I had this idea a while ago. One thing about Minecraft that makes it very boring for me is how repetitive it can get. It's not like other games where "grinding" will get you more progress (unless you have a slime farm or something like that, or you think xp is actually useful). No, instead I find myself, over and over again, fighting the same zombie, the same skeleton, over and over again, so much so that I could practically do it with my eyes and ears closed. It would be so much more interesting if each mob was a little different from the last.
In mob NBT data, they have pre-determined Attributes: movement speed, attack damage, max health, etc. I suggest that every mob that spawns is given a random number for certain attributes so that they all behave a little differently. (This is just a suggestion and I imagine they would have to solve some lag issues if this were implemented.) But imagine the last time you fought a big group of zombies (kind of boring), and now imagine what that would have been like if each zombie had its own movement speed, attack damage, and/or max health. It becomes a lot more engaging and tactical; maybe you'd want to get the fast ones first, or the ones that deal the most damage.
You might be thinking that this system would just make a bunch of mobs that are either too easy or too hard to defeat, so here's my solution: maybe every mob is given the same number of "points", which are divided up equally among each of their attributes. This means, for instance, that the faster a mob is, the less attack damage and max health it can have. This would make it so there would be all kinds of mobs to deal with, but each with its weakness: quick and deadly mobs with less health, slow but persistent mobs that take longer to kill... the list goes on.
Some types of mobs could have other randomized attributes: creepers could vary in explosion radius, skeletons could vary in accuracy, chickens could vary in egg drop frequency, etc.
1.11 Was OK,1.13 is Really Good because the sheer amount of things we are getting.
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
I like the whole 1.13, and illagers for sure, but guys
Take a look at 1.10:
Strays = farm of tipped arrows
Poalr bears are useless
0.00001 fossil chance
And the worst... ENDERMEN IN NETHER
And i hate 1.9 combat. It broke minecraft completely. How aare people now fighting elder guardians???
Fossils and Polar Bears are good(while the polar bears could be better),the rest is meh guardians are not that strong and the temple blocks their own projectiles.
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
To some extent effects on spiders and enchanted equipment on skeleton/zombies/etc already provide this.
Taking Shroom_Kid's egg example:
Chickens currently lay an egg every 300-600 seconds (6000-12000 game ticks); assumed to be random on a gaussian distribution. (ie. each egg laid will be random, but the average time will tend to be 9000 ticks with the 'bell curve' people may be familiar with from school grading.)
Unless the differences between average_chicken and optimal_chicken are large, the change will be unlikely to be noticed (except by those routinely scanning NBT tags).
[It will be the outliers that get noticed, not the modest changes (ie the 2x speed zombie, not the 1.05x zombie).]
With that in mind, implementing this as a toggleable option that gave a moderately rare chance (say 1-5% depending on local difficulty ) of mobs spawning with certain effects as spiders do on 'hard'.
This could be both cheaper to implement and more memorable in effect.
The point buy system mentioned in the OP is an interesting idea for keeping the relative threat of individual mobs fairly constant.
It would be useful to know if any mods have implemented anything like this and what issues doing so entails.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I had this idea a while ago. One thing about Minecraft that makes it very boring for me is how repetitive it can get. It's not like other games where "grinding" will get you more progress (unless you have a slime farm or something like that, or you think xp is actually useful). No, instead I find myself, over and over again, fighting the same zombie, the same skeleton, over and over again, so much so that I could practically do it with my eyes and ears closed. It would be so much more interesting if each mob was a little different from the last.
In mob NBT data, they have pre-determined Attributes: movement speed, attack damage, max health, etc. I suggest that every mob that spawns is given a random number for certain attributes so that they all behave a little differently. (This is just a suggestion and I imagine they would have to solve some lag issues if this were implemented.) But imagine the last time you fought a big group of zombies (kind of boring), and now imagine what that would have been like if each zombie had its own movement speed, attack damage, and/or max health. It becomes a lot more engaging and tactical; maybe you'd want to get the fast ones first, or the ones that deal the most damage.
You might be thinking that this system would just make a bunch of mobs that are either too easy or too hard to defeat, so here's my solution: maybe every mob is given the same number of "points", which are divided up equally among each of their attributes. This means, for instance, that the faster a mob is, the less attack damage and max health it can have. This would make it so there would be all kinds of mobs to deal with, but each with its weakness: quick and deadly mobs with less health, slow but persistent mobs that take longer to kill... the list goes on.
Some types of mobs could have other randomized attributes: creepers could vary in explosion radius, skeletons could vary in accuracy, chickens could vary in egg drop frequency, etc.
Let me know what you think.
1.11 and 1.13 beg to differ.
1.11 Was OK,1.13 is Really Good because the sheer amount of things we are getting.
Fossils and Polar Bears are good(while the polar bears could be better),the rest is meh guardians are not that strong and the temple blocks their own projectiles.
Why are you saying "OMG 1.10 is so bad" in your comment? You're basically preaching to the choir.
Also, 1.9 was an arguably awesome update. It had a few weak points (like the new Ender Dragon), but otherwise, it was good.
I believe we are getting off topic here. A great suggestion!
I love this idea, i feel like you would have to have like a degree on minecraft animals or something to find out the question of "tf that thing lol".
Oh my God. Imagine hunting for chickens with the best eggdrop rate.
"Hmmm... This chicken drops eggs 3.4 seconds later than the best drop rate... not good enough. Next!"
dont look at this
To some extent effects on spiders and enchanted equipment on skeleton/zombies/etc already provide this.
Taking Shroom_Kid's egg example:
Chickens currently lay an egg every 300-600 seconds (6000-12000 game ticks); assumed to be random on a gaussian distribution. (ie. each egg laid will be random, but the average time will tend to be 9000 ticks with the 'bell curve' people may be familiar with from school grading.)
Unless the differences between average_chicken and optimal_chicken are large, the change will be unlikely to be noticed (except by those routinely scanning NBT tags).
[It will be the outliers that get noticed, not the modest changes (ie the 2x speed zombie, not the 1.05x zombie).]
With that in mind, implementing this as a toggleable option that gave a moderately rare chance (say 1-5% depending on local difficulty ) of mobs spawning with certain effects as spiders do on 'hard'.
This could be both cheaper to implement and more memorable in effect.
The point buy system mentioned in the OP is an interesting idea for keeping the relative threat of individual mobs fairly constant.
It would be useful to know if any mods have implemented anything like this and what issues doing so entails.