The Meaning of Life, the Universe, and Everything.
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Updated this suggestion
If you couldn't tell by the title: new Npcs! This is a suggestion that has been requested many times but none of the other suggested are very efficient or garner a following for long. By the rules of the suggestions forum, I am able to repost or create a reimagined adaption of these "near-forgotten" suggestions if the suggestion has not had activity in the last month. Without further ado;
Pigmen. A lot of people have some big bias to share about the implementation of these guys (their history of becoming the original villagers) so despite your take, look over this suggestion. I would like to mention they weren't removed from the game- they just weren't good for their original, conceptual purpose. This is a method to bring them into the game as a possibly fitting manner. With resource packs and custom maps, and redstone too, there are a lot of value to these being added (Custom npcs and so much more!).
A lot of people may call them Multi-Purpose mobs, however this is only half true- their initial use is to be a follower/defender mob with customizable stats based on what the player gives or does to them. This is what separates them from dogs and mules. Dogs are easier to control with their "sit" functions and unlike the pigman, as you'll later read, are free to keep indefinitely so long as you take care of them. The mule can be used as transportation and a large addition to storage where as the pigman cannot be rode upon and also cannot hold onto so many items for the player. I also don't see much a purpose in bringing a wolf with no ranged attacks to the ender dragon fight or the wither battles.
Overview: The pigman is a follower that protects the player like the wolf. The pigman fights enemies of the player. Pigmen have 9 spare slots of inventory, not including the pigman's equip slots. To have a pigman as a follower you have to pay for the time you'd like for it to be a follower.
Now this goes 2 ways. I will go through these ways before getting to the numbers. These are the two options that the player brings pigmen into their world. They do not naturally spawn.
Methods:
-Method 1:
Transforming a pig. The player will need a weakness splash/lingering potion. Then you'll need a golden carrot. These although not terribly hard to obtain, are still well worth the effort. With both items;
Splash/Lingering Potion of Weakness
Golden Carrot
-the pig is ready to be transformed. After affecting the pig with a weakness potion feed them a golden carrot and the transformation will begin. This only takes around 1 minute to do. The result is a pigman. [Big note: Not all pigs can become a pigman. A pig has a %40 chance of becoming a pigman.] With the pigman successfully summoned that concludes method 1.
-Method 2:
Reviving zombie pigmen. This is quite a long and ambitious process but well worth it. First you'll have to beat the vanilla game. This is because you will need chorus fruit. The endeavor of this mission makes it quite a post game addition, but is an alternate method to acquiring more pigmen npcs. Next like reviving a zombie villager, a splash/lingering potion of weakness is needed. Obtaining these are essential to the transformation that is needed to take place. Once those 2 items have been acquired;
Chorus fruit Splash/lingering potion of weakness
-the quest continues. Finding a zombie pigman is the next step. If you are lucky a pig has been struck by lightning, turning it into a zombie pigman. However heading to the nether is probably what will happen. Once in the nether you'll need to splash a selected zombie pigman with the splash/lingering poition of weakness. (Incase this isn't already the case, weakness and other negative potion affects should agro zombie pigmen.) After giving the status effect, quickly right click the chorus fruit on the zombie pigman (feeding it as you would other domestic mobs). This will cause it to levitate (because of the chorus fruit of course) and start the transformation. It levitates about 5 blocks high and stays at that elevation, unless of course intereupted by a block above it in which the zombie pigman/pigman stays at the voxels beneath it. Meanwhile you have to fight off all nearby trouble. The transformation takes about 30 seconds. Once the transformation is complete the pigman will fall and take no damage for 5 whole seconds. After that the pigman is now following you (more details in specs section). The next mission would be to return to the surface but is completely optional.
The Pigman:
What Pigmen do:
Well a pigman is an rpg equivalent of a follower. They follow you similar to tamed wolves and ocelots. They agro like wolves- when the player is attacked they attack the opponent with you. They don't do everything for free. You have to buy their time.
Methods of payment for the pigman's services;
- Food (all in general)
- Emeralds
(note 1: food only gives 1/4 of the time that an emerald does)
(note 2: pigmen can only use one currency per service allotted).
Time that food and emerald buys for the player in mins:
-Low saturation food: 2:00 per item (120:00 for a stack)
-Medium saturation food: 3:00 per item (192:00 for a stack)
-High saturation food: 5:00 per item (320:00 for a stack)
-Emeralds: 15:00 per emerald (960:00 per stack)
(note: the player can cash out and dismiss the pigman by removing the food/emeralds from their inventory- See more below)
To continue here is a diagram of a pigman's gui / inventory:
Above you can see:
Top row: The off hand slot, armor slots, equipped weapon slot, exchange slot, and support potion slot.
Bottom row: Inventory slots.
Box: follower cool down / count down.
The first slot in the top row is for shields specifically. Other items aside from additional weapons (which cannot be used as weapons while in this slot) cannot be placed in this slot. The pigman only uses a shield when enemies, in a certain radius, players or skeletons draw a bow. When the pigman uses all the durability of their 6th slot weapon (read below) or thrown their splash potion, they will switch a weapon or potion sitting in the offhand slot to their 6th slot; the "equipped weapon slot". Additionally arrows can be placed here as a quiver of sorts just like the player has the ability for their own inventory.
All of the next four slots from the top row are easy to identify with so I'll explain the 6th slot (here is where i'll add that the pigmen cannot use elytra). The equipped weapon slot is used for whatever item or weapon you'd like the pigman to hold. The pigman can swing any item as a weapon, throw splash potions, and fire a bow when arrows are in it's inventory (the bow is used as a melee weapon without arrows).
The next unknown slot is the exchange slot. This slot shows the last spent currency and how long until the bought time has run out. The slot has an opaque fog that acts as a cool down meter just like the cool down for the players melee attacks. The slot's meter is dynamic to the currency amount given and those are both dynamic to reflect the time left allotted in the lower box. This is also where you can extend the pigman's time as a follower by adding more of that currency-or cash out and take back what you have left, dismissing the pigman. You can relate this mechanic to a furnace in a way- the difference is you don't get the item back, you get the pigman's time as a follower.
Last slot in the top row is the support potion slot. In this slot the pigman can use a regular potion i.e. not a splash or lingering potion. The potion is applied when the pigman has taken 75% damage towards it's total health (details in specs section).
The bottom row is 9 additional inventory slots. These slots can be used when the pigman is following the player. A player cannot retrieve their items after the pigman is dismissed. The player can only give the pigman armor, off hand: shield or an equipped weapon when the pigman is not a follower.
The box at the bottom displays the allotted time left the pigman has as the player's follower. It is very similar to the player's status effect duration gui on the player's inventory screen.
Other notes on features and behaviors:
-When the pigman is not following the player, their AI is similar to villagers where when at night they seek shelter (doors with blocks adjacent). However when in range of enemies (default r=15), the pigman attacks them, unlike villagers. When they are not following the player hitting them causes them to become hostile.
-Zombies have a %chance to transform pigmen to zombie pigmen dependent on whether armor is in equipped armor slots. With armor completely equipped the pigman cannot be transformed by zombies into zombie pigmen.
-Pigmen can be assigned to teams and will only attack and be aggravated by other teams.
-Putting a carrot in the support potion slot will turn the pigman into a pig, making it to where hostile enemies stop targeting them. This is irreversible upon instance and requires the player to give the pig gold chorus to return the pigman to it's humanoid form. The items in it's inventory wont despawn as long as the pigman/pig has persistence(tag) or is named. Given that without persistence the pig will despawn on its own.
Overview: The pigman is a follower that protects the player like the wolf. The pigman fights enemies of the player. Pigmen have 9 spare slots of inventory, not including the pigman's equip slots. To have a pigman as a follower you have to pay for the time you'd like for it to be a follower.
Specs:
Damage: 1 point unarmed (1/2 heart)
HP: 20 points (10 hearts)
Speed: default player speed
Drops:
%10 gold nugget
%33 porkchops 1-3
%75 cooked porkchops 1-3 (when burned to death)
%100 player given items
Configurable favored specs:
10 alternate skins. similar to the horse these skins are specified in the .json and the pigman can be summoned with a distinct skin. These skins are to be used for map makers.
Other blocks can be put into inventory slots and blocks (and items) are visible in the specified slots outside of the inventory gui. This can only be achieved by using /replaceitem.
The pigmen have a tag to seek/find and stand on "block id". This is an npc mapping mechanic that map makers can use to path map the pigmans movement.
Putting a carrot in the support potion slot will turn the pigman into a pig, making it to where hostile enemies stop targeting them. This is irreversible upon instance and requires repeating the whole process. When a carrot is put into this slot the pigman will begin transformation immediately.
The exchange currency can be changed before being summoned with /summon, like the villager trades.
Conclusion:
Well that wraps this suggestion up. Leave a suggestion, critique or other forms of response in this thread. This mob is quite a stretch for the casual AI in minecraft but I don't see anything too big of a stretch or non vanilla fitting (aside the rpg element, but villagers are kind of rpg elemented too). I tried not to use any bias in the creation of this that would put this suggestion in offense to default minecraft. We have zombie pigmen, they had to come from somewhere. Gotta have some continuity. Thanks for taking the time to evaluate this suggestion!
Voting in the polls above set a big reflection and impression when the mojangsters peek -and they do
No support, as I'm not a vegetarian and I know others who play this game aren't vegetarian too.
There are players who may be vegetarian meaning your statement is invalid.
On topic: I think this idea have potential but I think you buy their time with chorus fruit as i don;t think you should buy thir time with food and emerald are probably quite expensive
Lol mate, I'm saying some aren't vegetarian. I know there are some vegetarians who play Minecraft.
Your argument was doomed from the start! I'm just saying I think it's not good for non-vegetarians 'cause non-vegetarians would not want to have a species they see as food not friends as a friend. Would be horrible. Still NO SUPPORT, unless the mob is changed.
Honestly, that's the most terrible excuse to dismiss a suggestion. By that logic, Pigs shouldn't be rideable, because "non-vegetarians would not want to have a species they see as food be ridden". Don't speak up for the rest of the community, because surely that's not the case, and if these "non-vegetarians" don't want to use them, they don't have to, it's not like it's against their will. This is more silly than the time Turkey tried to ban Minecraft because of how you had to kill animals to survive and eat.
As for the suggestion, I'm intrigued by it, especially with the amount of detail and work put into it. Sadly I see some large flaws into it. For starters, is it really necessary for the Pig/ZPigmen to float while transforming? ZVillagers don't do that when they transform, and I don't really see any reason to other than the fact Chorus fruit has the effect otherwise. But that's just my view on it. The real problem here is that this, what I call, is a Multi-Purpose mob. It's basically the equivalent of a Wolf and a Mule. Why have this mob do two things that can already be done by two seperate mobs, especially for free? To use this Pigman to it's greatest use, you would need to reach the End, defeat the Ender Dragon, craft a Golden Carrot, obtain Chorus Fruit, find a pig, wait for transformation, pay for it, then use it. Whilst for Mules and Wolves, find them, feed the desired item, (to the Mule) provide a Saddle, and you're all set.
While I do see potential in this idea, it just doesn't work out with what I stated above. If it had another practical use, then perhaps it could work. One last thing, while I hate to mention, the idea of bringing back an item that was removed from the game for a purpose, dampens my support to this suggestion.
By the time I can get chorus fruit, (it's in the end, right? Haven't played snapshots for a bit) I highly doubt I'd need these Pigmen. I honestly think these guys should be the Nether Equivalent of Overworld Villagers, perhaps trading with gold nuggets as a currency. (at least gold would get some use then)
Rollback Post to RevisionRollBack
“If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.- J.R.R. Tolkien.
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Responses in bold. Endergirl00's post. (I don't like the idea of making it look like someone said something else. 'Tis just how I am.)
I'm not really sure what your "<then why do I see people killing and eating cows and pigs etc in their MC let's plays?>" question is supposed to prove, as it isn't really logically connected to anything Endergirl was saying. Additionally, I personally know people in real life who raise pigs and chickens as pets, but sell them to butchers when they get old enough. As a non-vegetarian myself, I still don't have any objection to a mob being both a food source and a friend source. That being said, there are perfectly valid reasons to object to this suggestion, but in my mind, "pigs are a food source" isn't one of them.
As for the suggestion itself, I'd like to see pigmen (healed from zombie pigmen) as a mob, but having it be a mix of a wolf and a mule, with the payment aspect, may be a bit much. Perhaps if they could have some role which was more unique?
Rollback Post to RevisionRollBack
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
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By the time I can get chorus fruit, (it's in the end, right? Haven't played snapshots for a bit) I highly doubt I'd need these Pigmen. I honestly think these guys should be the Nether Equivalent of Overworld Villagers, perhaps trading with gold nuggets as a currency. (at least gold would get some use then)
To one point, useful, but to another, rather redundant.
Feel Free to PM me to talk about anything. Read the guidelines below if you want me to respond though.
1. I' not debating anything. This is a forum, a place for relaxing and having fun.
2. Don't PM me support questions.
3. Don't ask me to join your Faction/League/Clan.
4. If you need someone to write a lore for an RPG or help with some story ideas, don't hesistate to ask me! Although please note I can and will refuse to help with the storyline at any time.
5. Even if you have no other reason to PM other than just to say hi and chat, that's fine! I don't use PM just for straight serious stuff, I'm more than happy to chat.
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Honestly, that's the most terrible excuse to dismiss a suggestion. By that logic, Pigs shouldn't be rideable, because "non-vegetarians would not want to have a species they see as food be ridden". Don't speak up for the rest of the community, because surely that's not the case, and if these "non-vegetarians" don't want to use them, they don't have to, it's not like it's against their will. This is more silly than the time Turkey tried to ban Minecraft because of how you had to kill animals to survive and eat.
As for the suggestion, I'm intrigued by it, especially with the amount of detail and work put into it. Sadly I see some large flaws into it. For starters, is it really necessary for the Pig/ZPigmen to float while transforming? ZVillagers don't do that when they transform, and I don't really see any reason to other than the fact Chorus fruit has the effect otherwise. But that's just my view on it. Like you mentioned it does give another use for the chorus fruit, I chose these because it seemed unnecessary to make (even more) new items. The floating is ...er... different from the other transformations. My odd response is more of a "historic" take or my own fan theory. I like to think pigmen are gone because they became another race/species: pigs. They stay as pigs and breed as pigs all under our nose. You see as long as pigs eat carrots they stay pigs or if pigmen eat(use as a potion) carrots they become pigs. I understand that minecraft typically has no lore or distinct "story" but it seemed as though the absence of pigmen and there being zombie pigmen really begged for conclusion. The floating is simply because I'd like to think that chorus fruit is a favored food of the pigmen and when these other creatures eat it they cause other types of effects to happen. Because they like chorus fruit, perhaps they also have some ties to the End in a mysterious way or unlike my theory maybe the End is responsible for their disappearance (how could you lol). I left these ideas out of the post because we don't get background for the legend-like things in minecraft. I don't know if that justifies the floating but I also don't see what's so unnecessary either. The real problem here is that this, what I call, is a Multi-Purpose mob. It's basically the equivalent of a Wolf and a Mule. Why have this mob do two things that can already be done by two seperate mobs, especially for free? To use this Pigman to it's greatest use, you would need to reach the End, defeat the Ender Dragon, craft a Golden Carrot, obtain Chorus Fruit, find a pig, wait for transformation, pay for it, then use it. Whilst for Mules and Wolves, find them, feed the desired item, (to the Mule) provide a Saddle, and you're all set. Well I will admit the multi-purpose thing was something I was very conscious of. I created some restrictions for the OP-ness of the pigman by doing a few things:
I made them hard to get so that the other mobs would possibly serve a larger use. Your mules and wolves would have plenty of purpose because they are free but for a price you can get 2 in 1 (hardly).
The pigman doesn't ever sit, so unlike a dog/wolf there is less control. It isn't supposed to be a pet.
The pigman is different from mules in two distinct ways: 1.) They are slower than mules (and cannot be mounted on). 2.) They have only 1/3 the inventory space of mule. This makes mules still necessary on a long cross land expedition. (I'd love to go on a long adventure with my Mule, wolf and pigman companion across the world!)
While wolves have a locked attack stat, the pigman is dynamic to what you equip on them. They require responsibility too, by adding your items to their inventory they have value of concern during battles.
The pigman's use is basically a coordinated attack ally. You can control their stats, and in those fights with the wither or a revived enderdragon you can have counter attacks without the need of a server/other player. Those bosses aren't easy for all players. the experienced players should look to the pigmen as a use of travel companion rather than an attack ally.
Some players are lonely. For players without friends, and it's not our problem, I'd love the gift (or give) the gift of a friend to- a kid somewhere who trekked the entire vanilla quest alone -to that socially awkward person that can't make friends easily -that rude person that, ...well, everyone needs someone -that person that plays minecraft without any other similar to be with. (I've met some people.)
While I do see potential in this idea, it just doesn't work out with what I stated above. If it had another practical use, then perhaps it could work. One last thing, while I hate to mention, the idea of bringing back an item that was removed from the game for a purpose, dampens my support to this suggestion. I see how you'd find it unpractical. Pigmen would be one of those things that appeal to some, and maybe not at all to others. Like everything in minecraft, it's optional. I'd be willing to guess that there'd be a lot of people that would try to acquire these followers. And many that would love their company. Their use I suppose is for refreshing your game; going somewhere new after defeating the enderdragon, far from your home settlement, with a companion at your side to explore more of your world.
They may have been removed from the game but they were not exactly in a befitting position. Villagers are meant to be the villagers we have now.
As for them being redundant, they are merely there if wanted. I put them at the "end game" point for a reason, and I'm sure you could figure why.
I love your responses. They are very helpful feedback. Much detail!
So you want us to have an animal that we eat as food/have a messed up freakish food-friend relationship with/see as friends if one is vegetarian or vegan to be mixed with humans and become a helpful NPC?
No support, as I'm not a vegetarian and I know others who play this game aren't vegetarian too.
Feel Free to PM me to talk about anything. Read the guidelines below if you want me to respond though.
1. I' not debating anything. This is a forum, a place for relaxing and having fun.
2. Don't PM me support questions.
3. Don't ask me to join your Faction/League/Clan.
4. If you need someone to write a lore for an RPG or help with some story ideas, don't hesistate to ask me! Although please note I can and will refuse to help with the storyline at any time.
5. Even if you have no other reason to PM other than just to say hi and chat, that's fine! I don't use PM just for straight serious stuff, I'm more than happy to chat.
Does it even have to be Pigmen anyway...? It's just plain weird to think about. Why not a villager-like mob, a bit like the witch? OH! Green-robed villager.
Perfect.
Well basically we have zombie pigmen, and no non zombie pigmen. I think it's past due for a solution here and I went with something very vanilla-esque. unfortunately (yes the guy that made the pigmen post saying this) this is a likely subject to be added in this way or another, based on the vanilla "way" of things. I'm in t for the mob and the mob functions. Ya see- I'm a content creator/map maker and these mechanics would be incredible to have. Plus with a resource pack why do these things (pig-people) matter to me? They really don't. It's what they can do and provide that intrigues me.
As for the green robed villager, I would be willing to assume that Mojang has a plan for them already given that when they cleaned out their closet those guys were still there. (r.i.p. giant zombies :'[ )
Well I will admit the multi-purpose thing was something I was very conscious of. I created some restrictions for the OP-ness of the pigman by doing a few things To clarify, it's nothing OP, it's the redundancy.
I made them hard to get so that the other mobs would possibly serve a larger use. Your mules and wolves would have plenty of purpose because they are free but for a price you can get 2 in 1 (hardly). By making it hard to get (especially as considered an 'end-game item') I would hardly see these being used, because eventually someone would have already got their hands on a Wolf or a Mule, or probably both.
The pigman doesn't ever sit, so unlike a dog/wolf there is less control. It isn't supposed to be a pet.
The pigman is different from mules in two distinct ways: 1.) They are slower than mules (and cannot be mounted on). 2.) They have only 1/3 the inventory space of mule. This makes mules still necessary on a long cross land expedition. (I'd love to go on a long adventure with my Mule, wolf and pigman companion across the world!) Now, this is another problem I should have said before. By severely nerfing something that would need to be balanced, you are almost making it practically useless, such as right now. The more rare it is, the more limitations it has, the less use it will have.
While wolves have a locked attack stat, the pigman is dynamic to what you equip on them. They require responsibility too, by adding your items to their inventory they have value of concern during battles.
The pigman's use is basically a coordinated attack ally. You can control their stats, and in those fights with the wither or a revived enderdragon you can have counter attacks without the need of a server/other player. Those bosses aren't easy for all players. the experienced players should look to the pigmen as a use of travel companion rather than an attack ally. I wouldn't say an NPC with AI, no matter how intelligent, would be practical, as fighting an Ender Dragon or Wither. In fact, I wouldn't say you wouldn't need the assitance of a player in choice of AI. Though I can see about it differently, the problem is, I still find it rather redundant.
Some players are lonely. For players without friends, and it's not our problem, I'd love the gift (or give) the gift of a friend to- a kid somewhere who trekked the entire vanilla quest alone -to that socially awkward person that can't make friends easily -that rude person that, ...well, everyone needs someone -that person that plays minecraft without any other similar to be with. (I've met some people.) Petty reason, honestly. What about Villagers? Are they not as attentive as Pigmen? Singleplayer is Singleplayer, if a player is lonely, he/she can play on Multiplayer. I see no reason to call out to one mob, which is complete code, and give it a personality. Because that can already be done to other mobs instead of just this mob.
I see how you'd find it unpractical. Pigmen would be one of those things that appeal to some, and maybe not at all to others. Like everything in minecraft, it's optional I really think you shouldn't be using this statement. Granted in some cases here you can. But if it's optional, it can also be called out to not being used effectively. Though I will leave it at there, seeing how much this mob can already provide if the player would like to use it.. I'd be willing to guess that there'd be a lot of people that would try to acquire these followers. And many that would love their company. Their use I suppose is for refreshing your game; going somewhere new after defeating the enderdragon, far from your home settlement, with a companion at your side to explore more of your world. Why specifically this mob? You make it sound as if this mob is the end-all treasure of the game. It's not, there are many many MANY other things you can do in Minecraft, why specifically this mob would provide a "refreshing start for your game"? What if I wanted to go explore the End? That could sound 'refreshing', rebattling the Ender Dragon? surely 'refreshing' as well. They may have been removed from the game but they were not exactly in a befitting position Neither was the Red Dragon, and many other items but that still isn't the game. For lord sakes, the Quiver was attempted to be added into Minecraft twice but it hasn't be officially added yet, if anything, that's a little more fitting than the Pigman. Villagers are meant to be the villagers we have now. As for them being redundant, they are merely there if wanted. I put them at the "end game" point for a reason, and I'm sure you could figure why. This doesn't really answer my question as to why bring back a mob which was removed for a purpose? If it's gone, it's gone, let it be.
Well I will admit the multi-purpose thing was something I was very conscious of. I created some restrictions for the OP-ness of the pigman by doing a few things To clarify, it's nothing OP, it's the redundancy. So emphasize your redundancy. My reasoning for thinking they'd be "OP" is because there is a chance that wolves and (partially) mules would be obsolete (not completely, but almost enough) in after game. You seem to be claiming they are un-needed by the way you find them and word them as "redundant." While I can find many uses to getting them in vanilla, you seem to be in there for their application of "mainstream," vanilla-guided content (with the way you play vanilla) as opposed to their application to player created content for the game as a sandbox. I'll also point out they are not as redundant as leather armor, in fact they are way less redundant because from an exponential standpoint leather armor mostly serves as a customized article for personalizing the player where as the pigman has that level of dynamic use and much more. I honestly think you find them redundant because you cant find a use for them in your play style. They are optional. They are a different resource, like a load out in another game, it's how you choose to use them that will make them worth your while. I see ways they'd be worth while in survival and my specs for them make them an even greater use for map/content creators.
I made them hard to get so that the other mobs would possibly serve a larger use. Your mules and wolves would have plenty of purpose because they are free but for a price you can get 2 in 1 (hardly). By making it hard to get (especially as considered an 'end-game item') I would hardly see these being used, because eventually someone would have already got their hands on a Wolf or a Mule, or probably both. So a wolf can use ranged attacks, heal it's self, and block enemy attacks? A mule can wear armor? There is plenty of specifications that those two mobs together can't provide that make the pigman useful. Have you played the 1.9 snapshots in survival?
The pigman doesn't ever sit, so unlike a dog/wolf there is less control. It isn't supposed to be a pet.
The pigman is different from mules in two distinct ways: 1.) They are slower than mules (and cannot be mounted on). 2.) They have only 1/3 the inventory space of mule. This makes mules still necessary on a long cross land expedition. (I'd love to go on a long adventure with my Mule, wolf and pigman companion across the world!) Now, this is another problem I should have said before. By severely nerfing something that would need to be balanced, you are almost making it practically useless, such as right now. The more rare it is, the more limitations it has, the less use it will have. Good thing they aren't under many limitations, because then they'd be useless. Already know this. Think about some things you could do with this instead of -assuming- I guess.
While wolves have a locked attack stat, the pigman is dynamic to what you equip on them. They require responsibility too, by adding your items to their inventory they have value of concern during battles.
The pigman's use is basically a coordinated attack ally. You can control their stats, and in those fights with the wither or a revived enderdragon you can have counter attacks without the need of a server/other player. Those bosses aren't easy for all players. the experienced players should look to the pigmen as a use of travel companion rather than an attack ally. I wouldn't say an NPC with AI, no matter how intelligent, would be practical, as fighting an Ender Dragon or Wither. In fact, I wouldn't say you wouldn't need the assitance of a player in choice of AI. Though I can see about it differently, the problem is, I still find it rather redundant. So you're good at survival and don't have any other (more efficient) ambitions in your minecraft playthrough, great! This would be redundant for you! For someone like me who plays hardcore or hard difficulty (in most current 1.9 snapshots) these followers offer productive and efficient ways to gain resources and expand my survival's overall quality. I guarantee, side by side, 1 pigman is better(in efficiency) than a mule and 2 wolves.
Some players are lonely. For players without friends, and it's not our problem, I'd love the gift (or give) the gift of a friend to- a kid somewhere who trekked the entire vanilla quest alone -to that socially awkward person that can't make friends easily -that rude person that, ...well, everyone needs someone -that person that plays minecraft without any other similar to be with. (I've met some people.) Petty reason, honestly. Under thought response, honestly. I will also note that this was a second thought while writing my response and figured it should be included because of its bigger repercussions. The initial post wasn't about these repercussions because the in-game uses are the only needed elements to suggestions according to you and the other critics on here-which is a shame for the overall effects some of these suggestions can have on users when implemented. However posts like those are down voted and too small to garner following (mostly because they are bad usually lol). What about Villagers? Are they not as attentive as Pigmen? Precicely. They don't follow you, they don't go on adventures with you like the pigmen can. This is easy to see. Singleplayer is Singleplayer, if a player is lonely, he/she can play on Multiplayer. Are you aware that minecraft isn't accessible to the internet for everyone? PC minecraft is the proving ground for all new future features and the home to customized gameplay. There are more console players offline, more kids that don't know how to connect to pc servers than you are, obviously, aware of. I see no reason to call out to one mob, which is complete code, and give it a personality. Because your not in apposition to think that? Put yourself in someone else' shoes perhaps? I had a feeling you'd respond this way and your lack of understanding seems to sadden me. There are a whole lot of people that idolize this perspective. I have connected with many people on console alone that have their own roleplay/sad friendships with these "complete code" objects. There are so many youtubers that do this kind of thing and what do you think their followers imitate? Kids everywhere do this and I thought "it's not our problem" but this could take out 2 birds with 1 stone. This indirect relatable feature of having a following mob in the same proportions of the player begs the interpretation by default. Because that can already be done to other mobs instead of just this mob. Right, but can those other mobs do all of these features. I've designed this mob to compensate extra work for map makers, like myself, the work of additional command block AI. -Meaning this mob is put together to fit this type of role. That's not specified in the initial post but neither are the 3rd degree created content of the other mobs as the game already is.
I see how you'd find it unpractical. Pigmen would be one of those things that appeal to some, and maybe not at all to others. Like everything in minecraft, it's optional I really think you shouldn't be using this statement. Granted in some cases here you can. But if it's optional, it can also be called out to not being used effectively. Though I will leave it at there, seeing how much this mob can already provide if the player would like to use it..(fair) I'd be willing to guess that there'd be a lot of people that would try to acquire these followers. And many that would love their company. Their use I suppose is for refreshing your game; going somewhere new after defeating the enderdragon, far from your home settlement, with a companion at your side to explore more of your world. Why specifically this mob? You make it sound as if this mob is the end-all treasure of the game. It's not, there are many many MANY other things you can do in Minecraft, why specifically this mob would provide a "refreshing start for your game"? Because it is that way to an extent. I didn't initially think that, but now that you put it that way they sort of are an ultimate treasure of sorts, but it's not straight forward that way and I don't intend it to be. I can say that they wont be ever viewed to the masses as that, but the fact that they add another living element of life to the game (don't undermine that statement and make me elaborate, unless you really want a long explanation) makes it hard to dismiss that they wouldn't be a treasure of sorts. What if I wanted to go explore the End? That could sound 'refreshing', rebattling the Ender Dragon? surely 'refreshing' as well. I did not say they were the only way, this is a sandbox. This a new kind of opportunity you could have to refresh your game in an alternate light- like any feature in minecraft, but somehow this one can have -bigger repercussions. They may have been removed from the game but they were not exactly in a befitting position Neither was the Red Dragon, and many other items but that still isn't the game. For lord sakes, the Quiver was attempted to be added into Minecraft twice but it hasn't be officially added yet, if anything, that's a little more fitting than the Pigman. You know they were supposed to be villagers right? I mean like the failed quiver bringing them back not for the purpose they were originally intended for isn't a crime or impossible or unheard of as you can see. Villagers are meant to be the villagers we have now. As for them being redundant, they are merely there if wanted. I put them at the "end game" point for a reason, and I'm sure you could figure why. This doesn't really answer my question as to why bring back a mob which was removed for a purpose? If it's gone, it's gone, let it be. They were removed because they were pig people in the only naturally generating villages the game had. They were originally intended to be from the sky dimension that later became the End (lol your alias has more to do with this subject (pigmen) than I feel I do). How does this define their purpose to exist completely when this is not what they were removed for. They weren't removed because they were pig people, they were removed because the villages only had pig people in them, and was also controversial-and my idea negates/dodges that controversy. The quiver had different uses both times it was going to be implemented (and I do wish we had it) and I wouldn't rule out that it cant exist in the future somewhere.
I still like your responses- critical thinking is a trait that needs to be exercised more, for everyone and anyone.
...While I can find many uses to getting them in vanilla, you seem to be in there for their application of "mainstream," vanilla-guided content (with the way you play vanilla) as opposed to their application to player created content for the game as a sandbox...
Personally, I think you're kind of shooting yourself in the foot several times with your rebuttal, but let me comment on this line in particular. It appears that you're tipping your hand and revealing that your main interest in these is more as a map-making resource, and not as an actual tool in survival. Your repeated use of the phrase "resource packs" to address issues others have had with the idea reinforces the notion that you're focused on custom content. All that to say, this mob seems like it would require an awful lot of work for such a specific application. If their primary purpose is for custom content anyway, why not just make it a mod?
As for your rather lengthy response about why it's necessary to have a traveling companion for people who want human interaction without having human interaction, how would this mob help that in any way? Unless you're going to actually program a full personality just for this one, specific creature, any personality is just going to be what people imagine into him. But guess what? You can already do that with any other tamable mob! I can already ride Pedro, the donkey who will brave any danger for the promise of a carrot; or charge into battle accompanied by Fang Blucollar and his tough-talking (but soft-hearted) gang of followers. Why do we need this mob, specifically?
I was a bit on-the-fence towards this suggestion, but after reading your response, I think I'm pretty solidly no support. I still feel there's a role for Pigmen somewhere out there, but this isn't it.
Rollback Post to RevisionRollBack
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
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*I am not bumping* As you read I am making changes to this suggestion soon. After a few months to separate myself from a bias I have come back to fix this suggestion and set things, hopefully, straight for the better of such an edgy idea. Endergirl00next JJ48car>>
Okay. I shot myself in the foot, pretty bad. Please forgive my awful rebuttals. I plan on changing a few aspects of this post. I'm sorry for the awful micromanagement. If you both could in the near future after this thread has been updated, give me more feedback. I couldn't see clearly and resorted to some low blows ( I.e; making a mob a friend, despite even now enjoying that idea haha). I'm going to try and set things straight. This idea has actually haunted me, in a sense, ever since you were both quick to point out its flaws. I will admit I still will have this idea set up like the tool me and many other map makers would like to have in the base game without mods, but I am attempting to rebalance it for the better of casual players. I am completely ignoring the mobs additional uses out side of survival to make this mob more enjoyable for the player. I am very sorry-it'll still be a multi use mob in vanilla. It's only 3 uses (technically) following mechanic, small storage and configurable stats/armor/weapons. The redundancy is the only thing nipping at this idea after re-reviewing it and without adding anything to the idea, I would ask for some balancing advice to make this mob less redundant. Please wait for an update to the suggestion before giving advanced feedback. The top of post #1 (initial suggestion) will have a changelog note when it has been updated.
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Okay the suggestion has officially been edited. I hope that things are more balanced. Pigmen are no longer end game achievements/goals. I tried to list some of the ideas in context to why they wouldn't be redundant anymore.
Removed gold chorus.
Removed old methods.
Added new methods.
Specified and fixed some possible issues with inventory mechanics.
If you couldn't tell by the title: new Npcs! This is a suggestion that has been requested many times but none of the other suggested are very efficient or garner a following for long. By the rules of the suggestions forum, I am able to repost or create a reimagined adaption of these "near-forgotten" suggestions if the suggestion has not had activity in the last month. Without further ado;
Pigmen. A lot of people have some big bias to share about the implementation of these guys (their history of becoming the original villagers) so despite your take, look over this suggestion. I would like to mention they weren't removed from the game- they just weren't good for their original, conceptual purpose. This is a method to bring them into the game as a possibly fitting manner. With resource packs and custom maps, and redstone too, there are a lot of value to these being added (Custom npcs and so much more!).
A lot of people may call them Multi-Purpose mobs, however this is only half true- their initial use is to be a follower/defender mob with customizable stats based on what the player gives or does to them. This is what separates them from dogs and mules. Dogs are easier to control with their "sit" functions and unlike the pigman, as you'll later read, are free to keep indefinitely so long as you take care of them. The mule can be used as transportation and a large addition to storage where as the pigman cannot be rode upon and also cannot hold onto so many items for the player. I also don't see much a purpose in bringing a wolf with no ranged attacks to the ender dragon fight or the wither battles.
Overview: The pigman is a follower that protects the player like the wolf. The pigman fights enemies of the player. Pigmen have 9 spare slots of inventory, not including the pigman's equip slots. To have a pigman as a follower you have to pay for the time you'd like for it to be a follower.
Now this goes 2 ways. I will go through these ways before getting to the numbers. These are the two options that the player brings pigmen into their world. They do not naturally spawn.
Methods:
-the pig is ready to be transformed. After affecting the pig with a weakness potion feed them a golden carrot and the transformation will begin. This only takes around 1 minute to do. The result is a pigman. [Big note: Not all pigs can become a pigman. A pig has a %40 chance of becoming a pigman.] With the pigman successfully summoned that concludes method 1.
-Method 2:
Reviving zombie pigmen. This is quite a long and ambitious process but well worth it. First you'll have to beat the vanilla game. This is because you will need chorus fruit. The endeavor of this mission makes it quite a post game addition, but is an alternate method to acquiring more pigmen npcs. Next like reviving a zombie villager, a splash/lingering potion of weakness is needed. Obtaining these are essential to the transformation that is needed to take place. Once those 2 items have been acquired;
The Pigman:
What Pigmen do:
Well a pigman is an rpg equivalent of a follower. They follow you similar to tamed wolves and ocelots. They agro like wolves- when the player is attacked they attack the opponent with you. They don't do everything for free. You have to buy their time.
Methods of payment for the pigman's services;
- Food (all in general)
- Emeralds
(note 1: food only gives 1/4 of the time that an emerald does)
(note 2: pigmen can only use one currency per service allotted).
Time that food and emerald buys for the player in mins:
-Low saturation food: 2:00 per item (120:00 for a stack)
-Medium saturation food: 3:00 per item (192:00 for a stack)
-High saturation food: 5:00 per item (320:00 for a stack)
-Emeralds: 15:00 per emerald (960:00 per stack)
(note: the player can cash out and dismiss the pigman by removing the food/emeralds from their inventory- See more below)
To continue here is a diagram of a pigman's gui / inventory:
Above you can see:
The first slot in the top row is for shields specifically. Other items aside from additional weapons (which cannot be used as weapons while in this slot) cannot be placed in this slot. The pigman only uses a shield when enemies, in a certain radius, players or skeletons draw a bow. When the pigman uses all the durability of their 6th slot weapon (read below) or thrown their splash potion, they will switch a weapon or potion sitting in the offhand slot to their 6th slot; the "equipped weapon slot". Additionally arrows can be placed here as a quiver of sorts just like the player has the ability for their own inventory.
All of the next four slots from the top row are easy to identify with so I'll explain the 6th slot (here is where i'll add that the pigmen cannot use elytra). The equipped weapon slot is used for whatever item or weapon you'd like the pigman to hold. The pigman can swing any item as a weapon, throw splash potions, and fire a bow when arrows are in it's inventory (the bow is used as a melee weapon without arrows).
The next unknown slot is the exchange slot. This slot shows the last spent currency and how long until the bought time has run out. The slot has an opaque fog that acts as a cool down meter just like the cool down for the players melee attacks. The slot's meter is dynamic to the currency amount given and those are both dynamic to reflect the time left allotted in the lower box. This is also where you can extend the pigman's time as a follower by adding more of that currency-or cash out and take back what you have left, dismissing the pigman. You can relate this mechanic to a furnace in a way- the difference is you don't get the item back, you get the pigman's time as a follower.
Last slot in the top row is the support potion slot. In this slot the pigman can use a regular potion i.e. not a splash or lingering potion. The potion is applied when the pigman has taken 75% damage towards it's total health (details in specs section).
The bottom row is 9 additional inventory slots. These slots can be used when the pigman is following the player. A player cannot retrieve their items after the pigman is dismissed. The player can only give the pigman armor, off hand: shield or an equipped weapon when the pigman is not a follower.
The box at the bottom displays the allotted time left the pigman has as the player's follower. It is very similar to the player's status effect duration gui on the player's inventory screen.
Other notes on features and behaviors:
-When the pigman is not following the player, their AI is similar to villagers where when at night they seek shelter (doors with blocks adjacent). However when in range of enemies (default r=15), the pigman attacks them, unlike villagers. When they are not following the player hitting them causes them to become hostile.
-Zombies have a %chance to transform pigmen to zombie pigmen dependent on whether armor is in equipped armor slots. With armor completely equipped the pigman cannot be transformed by zombies into zombie pigmen.
-Pigmen can be assigned to teams and will only attack and be aggravated by other teams.
-Putting a carrot in the support potion slot will turn the pigman into a pig, making it to where hostile enemies stop targeting them. This is irreversible upon instance and requires the player to give the pig gold chorus to return the pigman to it's humanoid form. The items in it's inventory wont despawn as long as the pigman/pig has persistence(tag) or is named. Given that without persistence the pig will despawn on its own.
Overview: The pigman is a follower that protects the player like the wolf. The pigman fights enemies of the player. Pigmen have 9 spare slots of inventory, not including the pigman's equip slots. To have a pigman as a follower you have to pay for the time you'd like for it to be a follower.
Specs:
Damage: 1 point unarmed (1/2 heart)
HP: 20 points (10 hearts)
Speed: default player speed
Drops:
%10 gold nugget
%33 porkchops 1-3
%75 cooked porkchops 1-3 (when burned to death)
%100 player given items
Configurable favored specs:
10 alternate skins. similar to the horse these skins are specified in the .json and the pigman can be summoned with a distinct skin. These skins are to be used for map makers.
Other blocks can be put into inventory slots and blocks (and items) are visible in the specified slots outside of the inventory gui. This can only be achieved by using /replaceitem.
The pigmen have a tag to seek/find and stand on "block id". This is an npc mapping mechanic that map makers can use to path map the pigmans movement.
Putting a carrot in the support potion slot will turn the pigman into a pig, making it to where hostile enemies stop targeting them. This is irreversible upon instance and requires repeating the whole process. When a carrot is put into this slot the pigman will begin transformation immediately.
The exchange currency can be changed before being summoned with /summon, like the villager trades.
Conclusion:
Well that wraps this suggestion up. Leave a suggestion, critique or other forms of response in this thread. This mob is quite a stretch for the casual AI in minecraft but I don't see anything too big of a stretch or non vanilla fitting (aside the rpg element, but villagers are kind of rpg elemented too). I tried not to use any bias in the creation of this that would put this suggestion in offense to default minecraft. We have zombie pigmen, they had to come from somewhere. Gotta have some continuity. Thanks for taking the time to evaluate this suggestion!
Voting in the polls above set a big reflection and impression when the mojangsters peek -and they do
There are players who may be vegetarian meaning your statement is invalid.
On topic: I think this idea have potential but I think you buy their time with chorus fruit as i don;t think you should buy thir time with food and emerald are probably quite expensive
Honestly, that's the most terrible excuse to dismiss a suggestion. By that logic, Pigs shouldn't be rideable, because "non-vegetarians would not want to have a species they see as food be ridden". Don't speak up for the rest of the community, because surely that's not the case, and if these "non-vegetarians" don't want to use them, they don't have to, it's not like it's against their will. This is more silly than the time Turkey tried to ban Minecraft because of how you had to kill animals to survive and eat.
As for the suggestion, I'm intrigued by it, especially with the amount of detail and work put into it. Sadly I see some large flaws into it. For starters, is it really necessary for the Pig/ZPigmen to float while transforming? ZVillagers don't do that when they transform, and I don't really see any reason to other than the fact Chorus fruit has the effect otherwise. But that's just my view on it. The real problem here is that this, what I call, is a Multi-Purpose mob. It's basically the equivalent of a Wolf and a Mule. Why have this mob do two things that can already be done by two seperate mobs, especially for free? To use this Pigman to it's greatest use, you would need to reach the End, defeat the Ender Dragon, craft a Golden Carrot, obtain Chorus Fruit, find a pig, wait for transformation, pay for it, then use it. Whilst for Mules and Wolves, find them, feed the desired item, (to the Mule) provide a Saddle, and you're all set.
While I do see potential in this idea, it just doesn't work out with what I stated above. If it had another practical use, then perhaps it could work. One last thing, while I hate to mention, the idea of bringing back an item that was removed from the game for a purpose, dampens my support to this suggestion.
By the time I can get chorus fruit, (it's in the end, right? Haven't played snapshots for a bit) I highly doubt I'd need these Pigmen. I honestly think these guys should be the Nether Equivalent of Overworld Villagers, perhaps trading with gold nuggets as a currency. (at least gold would get some use then)
“If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.- J.R.R. Tolkien.
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I'm not really sure what your "<then why do I see people killing and eating cows and pigs etc in their MC let's plays?>" question is supposed to prove, as it isn't really logically connected to anything Endergirl was saying. Additionally, I personally know people in real life who raise pigs and chickens as pets, but sell them to butchers when they get old enough. As a non-vegetarian myself, I still don't have any objection to a mob being both a food source and a friend source. That being said, there are perfectly valid reasons to object to this suggestion, but in my mind, "pigs are a food source" isn't one of them.
As for the suggestion itself, I'd like to see pigmen (healed from zombie pigmen) as a mob, but having it be a mix of a wolf and a mule, with the payment aspect, may be a bit much. Perhaps if they could have some role which was more unique?
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
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To one point, useful, but to another, rather redundant.
I don't want to get too far off topic, but perhaps they sell unique items? Can't think of any off of the top of my head though.
“If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.- J.R.R. Tolkien.
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My responses in bold
Ya know pigmen aren't pigs per say. Also dogs are eaten by other nationalities but are also people's "friends" in those nationalities.
Go with method 1 and use a resource pack. Fixed!
That can actually be fixed with resource packs, If it gives full support from you, I'll make one just for you and others who agree!
Man, why do you post a new suggestion like every day?
Does it matter? As long as the Suggestions follow the rules, then he has every right to post as many as he wants.
“If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.- J.R.R. Tolkien.
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Lol I really don't. I make big ones far and in between.
Well basically we have zombie pigmen, and no non zombie pigmen. I think it's past due for a solution here and I went with something very vanilla-esque. unfortunately (yes the guy that made the pigmen post saying this) this is a likely subject to be added in this way or another, based on the vanilla "way" of things. I'm in t for the mob and the mob functions. Ya see- I'm a content creator/map maker and these mechanics would be incredible to have. Plus with a resource pack why do these things (pig-people) matter to me? They really don't. It's what they can do and provide that intrigues me.
As for the green robed villager, I would be willing to assume that Mojang has a plan for them already given that when they cleaned out their closet those guys were still there. (r.i.p. giant zombies :'[ )
Survival of the fittest.
Not sure how a Large Slime is even remotely similar to the Giant.
Well I will admit the multi-purpose thing was something I was very conscious of. I created some restrictions for the OP-ness of the pigman by doing a few things To clarify, it's nothing OP, it's the redundancy. So emphasize your redundancy. My reasoning for thinking they'd be "OP" is because there is a chance that wolves and (partially) mules would be obsolete (not completely, but almost enough) in after game. You seem to be claiming they are un-needed by the way you find them and word them as "redundant." While I can find many uses to getting them in vanilla, you seem to be in there for their application of "mainstream," vanilla-guided content (with the way you play vanilla) as opposed to their application to player created content for the game as a sandbox. I'll also point out they are not as redundant as leather armor, in fact they are way less redundant because from an exponential standpoint leather armor mostly serves as a customized article for personalizing the player where as the pigman has that level of dynamic use and much more. I honestly think you find them redundant because you cant find a use for them in your play style. They are optional. They are a different resource, like a load out in another game, it's how you choose to use them that will make them worth your while. I see ways they'd be worth while in survival and my specs for them make them an even greater use for map/content creators.
I see how you'd find it unpractical. Pigmen would be one of those things that appeal to some, and maybe not at all to others. Like everything in minecraft, it's optional I really think you shouldn't be using this statement. Granted in some cases here you can. But if it's optional, it can also be called out to not being used effectively. Though I will leave it at there, seeing how much this mob can already provide if the player would like to use it..(fair) I'd be willing to guess that there'd be a lot of people that would try to acquire these followers. And many that would love their company. Their use I suppose is for refreshing your game; going somewhere new after defeating the enderdragon, far from your home settlement, with a companion at your side to explore more of your world. Why specifically this mob? You make it sound as if this mob is the end-all treasure of the game. It's not, there are many many MANY other things you can do in Minecraft, why specifically this mob would provide a "refreshing start for your game"? Because it is that way to an extent. I didn't initially think that, but now that you put it that way they sort of are an ultimate treasure of sorts, but it's not straight forward that way and I don't intend it to be. I can say that they wont be ever viewed to the masses as that, but the fact that they add another living element of life to the game (don't undermine that statement and make me elaborate, unless you really want a long explanation) makes it hard to dismiss that they wouldn't be a treasure of sorts. What if I wanted to go explore the End? That could sound 'refreshing', rebattling the Ender Dragon? surely 'refreshing' as well. I did not say they were the only way, this is a sandbox. This a new kind of opportunity you could have to refresh your game in an alternate light- like any feature in minecraft, but somehow this one can have -bigger repercussions. They may have been removed from the game but they were not exactly in a befitting position Neither was the Red Dragon, and many other items but that still isn't the game. For lord sakes, the Quiver was attempted to be added into Minecraft twice but it hasn't be officially added yet, if anything, that's a little more fitting than the Pigman. You know they were supposed to be villagers right? I mean like the failed quiver bringing them back not for the purpose they were originally intended for isn't a crime or impossible or unheard of as you can see. Villagers are meant to be the villagers we have now. As for them being redundant, they are merely there if wanted. I put them at the "end game" point for a reason, and I'm sure you could figure why. This doesn't really answer my question as to why bring back a mob which was removed for a purpose? If it's gone, it's gone, let it be. They were removed because they were pig people in the only naturally generating villages the game had. They were originally intended to be from the sky dimension that later became the End (lol your alias has more to do with this subject (pigmen) than I feel I do). How does this define their purpose to exist completely when this is not what they were removed for. They weren't removed because they were pig people, they were removed because the villages only had pig people in them, and was also controversial-and my idea negates/dodges that controversy. The quiver had different uses both times it was going to be implemented (and I do wish we had it) and I wouldn't rule out that it cant exist in the future somewhere.
I still like your responses- critical thinking is a trait that needs to be exercised more, for everyone and anyone.
Personally, I think you're kind of shooting yourself in the foot several times with your rebuttal, but let me comment on this line in particular. It appears that you're tipping your hand and revealing that your main interest in these is more as a map-making resource, and not as an actual tool in survival. Your repeated use of the phrase "resource packs" to address issues others have had with the idea reinforces the notion that you're focused on custom content. All that to say, this mob seems like it would require an awful lot of work for such a specific application. If their primary purpose is for custom content anyway, why not just make it a mod?
As for your rather lengthy response about why it's necessary to have a traveling companion for people who want human interaction without having human interaction, how would this mob help that in any way? Unless you're going to actually program a full personality just for this one, specific creature, any personality is just going to be what people imagine into him. But guess what? You can already do that with any other tamable mob! I can already ride Pedro, the donkey who will brave any danger for the promise of a carrot; or charge into battle accompanied by Fang Blucollar and his tough-talking (but soft-hearted) gang of followers. Why do we need this mob, specifically?
I was a bit on-the-fence towards this suggestion, but after reading your response, I think I'm pretty solidly no support. I still feel there's a role for Pigmen somewhere out there, but this isn't it.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Endergirl00next
JJ48car >>
Okay. I shot myself in the foot, pretty bad. Please forgive my awful rebuttals. I plan on changing a few aspects of this post. I'm sorry for the awful micromanagement. If you both could in the near future after this thread has been updated, give me more feedback. I couldn't see clearly and resorted to some low blows ( I.e; making a mob a friend, despite even now enjoying that idea haha). I'm going to try and set things straight. This idea has actually haunted me, in a sense, ever since you were both quick to point out its flaws. I will admit I still will have this idea set up like the tool me and many other map makers would like to have in the base game without mods, but I am attempting to rebalance it for the better of casual players. I am completely ignoring the mobs additional uses out side of survival to make this mob more enjoyable for the player. I am very sorry-it'll still be a multi use mob in vanilla. It's only 3 uses (technically) following mechanic, small storage and configurable stats/armor/weapons. The redundancy is the only thing nipping at this idea after re-reviewing it and without adding anything to the idea, I would ask for some balancing advice to make this mob less redundant. Please wait for an update to the suggestion before giving advanced feedback. The top of post #1 (initial suggestion) will have a changelog note when it has been updated.
Okay the suggestion has officially been edited. I hope that things are more balanced. Pigmen are no longer end game achievements/goals. I tried to list some of the ideas in context to why they wouldn't be redundant anymore.
Removed gold chorus.
Removed old methods.
Added new methods.
Specified and fixed some possible issues with inventory mechanics.
Clarified functions.