Bows are already crappy enough with the pull-back-string mechanic. Let's not make them worse.
Being able to string together combo attacks would make melee combat more involved. Essentially, the player could execute a "special strike" by attacking whilst performing a certain motion (tapping a directional button, being crouched, jumping or falling, etc).
The effects of the Special Strike depend on what directional button you tap, as well as what "effect" you have assigned to that button. Assigning a special effect to a button requires both a Study Desk and a Training Golem, which might seem a bit much but the purpose will be revealed shortly.
Firstly, the Study Desk, most important of all. It is similar to an Enchanting Table in essence (way less expensive and on a simpler tier than Diamond), but involves the user investing their experience into learning about aspects of the world, which become manifest as "Effects" when commited to paper. For example, something simple like Feather Fall would cost only a few "souls" to unlock, whilst Fire Aspect requires many to access. I'm pretty sure the Effects should be more or less persistent, or at least not disappear from the player's Effects menu whenever they die.
This brings me to the Training Golem part. A Training Golem is a mostly-stationary Golem made from a Fence post, one block of Wool, and of course the mystical Pumpkin to bring it to life. When right-clicked, the Training Golem opens the Training menu, which has a slot to put an item into, as well as a side-menu that includes what Effects you know about. If you put a Sword in the item slot, a bunch of slots with icons similar to directions will appear.
This is where the player assigns combat-based effects to their special strikes, allowing them to create custom combos to execute during combat. For example, assigning Punch to Strafe Left will cause the special strike in question (the one activated by tapping the Left Strafe button before striking) to knock an enemy in that direction, whilst assigning Fire Aspect to Sprint will cause a Sprinting attack (hit the enemy whilst sprinting) to set enemies on fire if it hits them.
By default, you start out with only one "combo slot" per action, meaning you can only perform two-hit combos (the opener and a single Special Strike), but by investing more "Souls" into Swordfighting you can gain more combo slots for an action, permitting for three-hit, four-hit, and even five-hit combos to be performed, as well as making it possible for a specific special strike to deal more than one effect.
Below is a list of Actions and a couple of viable Effects related to Swordfighting:
Of course, there are possibilities concerning the other tools being utilised for combat, such as the Woodaxe being effective against Wood-based mobs like Broom Golems (Remember the Sorceror's Apprentice? 'nuff said then) or Ents, and thus either Swordfighting would need to be rejiggered as "Melee", or there would need to be "Axefighting" and "Pickfighting" skills as well.
Regardless, this is a small example of how the combat in Minecraft could be improved (as in made into actual combat), as well as how a character progression system based around effects would work. It's a step in the right direction at least, even if you can't comprehend this.
Combat is fine as it is why would we need all this combo skill swordfighting bullshit
It's easy enough already goddamnit we don't need to become ninja swordmasters doing triple slash critical cripple bleed attacks
Well then, add tougher and more dangerous monsters, give the player more things to fight, make it so that you actually NEED combos to take down the enemy.
Also, by what definition is the combat in Minecraft "fine"? It's barely even combat at the moment; all you do is click with the sword, even though the charging knockback and falling crits are a step in the right direction, but aside from those the combat in Minecraft is somewhat dull. If the combat is "easy", the developers have done something wrong and need to make it so that a fight is like "OH GOD OH GOD IT'S ATTACKING!" and "HA! Take that you fiend!", as opposed to "*sigh* Here we go again... *left click* *left click* *left click* Well he's dead now, oh look some loot and XP".
However, the Bow is acceptable as a ranged weapon.
Also also I don't think you realised that Effects would be for more than just combat. That or I didn't explicitly say that.
It would be nice if you could craft a backpack that would make your inventory as large as a Double Chest.
I want banana trees and grape vines.
And drinks, Steve must get thirsty from all that zombie flesh.
the coolest think would be some sort of a 2x2x2 crafting table thingy in which we could cut bits of blocks off ie sort of like a 3d crafting table in which we can remove 1/8 blocks from the whole block to make stairs or 1/8 blocks or 1/4 or whatever
Minecraft needs more detailed cooking, and tools for it. Example: Wheat-Grain Grain+Water=Dough dough+furnance=bread and stuff like that
Instead of swamps having this retarded ass black/graygreen color, there should be a dark green color instead.
Kind of like http://www.minecraftforum.net/topic/...aul-the-swamp/ ,but without all the mobs and item types and stuff would be an easy way to make swamps look much, much better.
There needs to be damage done to mobs jumped on. Like the Gunboats in TF2. The amount of damage dealt varies on the boots equipped. If you jump off a slight cliff and land on some creature, it gets hit and loses hearts. Creepers can use an AI revamp and take advantage of this technique from 3m high slopes and hiss before falling.
The higher you fall, the more damage you deal. Of course, falling from sky limit to bedrock WILL kill the foe, and the odds are, yourself as well, whether it's a chicken or an iron golem.
Life support for space mods. With the new hight limit I was able to build an ISS, but it doesn't feel Spacey enough.
You should start to lose breadth at some point (Maybe at like the general height for mountain peaks), and you can use a water breathing helmet to extend it.
The nether needs one more mob. It feels empty for me in there. Maybe a mob that quarrels with the zombie pigs, so they constantly fight? The mob could also drop new potion ingrediants.
Nether also needs some sort of ore, perhaps one that makes items fire-proof? Maybe make a new set of tools that don't work in the nether, or the real world, but in another demension that you can make after the ender dragon egg hatches? I should stop saying maybes.
I do want potions that, when thrown, turn mobs into chickens.
And lava-proof boats that don't break. Maybe also made out of that nether ore.
Maybe the ore would be used to make fire potions, and when you drink them they put you on fire, and when you throw it on mobs it puts them on fire. When you throw it on water it turns to stone and when you throw it on lava it turns to source blocks.
Whoa whoa whoa, back up. They don't fit with the theme? Since when did Minecraft have a consistent theme?
Also, just tweeted jeb_ concerning Pigmen, so hopefully he might reply to that.
But it takes quite a while to get a decent supply of arrows, which is, like, a few stacks. By that time, I already have my diamond gear.
Gravel is fucking everywhere. You only need to carry a stack with you to be safe, and even that is a lot.
But unlike ye, I use my gravel for paths, so that's part of the explanation. Feathers would be my rarest resource for arrow, as I don't go willy-nilly killing chickens.
Well, one could always keep chickens for eggs and throw them to make more chickens, thus making a farm of sorts. I do a similar thing to harvest eggs, though I don't use breeding as it is for moral purposes (yeah it's weird, having morals in a sandbox game), instead just making chickens from the eggs.
Also i've dug PLENTY of Gravel in my deep "pyramid mine"; more than I know what to do with (768 blocks worth; that's 12 whole damn stacks of the stuff). So if you're having flint problems I feel bad for you, son; I got a loada sodding problems, but the gravel ain't one. (hit it)
Keep eggs on you. At night time dig a little hovel and a 2x2x2 pit and throw a bunch of eggs in there. Set up camp, gather some supplies and stuff, and by the time you're done there are plenty of chickens for free food and arrow supplies.
Sheesh, I just don't kill my farm even after mating since I keep it as a backup. Heck, I just set up base where there's a good quantity of cows and pigs (kept eggs in inventory). Otherwise, I eat melons and bread. Back to ideas, guys.
Wands. I had this mod idea that'll be saved for the official API and stated this in the previous idea thread. The concept of wands is to take a stick and enchant it a few times to get a single-use wand. First enchantment for the level (Lv1 through Lv3), second for attribute (fire, healing, etc.), and a third for extras (durability, effectiveness, etc.)
When enchanting a stick for the first time, you'll get a choice of enchantments, in order from 1 to 3. These are the effect levels and they cost the respective EXP levels. A Lv1 wand would be pitiful, while a Lv3 wand can be most useful. These wands are absolutely useless at this stage. Wands of the same level can stack.
Putting the wand back in the book, you get more, random options, ranging from EXP level costs 1-5. These effects would be for healing yourself (Or another player or mob. Watch your aim.), setting something ablaze, paralyzing something, throw a live creeper at something, or just a gravity gun-like effect. Wands of the same level and effect can stack.
Feeling a little testy? Put your specialized wands in the enchantment book for a third time and give them special attributes to enhance the experience. These enchantments cost from 1 to 3 levels. For example, Durability Ⅰ/Ⅱ/Ⅲ will give these single-use wands a few more uses, from one to 2 (Durability Ⅰ) to 4 (Durability Ⅲ). Intensify the effect with Intensify, twice as effective as regular wands. Wands of the same level, effect, and attribute can stack.
Have different zombie pigmen clans in the nether, by changing the color of their armor (Also add randomly generated armor, like different armor peices on different spots, usually chainmail, or like a headband on their head or something. Like, say on your world you have a red zombie pigmen clan and a blue one, whenever one clan sees the other they will start attacking, and if you get in the middle of the battle you will take damage from the crossfire. Maybe also make multiple types of pigmen to make it interesting, like a spear thrower or something. And if you give a dye of an enemies color to a pigmen (Like a blue dye to a red zombie) it may gift you with some gold. Alternatively, instead of dye, you could have the clan drop 'Cloth' of their color, like blue pigmen drop Blue cloth or something.
I think pigmen fit pretty well to be honest. Despite there being a goal to the game you really don't know much about the place the game is in, and the game doesn't hint to what it is, so people can make up their own ideas on what's what. To be honest a 'Nether Knight' is even more unfitting because then you'd have a soldier without a kingdom or a cause.
Indeed, though having armoured enemies as "higher-level" encounters in more dangerous places would be pretty cool, maye tying into the idea of the world getting harder and weirder as you go further from the spawn-point.
This has probably been said 100 times over, but having the mobs able to destroy the environment to get at you would add intensity to survival mode. Yeah, the creepers can blow up, but only if you get close enough. With a wall between you and the creeper it wont blow. I'm thinking the mobs would attack the ball of your base to get you. Dirt would be very fragile against them, while stone would be more resistant.
I think wool carpets would be good, like placeable coloured snow.
Maybe in the overworld you will rarely find an unactivated nether portal inside of a nether brick dungeon thing (fairly small), and if you reactivate it you can go through and attack the stronghold and get loot, but if you fail it will allow (hostile) zombie pigmen to flood through and invade your world.
Didn't Ghasts used to have a very small chance of spawning near a portal?
They were claimed to, but the code was never actually implemented.