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Posts posted by cevkiv

  1. Key idea is way better. You have to keep in mind competitive gameplay, that way people can't just hide all their goodies in it and leave it unlootable. The reason people raid in the first place is for loot, lol.

    And raiding would be fine, if there was someone there 24/7 who could repel invaders. But I have shit to do OTHER than play Minecraft, and I don't like the idea that I can get up to Red Steel and some asshole with a flint spear can come along and steal all my stuff.


  2. A lockbox would be like a chest, except made out of metal sheets instead of wooden planks.

    The easiest implementation would be that a lockbox is only openable by the person who placed it, and cannot be destroyed except by the person who placed it or an OP.

    A harder implementation would be that creating a lockbox creates an additional item, a key, matched to that lock box. One would have to have the key in their inventory to open the lockbox. Copies of the key could be made by placing an ingot on the anvil, along with they key in the plans slot.


  3. I found that as long as you dig a 1x2 tunnel, and always dig the top block first, you never get any cave-ins.

    With the prospector's pick having a scan radius of twelve blocks, I usually dig top-4-blocks, bottom-4-blocks, and rinse repeat 3 times, and slap down a torch, giving me torch-marked tunnel sections 12 blocks long. By doubling up and digging a tunnel network where the tunnels are 24 blocks apart, the prospector's pick can scan the entire volume.

    It appears to be 100% safe, with no need for support beams. It's also efficient, letting you scan the largest possible volume of blocks, with the smallest possible amount of digging.

    I do something similar.


  4. This is interesting also. How would we acquire recipes though? I'm feeling something like that achievement system I mentioned up there. (Certain achievements could be cleared on death) Taking advantage of the preexisting achievement mechanic has its merits. The recipe would just be selectable via a scrollable list.

    How about this:

    A research table. Made from bookcases, probably.

    Open it up, and you can place runes inside of it. Various combinations make various things. Hit "Combine" or "Scribe" or whatever, and it deducts a number of experience levels based on the complexity of the recipe and spits out the formula for enchanting.


  5. A feeble minded dragon. I do believe you could tame that with a slab of meat ;)

    It has to do with the ways the Diplomacy and Handle Animal skills work in Dungeons and Dragons 3rd Edition (and 3.5). Handle Animal, IIRC, can't be used on anything with an intelligence of 3 or higher. A dragon would normally have an intelligence of 3 or higher, so one would have to use Diplomacy to talk it into being your mount. If you reduce its intelligence low enough, it's "stupid" enough to be a "dumb animal" and then you can use the Handle Animal skill on it.


  6. How about this:

    Imagine a set up like the anvil.

    You have a slot for the item to be enchanted, and then you have a "recipe" for the enchantment which goes in the slot next to the item.

    There are 4 buttons on either side, which change the position of markers on the bottom of the interface, just the way the anvil works.

    Using those buttons to move the markers consumes items from your inventory. There is one to go with each button.

    There would be a "rules" set to go with each recipe.

    How good the enchantment is is determined by how perfectly you line up those two markers in completing the recipe, same as durability is for items made on the anvil.

    For example, a recipe for "moderate knockback" would range from no knockback at all, enchantment failed if you screw up badly, to slight knockback if you're off by a bit, to "moderate" knockback if you get it dead on.

    There could be different "strength" versions of the recipes. So if you just happen to be bad at enchanting, or you don't mind wasting a bunch of ingredients because you have plenty of them, you could use a "superior knockback" enchantment recipe and recieve a "moderate knockback" enchantment from not getting it perfect since you don't care, or you could get good at it and just use a "moderate knockback" recipe and get it dead on.

    Also, there could be a "duration" for enchantments, too, based on how well you line up the markers. For example, say a "perfect" moderate damage increase on swords enchantment adds 2 hearts of damage to each swing, and lasts 100 swings, whereas as crappy one might only add 1 heart of damage and last 50 swings.


  7. Random enchantments are a bad idea. There are few things more frustrating than spending time hunting down materials, or gaining levels, or both, to enchant something, and then getting something entirely useless or unwanted.


  8. You get dragon mounts by rolling diplomacy, not handle animal.

    Make it like the wolves, but where you can 'tame' them by giving them gold ingots or gems instead of bones.

    Unless the dragon in question has been the subject of the spell Feeblemind, and then I think you can use Handle Animal on it.