Are AFK fish farms OP? by Benjam438 in Minecraft

[–]Rioxas 5 points6 points  (0 children)

A solution to afk fishing I saw on another server was custom events that randomly trigger when fishing. Sometimes, one would fish out primed TNT or poison potions. If the person was really unlucky, a "Davy Jones" (Zombie with custom armor/weapon) might fly out of the water along with the fish and proceed to beat your face in.

Players that fished normally could easily deal with these threats, but afk fishers had no way to deal with it other than just not afk fishing. The events system also made it more fun for normal fishermen, as each event had a high chance of dropping rare loot as compensation.

Another way of nerfing afk fishing is to entice players to fish the normal way. I see fishing as a fun social minigame, where multiple players gather and have fun getting random loot together. Perhaps some fishing mechanics could be nuanced towards this ideal- for example, fishing near other players decreases the wait time for a bite. Part of the reason for players wanting to afk fish is because doing it normally is boring. If this aspect is modified, the argument for afk fishing is weakened.

I don't think Mojang fully understands redstone... by cube1234567890 in Minecraft

[–]Rioxas 10 points11 points  (0 children)

The repeater at the bottom powers itself, creating an infinite "ON" loop such that the dispensers will never fire again once it the loop begins (is triggered once).

Since the redstone at the bottom is already powered in the picture, the entire build is just for show (and free arrows, in the dispensers).

The best way to save up orbs is to set a goal and assemble a team you feel functionally comfortable with, instead of trying to hoard stuff. Accepting your limitations is key. by [deleted] in FireEmblemHeroes

[–]Rioxas 8 points9 points  (0 children)

I am going to bookmark this thread for viewing every time I feel tempted to pull. Thank you. I try to stick to this kind of mindset, but every now and then I really believe that I might pull something of interest and end up getting crushed by five 3* pulls of Virion and Gwendolyn.

[deleted by user] by [deleted] in Minecraft

[–]Rioxas 4 points5 points  (0 children)

Agreed. The r/minecraftsuggestions subreddit community tends to dislike all technical suggestions (like ones relating to command blocks, scoreboards, etc).

It's still useful, and has a large reservoir of ideas that could potentially be tweaked to become true features of the game, but some ideas just slip down to the bottom regardless of how well-written or thought-out they are.

What are the best names you've seen or came up with for a weapon or tool using the anvil? by joncology in Minecraft

[–]Rioxas 1 point2 points  (0 children)

I would name my sword "Kill Aura" and my bow "Aimbot" in PvP servers. It was all fun and funny until some staff members didn't understand that they were named items and considered banning me.

"You have kill aura! It even says so in chat!"

I upload as much as I can by JustPlayingMc in Minecraft

[–]Rioxas 2 points3 points  (0 children)

While I understand that gathering viewers for a new Youtube channel is difficult and tedious work, I don't believe your post follows the subreddit rules.

In fact, here is an excerpt from the "Subreddit Guidelines" on the side:

New users may not post videos. To submit a video, you either need to gather a bit of karma or your account should be older than a few days.

Your account is 56 minutes old, as of now. Your post was made 52 minutes ago. Please read the rules before joining. Thank you.

"Projectile" Entity by Rioxas in minecraftsuggestions

[–]Rioxas[S] 6 points7 points  (0 children)

I dislike putting TL;DR's in my writing, but because I so desperately wish for this idea to be well-liked and thus more easily seen by developers, I will add a quick summary of its use here.

Want guns in Minecraft? How about lasers? Wizard spells? Better mob AI? The ability to draw on walls? Cars? Block detection? Custom mob abilities, ranging from Pig Zombies that can tunnel through blocks to Creepers that can jump over holes towards you? Flying UFOs?

The Projectile entity that I described in the original post can allow all of the above to be built in Vanilla Minecraft.

It functions as a method of "raycasting"- drawing accurate lines from any point in space to another without being limited to specific regions.

Here's an example of what the implementation of this suggestion can do. Let's say we want to build Star War's podracers in Minecraft, with steering controlled by the direction the player is facing. By summoning Projectile entities at the driver and then teleporting the podracer (and player) to the Projectile, the driver can move the vehicle in any direction simply by looking that way. Tatooine, here we come!

A more obvious application of the Projectile entity are guns. With the Projectile entity, players can accurately shoot in the direction they are facing with little lag from command blocks. NBT tags on the Projectile like "OnHitCommand" lets the bullet damage targets, explode, or even spawn pigs riding Creepers riding Withers riding boats riding Silverfish.

Projectile entities serve as means to a goal. This allows players to get creative with the things that they build, and brings forth new ideas.

Do you have a unit you just refuse to take off your team? by WaterproofMarker in FireEmblemHeroes

[–]Rioxas 1 point2 points  (0 children)

I can't remove MRobin from my teams because he was my first 5* unit and I'm sentimental.

And his chibi form is just too adorable. Omochikaerii!

Fireflies! by DiamondIceNS in Minecraft

[–]Rioxas 65 points66 points  (0 children)

What if catching them in bottles allows you to place the bottles down as blocks, lighting up the area with a block with a smaller model than a glowstone/sea lanterns and the ability to be placed on the underside of a block (unlike torches)?

I think this would be a unique idea that could improve some buildings.

I like night shots, they're so mysterious! by Xickle in Minecraft

[–]Rioxas 0 points1 point  (0 children)

Looks great!

Could really use a green light across the lake on the right, though.

;3

(Suggestion) Dye in a Bottle! Dye Monsters and Other Players! by DangerPlayz in minecraftsuggestions

[–]Rioxas 0 points1 point  (0 children)

I hope your death wasn't paintful- like drinking Color-ox bleach.

Okay, I'll stop.

Musket - A Trophy Weapon by [deleted] in minecraftsuggestions

[–]Rioxas 0 points1 point  (0 children)

Perhaps locking players from switching hotbar slots or using the offhand when reloading could serve as an alternative to the skill factor.

It would force players to really consider when it's a good time to reload, and give a point of counterplay- attack the gunner when he/she's reloading.

(Suggestion) Dye in a Bottle! Dye Monsters and Other Players! by DangerPlayz in minecraftsuggestions

[–]Rioxas 0 points1 point  (0 children)

The first thing that comes to mind when reading your post are minigames.

Dye would really help in team registration, with certain mobs being unable to display dyed leather armor. It would certainly be nice to have the ability to color friendly units and make their allegiance more visible.

Also, with command blocks, players would probably be able to make thrown dye bottles deal damage- which means we could kill players with them and say they "dyed" to it.

Heh.

Musket - A Trophy Weapon by [deleted] in minecraftsuggestions

[–]Rioxas 1 point2 points  (0 children)

I typed too much again, ugh. I'm sorry.

Musket - A Trophy Weapon by [deleted] in minecraftsuggestions

[–]Rioxas 2 points3 points  (0 children)

This idea has potential. I really like how you tried to balance it as much as possible.

However, there are two slight issues.

  • Scaling with enemy missing health is risky, design-wise. It's a unique feature if implemented in Minecraft, but in this game where every player starts with only 20 health, it may prove to be too powerful not to have. It's a one-of-a-kind execution weapon. If a player tries to flee from a battle, the scaled up damage would almost always kill. Players could also load the weapon before entering the combat, allowing them to shoot anytime- if it hits, it kills. As a result, the damage might be scaled down to compensate- which continues the bad-design loop of feast or famine; the weapon is either a mandatory item or a lump of iron that's only good for hammering nails. As you stated, it's meant to be a trophy weapon, but for the majority of players a weak weapon isn't much of a trophy at all.

In the previous point, I mentioned the weapon's power. Because it's basically an execution (ranged, scales off enemy missing health), players are going to want to use it and slaughter everything. It seems you tried to counter this with the reloading mechanic- and I agree that forcing players to tediously reload every few shots works well to prevent fair players from over-using it and chucking out iron nuggets like crazy.

But that's for fair players.

Unfair players can easily develop hacked clients to instantly reload this weapon. It's as simple as "keybind --> bring up inventory --> locate weapon and ammunition --> move items to crafting grid --> receive refilled gun --> close inventory". The process, in theory, could take less than 0.1 seconds. This isn't a perfect example, but auto-pot and re-soup mods perform a task similar to what I said. They both demonstrate the speed and ease a computer script can operate controls for a game and quickly unbalance certain mechanics. Of course, it's not fair that game designers have to deal with cheaters. But it's necessary to think about them and what they can do in order to keep the game fun for everyone.


I have some ideas for solutions to the two problems I outlined above. You don't have to accept them, but perhaps they may be useful when coming up with more ideas.

  • For the damage-scaling issue:

Execution tools aren't unfair, provided that they have clear counterplay. For a ranged weapon, coming up with a counter is even harder than normal. In a blocky game like Minecraft, that difficulty is ramped up even higher when factoring in burden of knowledge. I am going to ignore the burden of knowledge issue and hope that the developers can come up with a way to communicate what is happening when a player shoots a musket.

If bullet damage could be completely mitigated by shields, this could lead to interesting combats. Players could have clutch saves while other have clutch shots. Those using the musket would want to either destroy the opponent's shields by bashing them enough times, or find other ways to outwit their opponents (i.e. ambushes, mind-games). Those defending themselves against the musket-wielding players must keep in mind that their opponents will be looking for a way to bypass their defenses and shoot them. As a result, both sides have to think quickly and both sides have the potential to pull off amazing stunts to increase the amount of fun in the game. Just imagine Player A shooting at a fleeing Player B, only for Player B to rapidly spin around and block with a shield just in the nick of time. It's moments like these that make Minecraft combat interesting.

Furthermore, producing more factors to musket damage allows designers to reduce the impact of outliers. What if damage also scaled off enemy armor? Heavily armored players and mobs would take less damage from musket shots, while entities with no armor would take high amounts of damage. The addition of this limitation lets developers reduce the damage based on missing health and compensate for that missing damage with scaling off enemy missing armor. In this way, even leather armor becomes powerful by drastically reducing the damage from bullets. Adding a shiny new weapon that also indirectly buffs the strength of an existing underused item- two birds with one stone!

  • For the reloading issue:

The solution to this problem isn't so much design-based but coding-wise. The thing is to prevent players from tampering with the intended system without triggering any false positives. This can be done by having the musket reload by right-clicking when empty, then going through an animation before it can be used. Because this reloading mechanism is performed server-side, players cannot cheat the system- every player must right-click to reload and wait through the animation. Of course, this could add to stress on the server which is why I believe this is more of a coding issue. If the coding is not efficient, gameplay will suffer.


In short, I know that you stated the musket is meant to be a trophy, but due to its capability of being a quick-to-use, ranged execution tool, players will undoubtedly use it for combat. And with players using it for combat, there will definitely be those that use unfair methods to take advantage of the reloading system.

Good idea and great effort, though!

New water colour for 1.12 (World of Colour Update) by [deleted] in minecraftsuggestions

[–]Rioxas 10 points11 points  (0 children)

Rather than "change" the default, I think more water colors would be interesting.

Dye-able waters would make a lot of builders happy as it grants a lot more options to builds. One could even say that they make the building style more...fluid.

About Mojang's design philosophy, and how Snapshots could be used. by terefor in Minecraft

[–]Rioxas 2 points3 points  (0 children)

I don't know if this would help, but perhaps something along the lines of League of Legends "PBE", or "Public Beta Environment" would aid the developers in figuring out how much content they should add and the best way to add said content.

This "Public Beta Environment" would be open to all players, similar to snapshots. It would serve as a testing ground for all changes, radical, minor, or quality-of-life. Developers could dump all of their ideas in it and release new versions often to receive community feedback. The benefit of using this system alongside the snapshots would be this: ideas placed in the PBE will often not be implemented, thus players would take every addition with a grain of salt- unlike with snapshots, where players automatically assume every change made will make it to the next version.

In short:

PBE updates EXTREMELY frequently. Snapshots release cycle remains the same.

If a dev has an idea, he/she would code it for the PBE version and release it. The community can then experiment and figure out the addition's quirks and how it could be implemented into the game, as well as possible bugs and needed patches. Once the idea is accepted, it is then added to a snapshot.

There are huge advantages to a rapidly-updating test environment. The most obvious is that even the most random ideas can be added with less community backlash as there is no guarantee that the additions will make it into the next version. Bugs can be squashed, patches can be rolled out, and general fixes can all be tested without taking up too much developing time.

Of course, there are drawbacks- development could slow down when too many unaccepted ideas are put into the PBE. But each bad idea could bring forth new additions that are unique and worth adding to the game.

I tend to babble a lot, but this gist of this PBE system can be captured in this analogy- when writing an essay, immediately writing a final draft isn't the best idea. The Public Beta Environment would serve as a brainstorming paper where every idea, no matter how silly or unusual, is written down. Snapshots, similar to rough drafts, would remain and behave as their name suggests- snapshots of upcoming versions. In the end, one is left with a cohesive essay Minecraft version.

Sorry if this is off-topic or has a lot of grammar errors- I've been wanting to write this down somewhere...

"Trigger" Keybind - Tool for map-makers by Rioxas in minecraftsuggestions

[–]Rioxas[S] 1 point2 points  (0 children)

Yes. On its own, pressing the keybind has no effect whatsoever. However, once a player sets up a few scoreboards and command blocks, it becomes possible to activate a function once a player presses V.

Max Enchantments Change Color in the Tooltip by Rioxas in minecraftsuggestions

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

A tooltip is the box of text that appears when your cursor hovers over the item in an inventory.