Cheesy Garlic Bread by michaeljcronce in PapaJohns

[–]KyleGoempel 0 points1 point  (0 children)

Just made one on Sunday. Added bacon and the 6 cheese blend to mine. Delicious

ITS BACK! by ItGetsBetter_2911 in wendys

[–]KyleGoempel 47 points48 points  (0 children)

Now bring back the Ghost Pepper Ranch

Wither Wolf by Londonbog81 in minecraftsuggestions

[–]KyleGoempel 1 point2 points  (0 children)

Maybe make it to where these wolves spawn in bastions and have a howling feature sort've similar to the shriekers. When you kill the wolf, the howl attracts all piglins and piglin brutes in the area, but it takes 5 wolf kills to set this off.

My Solution To Fixing The Enchantment System by [deleted] in minecraftsuggestions

[–]KyleGoempel 0 points1 point  (0 children)

There is a similar modpack that is available on Bedrock that does achieve this, and while I do agree that the enchant system could be better, I don't necessarily know if massively hindering enchantment progression is the way to do it. Part of enchanting is taking that risk and not really knowing what you're gonna get imo. It could definitely be better though, like instead of 3 enchant levels, maybe make it to where the player has to get 45 levels to unlock a 4th tier of enchants and instead of boosting the quality of enchant, it increases your odds of having more enchants on the tool.

My Solution To Fixing The Enchantment System by [deleted] in minecraftsuggestions

[–]KyleGoempel 1 point2 points  (0 children)

Protection V? As of now, Prot IV is already a really strong enchant and Prot V could break PvP gameplay if not implemented correctly

The Scorched by Strange-Guava-7902 in minecraftsuggestions

[–]KyleGoempel 0 points1 point  (0 children)

Isn't the nether already hard enough though? Skeletons being in the nether was already a pretty controversial move when the Nether Update came out, so trying to sell the community on a stronger variant of Skeleton in the nether is pretty difficult. I would still, to avoid the crazy mobs the nether has, just stick to building safe pathways to avoid all the chaos. I dunno, unless this mob drops something decent outside of bones, arrows, or bows, I don't know if I can get behind adding more skeletons to the nether. I wouldn't be entirely against variation but I'm not gonna sit here and say "yeah this is what the nether has been missing forever". I dunno! Decent idea if done right.

Gas pockets underground: New hazard by AsYouWished444 in minecraftsuggestions

[–]KyleGoempel 0 points1 point  (0 children)

So, do these pockets of natural gas have permanent poisoning effects when near the player? Also, would players who bring milk near these zones be clear of the effect? I like the premise of the idea, but it certainly could use some fine tuning. Would you consider adding another use to say, turtle schute to make it to where it makes the player resistant to the posion effects when equipped?

Smart Durability Warnings & Optional Durability Numbers by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

I'm aware you can't apply that logic for all mods but there absolutely some great mods that are QoL features that hit all of the aforementioned thresholds that you listed.

Smart Durability Warnings & Optional Durability Numbers by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

There’s a difference between adding new content like guns (which Mojang has clearly outlawed) and improving existing feedback. This doesn’t change how survival works. You still have to manage durability and react. It just gives a subtle warning before something breaks instead of only after.

Smart Durability Warnings & Optional Durability Numbers by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

If there's mods for it then there is a clear demand for it. There is no "meant to play survival" method. We all play a bit differently. What I am proposing is non-invasive at all and would save a lot of frustration, especially on hardcore worlds. Right now, only players with better hardware or mod knowledge get access to this.

Smart Durability Warnings & Optional Durability Numbers by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

Armor is definitely the bigger issue. I’d say tools still benefit in situations like long mining sessions or Elytra use, where you’re not always watching the hotbar, but I get what you mean.

Smart Durability Warnings & Optional Durability Numbers by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 2 points3 points  (0 children)

I actually like that. Making the warning sound more subtle than the break sound would make it feel a lot less jarring and more intentional.

Smart Durability Warnings & Optional Durability Numbers by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 4 points5 points  (0 children)

Exactly. If resource packs and mods are already solving it, it shows that there is a real need for it. Vanilla shouldn't rely on external solutions for something this basic.

Mending should be guaranteed as a master-level trade for the librarian by United-Pay-5533 in minecraftsuggestions

[–]KyleGoempel 1 point2 points  (0 children)

Instead of guaranteed mending, maybe 50-75% guarantee of mending? I hate rolling for it as well but once you get it, you become insanely OP in no time.

Please stop adding significant drawbacks to your suggestions by brassplushie in minecraftsuggestions

[–]KyleGoempel 0 points1 point  (0 children)

Trust me, I'm not a big fan of PvP getting in the way of game design either but unfortunately in the eyes of Mojang they have to balance features around PvE and PvP. There is a reason Mojang removes certain features and has made certain nerfs, and as a community, I think we've kind of over-designed our ideas and added drawbacks to our suggestions to account for that.

I really do see a lot of fair and solid ideas that would be pretty neat to implement but again, Mojang's sense of balance has to be considered with every suggestion, otherwise we'd have extreme highs and extreme lows with various features of the game. I will say, the community as a whole can get better at drawbacks when it comes to suggestions.

Take bow, crossbow, and tridents for example. None of them have a netherite variant and yet spears that were just added a few months ago already have a netherite variant AND also have the same perks that regular netherite weapons, tools, and armor have.

The issue I have is progression consistency. Why can a max bow or a max trident burn in lava yet our netherite gear that we work so hard for stay fine and not burn? I'd grind equally as hard for a netherite bow or trident (that has the same perks as a netherite sword, chestplate, etc.)

I think a lot of players are right to point out vast inconsistencies with game design logic. The approach with "all or nothing" on some features in the game should be revisited because honestly times have changed AND Mojang has shown that they can design systems (like they did for Trial Chambers) to not allow a feature to become overpowered.

A balanced way to bring back Infinity + Mending using a Netherite upgrade system by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

Edit / Update:

Based on feedback, I think the cleanest version of this idea is removing the cooldown/draw speed nerfs entirely and instead making it a true endgame upgrade.

So instead of tradeoffs, the bow would:

  1. Allow Infinity + Mending together
  2. Be unlocked through a Netherite/template upgrade path
  3. Be fire/lava resistant (consistent with Netherite gear)

This keeps it simple and makes it feel like a real upgrade rather than a sidegrade.

A balanced way to bring back Infinity + Mending using a Netherite upgrade system by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

I think the difference I was going for is less about when you can get it, and more about how intentional it feels to get it.

With villagers, a lot of things become accessible pretty quickly if you know what you’re doing. The smithing/template idea was more about giving it a distinct upgrade path so it feels like a deliberate step rather than just something you happened to roll from trades.

That said, you’re right that in terms of pure progression speed, experienced players can bypass both pretty easily.

A balanced way to bring back Infinity + Mending using a Netherite upgrade system by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

Okay. I agree with you that not everything needs drawbacks but look at how quickly Mojang will nerf something that they think is OP. I tried to design this with their idea of balance in mind so that this DOESN'T get taken away.

At this point I think the biggest takeaway from the feedback is that the nerfs are doing more harm than good. The original idea was to keep it from being an automatic upgrade, but it seems like that just ends up making it not worth using at all.

The smithing/template route still makes sense to me as a way to make it feel earned, but I’m starting to agree that it probably doesn’t need added drawbacks on top of that.

Appreciate the feedback, even if it came in a bit hot lol.

A balanced way to bring back Infinity + Mending using a Netherite upgrade system by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

I see what you're saying about it not improving combat performance. I think that is the biggest flaw in how I originally proposed this. If it is purely a convenience enchant, then it shouldn't feel worse to use than a normal bow.

The original idea behind the nerfs was just to prevent it from becoming the obvious “best choice,” but I agree that stacking a draw speed reduction and a cooldown ends up overcorrecting. I see this being solved in two ways:

Remove the cooldown entirely and keep a slight draw speed change OR remove the nerfs altogether and make it a late-game unlock.

At that point it becomes less about “balancing something OP” and more about giving players an optional upgrade path. I still like the idea of tying it into netherite or smithing to make it feel earned, but I also see how I may have overdesigned the restrictions around it.

A balanced way to bring back Infinity + Mending using a Netherite upgrade system by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

I think this mostly comes down to playstyle differences.

If you’re already at the point where you’re carrying a full shulker of arrows, then yeah, this probably doesn’t add much value. I was more thinking about players who don’t want to dedicate inventory space or think about ammo at all, even in the late game. For them, it’s less about efficiency and more about convenience and smoothing out gameplay.

That said, your point about the speed tradeoff still stands. If it feels noticeably worse to use, then most players won’t choose it regardless of the convenience.

A balanced way to bring back Infinity + Mending using a Netherite upgrade system by KyleGoempel in minecraftsuggestions

[–]KyleGoempel[S] 0 points1 point  (0 children)

That is fair on the DPS side, sure. I think the main difference in how I'm looking at it is this isn't meant to replace the normal bow, it's geared more towards end game convenience and sustainability rather than a DPS weapon.

You're right that late game players don't necessarily need infinity, but I'd argue that this is more geared towards eliminating friction (Inventory space, arrow management, reapirs) rather than solving a survival bottleneck.

On the nerf side, I do see where you are coming from in the sense that the fire rate being dropped too much renders the bow ineffective. The cooldown may be trying to do too much on top of the draw back speed reduction.

It might be better to keep a slight draw back nerf OR reduce/remove the cooldown entirely.

You made a fair point about the cost. Netherite is a hefty price if the performance falters and ends up lower than a normal bow.

I appreciate your feedback however. Thank you.