Board Thread:Suggestions forum/@comment-26444332-20151226222621/@comment-27718380-20151227184216

Draugluin the werewolf wrote: Heartgold1234 wrote:

Draugluin the werewolf wrote:

Draugluin the werewolf wrote: I like the idea of making crafting harder because it means that things (such as my ME village model make more sense) player A is the blacksmith because he/she is very good at whatever mini game/ design choice, player B is the bowyer/ fletcher because they can do the job the most effectively and with the best results by the way this isn't me saying that only bowyers could make bows I'm saying that bowyers would make fine quality bows with practice and skill whreas any tramp with a bendy stick can make some form of bow.as for the smithing thing, whilst in real life an untrained individual would probably just hurt him/herself if they tried to make practically anything on their own for the enjoment of the mods sake I think it would probably just mean that people who weren't very good just made bad stuff. I'd like if this was included in a lot of types of crafting (cooking, masonry, the more complex carpentry and (when added) cartwrighting (is that the word) shipbuilding and the like.) if you want I might write up a suggestion as to how these things might work

People yell 'it'd turn into an MMORPG' which is, however, not necessarily a bad thing. Whether we like it or not, 99% of the players play on line so 'massively' isn't far off. Most servers are also roleplaying, so in name at least this is already a MMORPG. Why not play to our strengths, and increase this in ways which would be good. A skill tree would be amazing, but it'd take time. Perhaps just speeding things up would suffice, but with a UI sorta like the vanilla achievements screen it would be super cool. I'm also pretty sure it can be done with command blocks, which suggests it's available through coding which has far more options. Most certainly hard, but hell would it be rewarding.

I'm not talking about skills etc merely a minigame or task with a result of varying quality which a player could get the hang of (ie. one must click in the correct rhythm to hammer out a sword) That would be pretty hard to implement in itself. However some sort of multiplier on a base value of damage and durability would be an idea.