, their health bar has completely frozen over and the player dies from frostbite. Surviving frostbite Okay so your hearts are freezing over. Even with a full hunger bar, saturation can't regenerate frostbitten hearts back. Frozen hearts need to be thawed. The simplest way is to get out of the cold and let each heart thaw one by one. Hearts melt faster in light levels that normally melt snow and drinking stews will defrost as many hearts as they do hunger. Preventing frostbite Like the current freezing mechanic, leather armor can protect you from frostbite. Hearts that are protected from frostbite will be on the left and indicated with a brown outline. The current snapshot promises that "wearing a full set of leather armor prevents freezing entirely". To preserve this I suggest that the tunic provides 4 layers of protection, pants provide 3, cap provides 2, and boots provide 1. Full leather armor is enough layers to protect all 10 hearts (aka 20 HP I hope that wasn't too confusing). Inflicting frostbite Right now only powdered snow can make you freeze but I think the frostbite mechanic has more potential. For example falling on ice could inflict frostbite or enchanted weapons that could inflict frostbite or mobs that inflict frostbite. —————————————————— You can vote for this here: https://feedback.minecraft.net/hc/en-us/community/posts/360014755492/comments/360013491352 [link] [comments] | ||
Ambiente Sounds throughout the biomes to increase the immersiveness Posted: 13 Nov 2020 12:33 PM PST its not all about new blocks or new mobs but making the feel of minecraft better through sounds and visual effects. currently we have a diverse in the overworld, with all of the different biomes. But it doesn't feel quite as good as they could. Why don't add some ambiente sound and little details to the biomes to build up their immersiveness. Good game design lives from the artstyle as well as from the music and sfx.
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Make the new “frozen hearts” jiggle a little bit like they’re “shivering” when you get them. Posted: 12 Nov 2020 08:33 PM PST Right now they just behave exactly the same as the regular hearts and only convert cold through the texture. But I think it'd be cool if they jiggled a bit to represent shivering. Perhaps the player could jiggle slightly too? Kind of like how when you cure a zombie villager they jiggle. [link] [comments] | ||
Bundles look like stockings around the holidays. Posted: 13 Nov 2020 01:13 PM PST I just think it'd be cool, considering chests look like presents around the holidays. Bundles would look cool as stockings. [link] [comments] | ||
Create Powder snow avalanche using goat horn Posted: 13 Nov 2020 02:15 PM PST Beta 1.16.200 introduced the goat horn, but so far we don't know what it will do, it currently only produce the raid sound, without any effect. My suggestion: When you make the sound using the goat horn, all nearby powder snow block get affected by gravity until they fell I think it's a nice concept that involve the 2 new items and a brand new mechanic that will also fit the game very well as it is similar to how sand currently collapse in desert sometimes. here is a demo of what it would look like in-game. [link] [comments] | ||
Posted: 13 Nov 2020 05:08 AM PST The Blank Music Disc can be found like the other ones, in Dungeons or other loot chests. By placing it in the Music Recorder and powering it with redstone the player would be able to record their own music. The Music Recorder would make 3 sounds warning the player it is about to start the recording, then make a louder noise to represent that it began recording. It would record every sound made by a Note Block in a 64x64 area. When the redstone signal is gone, the music disc is ejected and is named Player´s music disc. The Player´s music disc can be dyed. If you put 8 dyes aroud the disc it would change the color like the Pigstep Music Disc. You can also put only 1 dye to change the color of the center. The colors can be mixed like leather armor and decolored like one, using a cauldron. Sorry for bad english. [link] [comments] | ||
Cliff edge river waterfalls with unique ambient sound Posted: 13 Nov 2020 07:26 AM PST One thing I've noticed about waterfalls in Minecraft is that they never generate from rivers hitting cliff edges unless a ravine somehow manages to cut through, or something. I feel they should be added that way as one of the "Cliffs" features. Perhaps there could be ambient sounds for both waterfalls and "lavafalls" as I shall call them from now on. As for the ambient sound, there actually was an ambient waterfall sound file in Alpha, but it was never implemented. I assume that was due to engine limitations at the time. I believe it can actually be done now. When a chunk contains a waterfall, the ambient sound should be played at the Y-level where the water hits the surface floor of the chunk, up until sea level. I can imagine it being done today, based on how much world generation has evolved since Alpha. Waterfalls may not be structures per se, but I'm sure the game knows where it generates them. Please tell me what you think of my suggestion! [link] [comments] | ||
Placing a source of heat under a cauldron with powdered snow, will turn it into water Posted: 13 Nov 2020 11:56 AM PST A source of heat, such as a lit campfire, fire, lava, magmablock, placed under a cauldron will make any powdered snow in it melt into water. I imagine the exchange rate should be 1:1, i.e. a cauldron full of powdered snow, would yild a cauldron full of water and if the snow is only 1/3, it would only yild 1/3 water when it melts. I'm not sure whether it should melt it instantly or after a short while or what. [link] [comments] | ||
Posted: 13 Nov 2020 02:10 AM PST with the addition of the frozen hearts i had the idea for an advancement called the "rainbow hearts" where you have all the effects which changes your hearts colours so frozen, poison, wither and absorption so you can have blue, green, black, and gold however with the addition of this advancement they would also need to add multi coloured hearts so you can see them all together since currently if you have two colour changing effects it will only apply one colour [link] [comments] | ||
Freezing needs to be more dangerous Posted: 12 Nov 2020 11:22 PM PST It takes forever for freezing to set in, and when it does it doesn't do all that much damage. Let's make let's make it set in faster and/or do more damage. I want to at least as alarmed by freezing as I am by burning. [link] [comments] | ||
Posted: 13 Nov 2020 10:15 AM PST What if we had something like the recipe book, but instead of recipes it shows the stats of the mobs that you encountered. To unlock mobs in it, you will have to stare at it for like 3 seconds (like you are examining it) and when you unlock it you get it's amount of hearts and if it's hostile you get the amount of damage the mob can do and maybe some advices and notes, for example: Name: Enderman. Behavior: Neutral. Health: 40 (❤️ x 20) Attack Strength: [Here you get the right amount of attack strength depending on your difficulty] Notes: It doesn't like staring contests. This would help new players to understand mobs easier without having to read articles about every mob in wikis. (Written on mobile) [link] [comments] | ||
Granite, diorite and andesite should be at the same level than blackstone. Posted: 13 Nov 2020 12:14 PM PST Hello, i think 1.17 is good opportunity to suggest that ( to stay in the rock theme) It could be nice if like blackstone, theses rocks can have polished bricks, cracked bricks, chiseled, pressure plate and button variants. And walls for polished variants please. [link] [comments] | ||
Freeze damage should add up the longer you're in it Posted: 13 Nov 2020 01:47 PM PST I cant really say much to this idea but I think half a heart per 3 seconds is a bit to less my suggestion would be to let it make more damage the longer youre in it. [link] [comments] | ||
When you take damage while Frozen, you stop moving. Posted: 13 Nov 2020 09:15 AM PST Currently the Freeze effect is pretty much a slower version of being on fire with some cool bells and whistles, and I think it has some better potential. It would be interesting if you Froze in place for half a second every time you took damage Cold is often associated with slowness, so i think this is an interesting way to slow down a player in a unique way. For example, if strays shot you with freezing arrows rather than slowness arrows, you would freeze in place every one or two seconds, making yourself an easy target for another arrow, whether your were trying to fight or flee. That would make the stray a super interesting mob to fight! I really hope they do more with the Frozen effect! [link] [comments] | ||
Putting 2 Lightning Rods on top of each other should increase the range and change the texture. Posted: 13 Nov 2020 12:09 PM PST I think that if you put 2 lightning rods on top of one another, it should both increase the range and change the texture of the bottom rod to not feature the sphere on top. I think that would be a nice feature to the people who have larger houses but don't want multiple lightning rods about their roofs. [link] [comments] | ||
auction: a new community event for villagers Posted: 13 Nov 2020 01:55 PM PST
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A bundle placed in your offhand should automatically pick up items Posted: 13 Nov 2020 02:38 PM PST Currently, bundles need to be manually stored, which makes sense for those who want to specify what goes into a given bundle. For others though, it can be quite a hassle when they're out exploring and their inventory needs to be constantly sorted in order to make more room. One solution that might fix this would be to make it so an empty/partially full bundle will automatically pick up items when placed in one's offhand. This would allow players to gather resources more efficiently without the need to manually select and fill items in their inventory. [link] [comments] | ||
when falling from 30+ blocks onto glass the glass should break Posted: 13 Nov 2020 10:39 AM PST when falling from 30+ blocks onto glass the glass should break as it is glass this would make minecraft a lot more realistic [link] [comments] | ||
Something non-cosmetic from archelogy. Posted: 13 Nov 2020 11:22 AM PST I dont like archelogy. But I will give it a try. I just think doing this is useless for survival players. Why would I want a clay pot to "tell stories with" if im in a single-player world. So I think there should be some type of non-cosmetic benifit. Here are some soloutions: • Clay Pots can store EXP: this would essentially work like a piggy bank. You can click on the pot and it would take one of your levels away each click, these levels would be stored in the pot untill the pot is broken. The pots can be silk-touched to keep the exp intact. When the pot is broken without silk-touch, it will break into shards and the exp will drop. It its too OP, then it could only give back maybe 90% then. •Archelogy Selling: Archelogy peices (the little figure covered shards) can be sold too librarians, clerics and wandering traders, giving the wandering trader a use too! They would ask for specific peices from diffrent biomes, therefore forcing the player to explore. [link] [comments] | ||
A new method of obtaining/keeping XP: Soul Amethyst Shards Posted: 13 Nov 2020 02:12 PM PST This is basically a slightly different & simplified version of Skyrim's Soul Gems that look oddly similar to Amethyst Shards.
First, let me say that this would introduce a single level treasure enchantment that would look seemingly useless gameplay-wise at first called "Soul Trapping". The enchantment would have the same methods of obtaining and rarity as Mending.
If you kill a mob with an Amethyst Shard in your off hand, while using a weapon enchanted with Soul Trapping; the Shard will suddenly gain an enchanted effect and become an unstackable item known as a "Soul Amethyst".
Depending on what mob you kill, a Soul Amethyst can have 3 forms: Common, (Passive / Ambient mobs, Players with low XP) Greater, (Zombies, Skeletons, Players with a decent amount of XP, etc.) and Grand (Iron Golems, Wardens, Ravagers, Players with a lot of XP, etc.).
Now, what do you use these for? Well, this is sort of my answer to the people who want storable XP. If you simply place a Soul Amethyst into an Enchanting table, it's good for one enchantment. Common Soul Amethysts are used for level one enchantments, Greater Soul Amethysts can be used for up to level 2 enchantments, and Grand Soul Amethysts can be used for up to level 3 enchantments.
An enchantment using a Soul Amethyst takes no Experience Points from the Player but still requires Lapis Lazuli. The catch is that the Amethyst is completely consumed; not even leaving behind the base Shard. Using a level that is lesser than the largest level a Soul Amethyst can support still consumes it.
Grand Soul Amethysts have an additional function; they may be used as a brewing ingredient to create Bottles O' Enchanting rather than a typical potion. This would also consume it of course, just like any other brewing ingredient. I was considering whether this would be too powerful, but I realized that this would give less "experience power" than if you just used the Amethyst in an enchanting table. This still allows the crystals to be indirectly used for other purposes such as repairing, using enchanted books, and renaming items.
I believe this gives quite a unique and good use for Amethyst shards, what do you guys think? Is it too complex? Is it too overpowered/underpowered? Should the method of obtaining the enchantment, or filling an Amethyst Shard be different? [link] [comments] | ||
Leather helmets reduce critical hit and kinetic energy damage Posted: 13 Nov 2020 05:15 AM PST This makes a leather helmet a very good tool in combat. Most PvP in 1.9+ are based off timed, calculated critical hits via axes, so this sacrifices general protection in exchange for much more critical hit protection, which no other piece of armor so far delivers. Even if you aren't interested in PvP, leather armor also protects against kinetic energy from an elytra. So far, no armor can do this yet. Edit: Critical hits are reduced to 1.15x, kinetic energy damage is halved. [link] [comments] | ||
Posted: 13 Nov 2020 04:22 PM PST Make it so lapis blocks can be smoothed into a texture that doesn't have the grid texture. They can also be cut into bricks, and stairs/slabs/walls of all three types. This would give lapis a good use in building as a deep blue stone block, that, while expensive, could be a very pretty addition to the block palette [link] [comments] |
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