User talk:Frizzil

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First of all, I deleted your eternal gaze quest because it wasn't suppose to be in that suggestions, Eternal Gaze should either be in the medium or easy. Taskmaster and Difficult quests are supposed to be longer than 3 paragraphs. That's how long it must be 3 or more paragraphs. --[[User:Techpriest|-Techpriest]] ([[User talk:Techpriest|talk]]) 13:05, 3 July 2012 (MST)
 
First of all, I deleted your eternal gaze quest because it wasn't suppose to be in that suggestions, Eternal Gaze should either be in the medium or easy. Taskmaster and Difficult quests are supposed to be longer than 3 paragraphs. That's how long it must be 3 or more paragraphs. --[[User:Techpriest|-Techpriest]] ([[User talk:Techpriest|talk]]) 13:05, 3 July 2012 (MST)
  
They are suggestions, smartdip. They dont need certain amounts of paragraphs. Mr. I is an Ubermob, which is why the quest is a taskmaster one. And even so, YOU do not have the authority to delete suggestions, as I said.--[[User:Kanokarob|Kanokarob]] ([[User talk:Kanokarob|talk]]) 22:21, 4 July 2012 (MST)
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They are suggestions, smartdip. They dont need certain amounts of paragraphs. Mr. I is an Ubermob, which is why the quest is a taskmaster one. And even so, YOU do not have the authority to delete suggestions, as I said. Yo do not own that page, you cannot delete material on it. If it is false information on a page of something ACTUALLY IN THE MOD, delete it. It has to be done. But these are SUGGESTIONS. There are no rules for SUBMITTING a suggestion, and by no means do YOU get to decide them.--[[User:Kanokarob|Kanokarob]] ([[User talk:Kanokarob|talk]]) 22:21, 4 July 2012 (MST)

Revision as of 05:24, 5 July 2012

Leave me a message at the very bottom, gimme yo' thoughts! And leave a sig so I know who you are! (just type 4 tildes like '~~~~') --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?

@The Really Long Suggestions, a lot of that is really just a matter of time :) Racials, more Minecraftiness, Weapons, and more are all on the menu, just takes a little time. As for village building... naaaahhhh. The extent you should invest in any one village should be temporary, so yes, there can be a little investment, but not an entire overhaul of the game for it. Otherwise, it'll conflict with the desire to reach higher level areas. This investment was mainly going to be in the form of reputation that spreads throughout all nearby villages, gained by completing difficult quests (slaying the mob terrorizing the village, etc) Anyhow, I appreciate the ideas! Stick around, good to get the creativity flowin'.

@The Other Guy Without a Sig,

All versions of H/M are for 1.2.3, I'll make a huge announcement when I update Minecraft versions ;) Yes, it works for singleplayer, and last I heard, it ain't SPC compatible.

@Frizzil I realize this probably isnt the place to post things like this but i really like what youve been doing here. Me being a modder myself could never compete with this but hope that i can keep learning. I just wanted to say if you ever need someone to do easy stuff like structure generation and stuff like that, id be your guy =D -edmiester777

--Frizzil (talk) 22:12, 19 June 2012 (MST)

Class Trees

kanokarob here. Ive been thinking about classes lately, and I thought of a way to make it so each beginning class had a choice of splitting into one of two more powerful classes. Here is the idea, basically.


First off, lets talk about the new classes as a general idea. Each current class is capable of 'ranking up' into one of two choices. Good or bad, to be simple. There are pros and cons to each side. If you choose the good class, you get +2 for fortitude and dexterity when you choose them during a level up for the price of one point. If you choose the bad side, this applies to all skills, except for fortitude which cannot be changed at all. This is to make the bad side tempting, but also have a dark sacrifice. Now on to specific new classes.


Each new class in addition to the good/bad attributions that apply in general also have a unique new power or capability. This has a good side and a bad side to it.


Ranger Class Ups:

Agent of Heroes;Good;Perfect straight shots at the cost of 20 mana

Endersassin;Bad;Homing arrows at the cost of -25% durability to bow


Warrior Class Ups:

Knight;Good;Dual wield at cost of -75% walk/run speed

Denomicon;Bad;+75% walk/run speed a cost of no wielding


Mage Class Ups:

Warlock;Good;+30 Intelligence at cost of -15 wisdom

Nether Lich;bad;Unkillable while wearing Lich Headpiece (Which has 8 durability) at cost of immobile while not holding a wand


As for what it takes to class up, when a player reaches level 16 (Before they select their skill upgrades) all mobs become passive to the player as a screen shows up. It offers them three choices:


Would you like to serve your worshipful being?

Would you like to have infinite power?

Would you like to leave and receive no bounty?


Picking the first or second one progresses you onto the good/bad rank respectively for your class, tells you the pros and cons, and then makes mobs aggressive to you again.

Picking the third exits the screen, and does not become available again until level 20, and then every 5th level after that if it is still chosen.

  • +30 Int at the cost of 15 Wis? Really? That's rather silly, seeing as the Int increase will make your mana drain like MAD, and the wisdom decrease would just slow the regeneration. You'd end up being a really powerful mage who can only cast a spell per minute. NeonJ (talk) 20:55, 22 June 2012 (MST)
  • Then it can be changed, I just dont know what. Perhaps +30 wisdom for -15 Intel? --Kanokarob (talk) 22:14, 22 June 2012 (MST)

Need a little info

Is there a forum for this mod? Just discovered it (and love it). Looking for a place to give suggestion (also to read about and discussion this mod with it's fans).

Also (noob question here), how do I see all the pages/entries on the Wiki? I know there's the Contents section at the bottom of the Main Page. But it doesn't contain all entries. Just looking to get all the info possible.

Many Thanks -- Athean

@kanokarob:

Oof that's a lot, I'll get to you later, haha.

@Athean:

Yep! The official(est) thread is on the minecraft forums, though I have a feeling the technic forums will usurp it, as they're adding amazing features like bug reports and such.

See in the URL where it says "title=User_talk:Frizzil"? For now, you can replace "User_talk:Frizzil" with whatever and you'll navigate there ;) So to see all the pages on the wiki, you'd type in Special:AllPages and it'll list them! There's other special pages as well, these can be Googled with "MediaWiki Special" if you're interested (MediaWiki is the engine powering the wiki).

--Frizzil (talk) 13:40, 20 June 2012 (MST)

@Frizzil: Thanks man! Yeah, I think I may take to the Technic forums... they seem a lot less crowded (and you can actual start your own threads). I take it you check the Technic forums?

I check all o' them, cause I'm a machine... Frizzil (talk) 12:54, 21 June 2012 (MST)

@Frizzil: Hahahaha! Nice!

Sub-Classes Ideas

Do you mind if you make a sub-class page? Or if I can :P -Techpriest (talk) 16:29, 26 June 2012 (MST)

Also, if I can make an edit from the Elf, Steve, Halfing, and Dwarf page about their origins then I would need your permissions.

Suggestion Page

Could you add in the Main page about adding the suggestion page? Here ---Techpriest (talk)

Adding A Better Texture Pack To Your Mod

I think that this mod is so awesome but sometimes I just kinda get bored of the normal appearance. Maybe if you made a texture pack that possibly makes the dire chicken more evil looking and all of the other monsters look more evil/scary then it would compliment the game perfectly.

I am a texture packer and maker of the somewhat successful Runeix Texture Pack. I am adding support for this mod, and it will be in the next release. So far I have changed all of the blocks, GUI's, and armor and weapons. Al I have left is jewelery, spells, and mob. It will be released with Runeix v4.0. However, of course, it will change everything else in Minecraft with the rest of the pack. --Kanokarob (talk) 22:27, 26 June 2012 (MST)

@Techpriest Done!

@Kanokarob Send me a link to the pack, I wouldn't mind throwing in any decent texturepacks if they've been made to support the additional textures :)

--Frizzil (talk) 15:43, 27 June 2012 (MST)

Ban this person

Please ban this person: AlysonRoybal956 for adversiting some kind of music website.‎ ---Techpriest (talk) 15:32, 28 June 2012 (MST)

Don't worry about spam, there's tons of it :/ I'm working on ways to fight it, unfortunately it's very difficult to do. --Frizzil (talk) 17:40, 28 June 2012 (MST)

About the picture suggestions.

The picture suggestions is for suggestions, that needs to be more sexy. For example, if I wanted to create a monster, how would I describe it? If I described it, sometime there would be mistakes when you made the monster.jpg. So, I'm helping people by if they ask me for pictures, I can draw those pictures and make it easier to model the monster if it is added. ---Techpriest (talk) 16:07, 30 June 2012 (MST)

Then it should go on the Discussion tab of the Mob Suggestions page, it's the only place it'd be appropriate. --Frizzil (talk) 22:57, 30 June 2012 (MST)

Techpriest

He is flipping out of control. He is deleting other peoples suggestions on suggestion pages! He is acting like a moderator, and a bad one at that. Something needs to be done about him. I don care if you just tell him to stop or ban him, e cannot go on acting like this arrogant self absorbed child.--Kanokarob (talk) 22:59, 2 July 2012 (MST)

First of all, I deleted your eternal gaze quest because it wasn't suppose to be in that suggestions, Eternal Gaze should either be in the medium or easy. Taskmaster and Difficult quests are supposed to be longer than 3 paragraphs. That's how long it must be 3 or more paragraphs. ---Techpriest (talk) 13:05, 3 July 2012 (MST)

They are suggestions, smartdip. They dont need certain amounts of paragraphs. Mr. I is an Ubermob, which is why the quest is a taskmaster one. And even so, YOU do not have the authority to delete suggestions, as I said. Yo do not own that page, you cannot delete material on it. If it is false information on a page of something ACTUALLY IN THE MOD, delete it. It has to be done. But these are SUGGESTIONS. There are no rules for SUBMITTING a suggestion, and by no means do YOU get to decide them.--Kanokarob (talk) 22:21, 4 July 2012 (MST)

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