User talk:Frizzil
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Is the current Hack/Mine version compatible with the latest Minecraft or just 0.5.3 and how can you tell? | Is the current Hack/Mine version compatible with the latest Minecraft or just 0.5.3 and how can you tell? | ||
| + | Also, does Hack/Mine work for single player and is it compatible with single player commands mod? | ||
Revision as of 22:41, 16 June 2012
Leave me a message, gimme yo' thoughts! --Frizzil (talk) 08:12, 16 May 2012 (MST)
Contents |
Ideas!
@Frizzil I was wondering, if I wanted to contact you to share some ideas, where can I do that? I would like to keep these ideas secret until they are/might be implemented into the game ^_^ Please reply ASAP :3 --RevVo98 (talk) 09:52, 5 June 2012 (MST)
New ideas!
for next update of this: Keep pressing Whirlwind in warrior to make your character instantly turn, it will cost more mana the more you use it A new Spell for Ranger: Rapid Shot! instantly and rapidly shot arrows! A new Spell for Mage: Tornado! make your opponent turn. stunts your target for 3 seconds! A new Spell for Warrior: War rage! Enrage Yourself slowing you up but doubles your damage! A new Class: PRIEST! Heal You and your friends. New Mob: Crockodile New friendly mob: Horse! ride it(warrior and ranger only)! new mob: we got dinosaurs! now FLYING DINOSAURS! new friendly mob: Villagers!(remove villagers in villagers that we have and replace them with interactable new humans!
new places that we can find VERY rare: kingdom
-DRATH 819
Heh, I like the mechanics of some of the things you mentioned. Flying dinosaurs? YOSHIS!!!! --Frizzil (talk) 12:37, 11 June 2012 (MST)
Balancing the art with the easel (and more)
Hello Frizzil, ok pleasantires over with.
Part 1: Intro & villages
I've been playing H/M for a while, and my favorite save was back in version 5.3. No that 5.3 was my favorite version, but because of what I figured out. Despite the theme of the mod being to just run out and kill everything to get more loot I held back a bit and went for a more minecrafty experience. thats what my title means. The art is the mod and Minecraft your easel. When i play the mod I do feel it is something more then minecraft which is good, and something I'd never call bad, but at times it feels like it doesn't stay true enough to minecraft. The main thing missing I'd say is building. I love being able to put together a house and doing all that stuff, but this mod just skips that. I understand that the mod is about fighting monsters and all that, but I kinda wish I could have a home, and use that as my base.
in the latest update you gave villagers a ton more use and I thank you for that. Now in addition to that how about towns get an update. The physical buildings aren't very impressive, and well they are still kinda bland. I know you have thoughts about upgrading the world to have some sort of open world story or something like that (something about bosses and purifying land). Maybe a bit of additional organization of towns and a house for you in them (meaning you spawn in one) could help sell the progression of an "act" system.
By now your probably thinking this doesn't really help any, or add to the mod don't worry I'm getting to that. In vanilla minecraft zombies will pursue villagers and attack them. what if the monsters in H/M did that too (excluding rofl. those would be a bit much)? this way you have to balance exploration with defending your town/villagers/resources. I'm not stopping there. To keep with the MC theme you can build up the city, and upgrade it to get better stuff. ATM villages don't scale to you, so you have to keep finding new ones. What if instead you could either A. build bigger houses with certain resources to upgrade shops, B. get better shops by trading more, or C. get better shops by trading special items. This way all that running around it put to good use.
Part 2: Classes & Races
Yeah I decided rather then post six different times I'd consolodate to this one post.
I am a huge fan of the Ranger class, and I'm working on becoming a Warrior user. The problem I find between those classes though are that they lack what the other has. Rangers are great at range, but are rather out matched in close quarters. This screws them in most dungeons and towers (more on that later). Warriors on the other hand are perfectly made for melee brawls, but they dont have the movement or range of a ranger. (this only becomes a problem when you need to hold off enemies or if you are unable to move, which happens quite a bit due to lack of movement abilities at times{I do use teh charge and the jump, but while in combat they don't always work}.)
I suggest for rangers a slightly higher melee dmg with their bows since it would be at least better then their fists(which btw should as scale a bit for all classes. obviously based on strength). they also could use some better control while climbing (they also mine slower while climbing.) I think a toggle would be best for the climb skill.
I think warriors deserve some range maybe in the form of a air slash or something (you swing the sword and you shoot a blade of air). it'd be shorter range then a wizard wand or ranger bow, but it'd do more then melee range. when it comes to getting around I think some of the warrior deserves a bit more breaking power so that he can destroy blocks inhis way.
btw I didnt mention wizzard at all since i am yet to play one. idk never was a magic doer (well pure magic. arcane archery is the closest thing)
Additional Classes:
ATM there are four races: dwarf, elf(my usual), steve(human), and halfling. each one has different stats making them good for certain classes, which makes perfect sense to me. sadly they do seem to lack racial abilities. If all it comes down to is stats then races aren't all that important. I could pick Elf and warrior then just use my first level to organize the stats the way I need them. Now that is not a bad thing really its just impractical. If races had a special abilit or two that did not sway their possible usage it could add a bit to making them more special.
Dwarf: besides being short (which should give them a 1 block hit box) dwarfs are known for two big things: mining and beards. since beards aren't very helpful to combat without years of practice lets discuss mining. The dwarves first racial should be enhanced block breakage on stone type blocks (ie. cobble, brick, anything with stone or rock attached) this makes them great at moving around blocks inside of the dungeons (which if coupled with a warrior would let them tank the mobs while breaking blocks even faster again.) (with the other two classes you still get more manueverablity and beter escaping. A second racial could be a proficiency with maces (and hammers[more once again later]) since weapons aren't restricted (please never do restrict them) this makes the dwarf have a very handy back up weapon when in a sticky situation (and of course keeps the basic warrior advantage).
Elf: Elves are still my favorite race because of their archery. its not stereotypical or cleche its classic. Main Elf buff needs to be bow dmg. No arguements. Elves + Bows = epic. I don't care how stupid I sound its true. this buff works just like maces did. The other thing I always remember about Elves is that they are stereotypically cast and nature loving magic hippies (thats a stereotype since it has no real truth. Elves come in all sorts of races. Some of those races being evil and living underground *cough* drow *cough*). I still think that Elves deserve a racial that assists them with neutral mobs. something like they don't run (only a big help if you make food useful[again l8r]) or you can tame wolves without bones.
Hum... er... Steve: Now I don't know all to much about these guys origin, but I sure know that are a great race. They are very adaptable and have great survivability. I think they deserve a health regen buff when out of combat for an X amount of time (thats a great help to any class). Proficiency wise I see steves as the sword type. they are a weapon they can craft after all.
Halfling: this is getting long so ill shorten this one. 1 block tall, wand proficiency{thats kinda one sided i know], and they get slightly higher loot.
Orc: a new melee centered race. more about being offense then defense. higher loot rate (pillaging), and axe profficiency.
Weapons: so many ideas and so little creative banter.
knives: a back up weapon for rangers. can be thrown. low melee dmg.
Hammer: a heavy weapon for dwarves. high dmg and knockback.
crafting weapons: maces and upgraded weapons can't be crafted, and well I think that they should be made available. perhaps a random chance to craft a buffed weapon.
gameplay:
food and health pots: a quick way to heal would be nice. food could slowly regen health over time, and pots could be instant. maybe add these to the shops.
dungeons and towers could use a bit more space. they tend to be rather crampt and inpractical.
since I did this in one sitting my creative ideas have slowly lost their luster. If I have any more ideas or improvments to these ill be back. just syaing you made the mod and said suggestions can go here, so you asked for it.
Hack/Mine Version
Is the current Hack/Mine version compatible with the latest Minecraft or just 0.5.3 and how can you tell? Also, does Hack/Mine work for single player and is it compatible with single player commands mod?