@Grey: You must not have seen the Weeping Angels episode. Those things are f*cking scary.
Personally I think you're trying to make it too close to the show's version.
It should not be killable, by any means.
It spawns above and below ground.
It moves only when not in a player's line of sight. It should randomly warp the player when it attacks.
It should only spawn in Multiplayer maps when there are two or more players inhabiting the map.
If not in a player's line of sight, and it hasn't changed location for 5 minutes, it teleports to another location on the map.
Would also make interesting use of the "Mob heads on plaques" if they're implemented.
The one thing you can do to safeguard your house. Surround it with heads.
I'm all for a challenge and interesting mobs, and i did enjoy that episode of Dr. Who, but.... this just looks so... horribly unbalanced. You're only defense is to look at it. Homes would be trashed randomly. No where is safe. every night you are forced to run away and try to keep every one of these that has spawned in sight.
Imagine getting surrounded by these in the open?
Hell, imagine getting surrounded in a cave.
What if you're backed into a corner? You're essentially stuck looking at it unable to dig or mine your way out without getting annoyed or dieing by being warped into lava or dirt
I like the idea of a mob that only attacks while you're not looking, but it would have to be killable. Maybe it would have to have an advantage where it camouflages when you see it with only a small tell to give it away and then easily killable by any means.
I'm against it digging through blocks at it's current state, I don't think a mob that only moves when not looking should be able to break blocks. leave that up to another mob.
This just looks.... horribly horribly overpowered and more of a "Well, there's one of those weeping angels. Here I am, in a cave, in a corner with all my tools and resources and i can't move because if i do who knew where i'll end up and probably die"
It looks like something in there to go "F*** YOU PLAYER! HERE'S SOMETHING WHICH YOU CAN NEVER STOP AND WILL HARASS YOU, RAMPAGE AROUND YOUR HOUSE AND SPAWN POINT FOR ALL ETERNITY!"
It's not a small mob or a nuisance or a challenging fight. It's a giant middle finger.
Edit: (corrected some spelling errors) and the load times for those with low end PCs when you warp.
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"No one shall be able to drive us from the wonderland that ZUN created for us."
-ChaosAngel092
I don't think it should be an all-powerful mob, as some people here are suggesting. It shouldn't do too much damage to the player, and shouldn't be too fast. However, to make sure it isn't too easy, it shouldn't be killable with traditional weapons.
@FF
I forgot to give a stipulation of "No more than (#characters -1) spawned at any one time."
And I added the stipulation of 2 players minimum specifically so that they could box it in/move it deal with it so long as the 2 work together.
Also I said the thing warps you, it doesn't damage you. It wasn't explicit but I meant that...
After all... "they're the only being in the whole universe to kill you kindly."
I can try to defend it with the new stipulation, but I can see why it would seem REALLY overpowered.
It really isn't though.
I love that episode. But you all forgot one of their most messed up abilities. The one where they can put out the torches. Imagine you are digging in your well lit cavern and suddenly your torches begin to flicker. You think "Crap, an angel. Where is it? I have to kill it before the torches all go out". You look and you think you see it, a stack of bedrock next to a torch in the distance. You pull your gold sword and destroy it. Whew.
Also, to prevent the angels from being the bane of existence in the game, they must always be with 6 steps of actual bedrock so they are bound to the bottom of the map. I don't think they should be able to damage you at all. They just go after the lights. But that doesn't mean the now spawning mobs wont be able to finish you off. That, I think would make them balanced and actually fun to have around. BTW, the torch is gone so you cannot recollect it and will eventually run out.
I also forgot to mention that they don't tunnel. They just pass through the blocks leaving no trail so they can come straight up from the ground. They must be completely out to use their anti-torch attack though. Sorry for the double post but this is the only way to explain how they will be able to move while bound to the bottom of the map.
I will seriously switch to peaceful if this is added. I'm just not one for scary stuff.
Standard enemies scare me enough when they surprise me, especially skeletons That arrow firing sound when I'm in a dark cavern nearly makes me **** myself every time.
That brings up another idea. Should a player or server owner be able to choose what spawns? Eventually there are going to be a lot of mobs and it might be nice to be able to choose what your server has instead of everything just showing up. I am going to make a search to see if this was already posted and make it official if it wasn't.
I love that episode. But you all forgot one of their most messed up abilities. The one where they can put out the torches. Imagine you are digging in your well lit cavern and suddenly your torches begin to flicker. You think "Crap, an angel. Where is it? I have to kill it before the torches all go out". You look and you think you see it, a stack of bedrock next to a torch in the distance. You pull your gold sword and destroy it. Whew.
Also, to prevent the angels from being the bane of existence in the game, they must always be with 6 steps of actual bedrock so they are bound to the bottom of the map. I don't think they should be able to damage you at all. They just go after the lights. But that doesn't mean the now spawning mobs wont be able to finish you off. That, I think would make them balanced and actually fun to have around. BTW, the torch is gone so you cannot recollect it and will eventually run out.
not a bad idea, although I could see that getting annoying if they spawned too often.
I agree but if there is not way to control how often mobs spawn vs others then atleast you will only run into them when you are really deep hunting the good stuff.
not a bad idea, although I could see that getting annoying if they spawned too often.
That's why I, meant to, say that their max spawn should be (#players currently on world -1)
Solo players would never be bothered by them (no need to force people into Peaceful), and with 2 people they can work together to get rid of it similarly to the episode.
I'm not so sure about having them sooo deep would make them any fun though. They aren't "dangerous" in terms of killing power. I mean the series director almost ruined their scare factor with their most recent appearance and MADE them very dangerous, but those aren't the ones we're basing this monster off of.
They "Kill you kindly" by teleporting you years into the past. We can't emulate that, but we CAN emulate teleportation.
I think the "torch flicker" would probably be implemented by just reducing the Torches' illumination radius as an angel gets closer. Once we get Lamps and Torches go out, I think we can have the Angels kill torches and "weaken" lamps.
Warping to Hell isn't a bad idea exchange for being warped to the past.
I think it's "warning" sound should be the sound of 2 large stones grinding against each other.
I think it would be an annoying mob to have. Another thing that can sneak up and wreck you in a second.
Anyway, it's no problem that it turns to stone. I never go anywhere without a pickaxe. This mob would surely be picking on the wrong people. A race of blocky people that spend half of their lives smashing stone to bits underground. So what if they are inanimate at the time? Tip them over. When you look away and they become alive again, they are in a hundred pieces. That happened to Piccolo in Dragonball Z. Good thing he knew how to put himself back together.
"They're the only beings in the whole universe to kill you kindly. Just pop you back in the past and let you live yourself to death."
In their premier episode all they do is teleport their victims (albeit temporally).
Only in their latter incarnations do they actually kill you. BUT we aren't basing this monster off the later version, just the first.
Does anyone else feel that within a video game context, it is silly to refer to the Dr. Who example for this type of npc tactics, instead of the Boos from Mario?
Boos aren`t scary, Weeping angels are. I remember that episode. It wasn`t the scariest one though, actually it didn`t scare me at all. Though that Absorbaloph thingie from Love and Monsters scared me a little.
My favorite episode of all time is The Empty Child.
Mummie? Mummie? Let me in mummie im scared of the bombs! Iv`e wanted a gasmask ever since! :smile.gif:
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Light travels faster than sound, thats why people seem bright until you hear them speak.
I wonder why so many are quick to paint this as an Instant Kill mob...
It fits better if all they can do is teleport you >_>
Haven't watched the episode, but I'm pretty sure they didn't teleport you. If you get teleported, it should at least be a limited amount of squares, and only be in lighted areas, or it will equal a fate worse than death: You'd be completely lost. (The Alpha map is horrendously huge.)
I think it should be light damaged(half a heart?) but you are "Jinxed" (Legend of zelda majoras mask reference here)You can`t draw your weapon you have to swat it away with your hand. Making it a terrible thing to fight when combined with other stuff.
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Light travels faster than sound, thats why people seem bright until you hear them speak.
Guys you are all missing the obvious solution to killing the weeping angel!
It should BURN when in the highest possible light. That means that either to kill it, you gotta bring it out into the sun, or place a torch at its feet. If you place torch at its feet, you gotta watch it die, or else it'll continue moving toward you and leave the highest lit area, and the burning stops.
Keep it simple.
When in the high lighting, it recieves damage.
When in No lighting (pitch blackness), it can move despite if your looking at it or not.
I lurrrv the weeping angels <3
they should also move slow, but silently, so u can turn around and "OMG A STATUE!"
Guys you are all missing the obvious solution to killing the weeping angel!
It should BURN when in the highest possible light. That means that either to kill it, you gotta bring it out into the sun, or place a torch at its feet. If you place torch at its feet, you gotta watch it die, or else it'll continue moving toward you and leave the highest lit area, and the burning stops.
Keep it simple.
When in the high lighting, it recieves damage.
When in No lighting (pitch blackness), it can move despite if your looking at it or not.
I lurrrv the weeping angels <3
they should also move slow, but silently, so u can turn around and "OMG A STATUE!"
Why thank you. :smile.gif:
Rollback Post to RevisionRollBack
Light travels faster than sound, thats why people seem bright until you hear them speak.
I like the ideas you guys are coming up with.
The light as a weapon is pretty good but remember that they can disable torches with enough time so you would have to surround them with torches/lamps to kill them and if you aren't quick enough they will just snuff them out or maybe you have to get them in lava, so bring a bucket.
As for the spawnmax = players - 1, the problem with that method is not everyone on a server is working together and sometimes there could be over 100 players. This will require players to work together when they spawn and you could have 100+ angels attacking. That would be terrifying and fun but it would get old fast.
As for teleporting to hell, that could work as long as you are sent some limited distance to a portal and maybe they have to get you in pitch blackness to teleport you. That way the torches defend you and sound plus the lights going out let you know they are near so it isn't such ********. This does depend on how hell ends up working too.
EDIT: PS: What kind of loot do you think you should get? Loot always justifies difficulty after all.
I like the ideas you guys are coming up with.
The light as a weapon is pretty good but remember that they can disable torches with enough time so you would have to surround them with torches/lamps to kill them and if you aren't quick enough they will just snuff them out or maybe you have to get them in lava, so bring a bucket.
As for the spawnmax = players - 1, the problem with that method is not everyone on a server is working together and sometimes there could be over 100 players. This will require players to work together when they spawn and you could have 100+ angels attacking. That would be terrifying and fun but it would get old fast.
As for teleporting to hell, that could work as long as you are sent some limited distance to a portal and maybe they have to get you in pitch blackness to teleport you. That way the torches defend you and sound plus the lights going out let you know they are near so it isn't such ********. This does depend on how hell ends up working too.
EDIT: PS: What kind of loot do you think you should get? Loot always justifies difficulty after all.
No that's stupid, they don't need to puff out your torches that's just retarded just because they did it in doctor who. Just keep them as things that are stone when u look at them, and alive when you don't.
As for what they drop... Idk it'd have to be something useful.
I'm all for a challenge and interesting mobs, and i did enjoy that episode of Dr. Who, but.... this just looks so... horribly unbalanced. You're only defense is to look at it. Homes would be trashed randomly. No where is safe. every night you are forced to run away and try to keep every one of these that has spawned in sight.
Imagine getting surrounded by these in the open?
Hell, imagine getting surrounded in a cave.
What if you're backed into a corner? You're essentially stuck looking at it unable to dig or mine your way out without getting annoyed or dieing by being warped into lava or dirt
I like the idea of a mob that only attacks while you're not looking, but it would have to be killable. Maybe it would have to have an advantage where it camouflages when you see it with only a small tell to give it away and then easily killable by any means.
I'm against it digging through blocks at it's current state, I don't think a mob that only moves when not looking should be able to break blocks. leave that up to another mob.
This just looks.... horribly horribly overpowered and more of a "Well, there's one of those weeping angels. Here I am, in a cave, in a corner with all my tools and resources and i can't move because if i do who knew where i'll end up and probably die"
It looks like something in there to go "F*** YOU PLAYER! HERE'S SOMETHING WHICH YOU CAN NEVER STOP AND WILL HARASS YOU, RAMPAGE AROUND YOUR HOUSE AND SPAWN POINT FOR ALL ETERNITY!"
It's not a small mob or a nuisance or a challenging fight. It's a giant middle finger.
Edit: (corrected some spelling errors) and the load times for those with low end PCs when you warp.
-ChaosAngel092
I forgot to give a stipulation of "No more than (#characters -1) spawned at any one time."
And I added the stipulation of 2 players minimum specifically so that they could box it in/move it deal with it so long as the 2 work together.
Also I said the thing warps you, it doesn't damage you. It wasn't explicit but I meant that...
After all... "they're the only being in the whole universe to kill you kindly."
I can try to defend it with the new stipulation, but I can see why it would seem REALLY overpowered.
It really isn't though.
Also, to prevent the angels from being the bane of existence in the game, they must always be with 6 steps of actual bedrock so they are bound to the bottom of the map. I don't think they should be able to damage you at all. They just go after the lights. But that doesn't mean the now spawning mobs wont be able to finish you off. That, I think would make them balanced and actually fun to have around. BTW, the torch is gone so you cannot recollect it and will eventually run out.
Standard enemies scare me enough when they surprise me, especially skeletons That arrow firing sound when I'm in a dark cavern nearly makes me **** myself every time.
EDIT: found it HERE
not a bad idea, although I could see that getting annoying if they spawned too often.
That's why I, meant to, say that their max spawn should be (#players currently on world -1)
Solo players would never be bothered by them (no need to force people into Peaceful), and with 2 people they can work together to get rid of it similarly to the episode.
I'm not so sure about having them sooo deep would make them any fun though. They aren't "dangerous" in terms of killing power. I mean the series director almost ruined their scare factor with their most recent appearance and MADE them very dangerous, but those aren't the ones we're basing this monster off of.
They "Kill you kindly" by teleporting you years into the past. We can't emulate that, but we CAN emulate teleportation.
I think the "torch flicker" would probably be implemented by just reducing the Torches' illumination radius as an angel gets closer. Once we get Lamps and Torches go out, I think we can have the Angels kill torches and "weaken" lamps.
Warping to Hell isn't a bad idea exchange for being warped to the past.
I think it's "warning" sound should be the sound of 2 large stones grinding against each other.
Anyway, it's no problem that it turns to stone. I never go anywhere without a pickaxe. This mob would surely be picking on the wrong people. A race of blocky people that spend half of their lives smashing stone to bits underground. So what if they are inanimate at the time? Tip them over. When you look away and they become alive again, they are in a hundred pieces. That happened to Piccolo in Dragonball Z. Good thing he knew how to put himself back together.
It fits better if all they can do is teleport you >_>
"They're the only beings in the whole universe to kill you kindly. Just pop you back in the past and let you live yourself to death."
In their premier episode all they do is teleport their victims (albeit temporally).
Only in their latter incarnations do they actually kill you. BUT we aren't basing this monster off the later version, just the first.
Boos aren`t scary, Weeping angels are. I remember that episode. It wasn`t the scariest one though, actually it didn`t scare me at all. Though that Absorbaloph thingie from Love and Monsters scared me a little.
My favorite episode of all time is The Empty Child.
Mummie? Mummie? Let me in mummie im scared of the bombs! Iv`e wanted a gasmask ever since! :smile.gif:
I support nekos!
Link: viewtopic.php?f=6&t=28798
I think it should be light damaged(half a heart?) but you are "Jinxed" (Legend of zelda majoras mask reference here)You can`t draw your weapon you have to swat it away with your hand. Making it a terrible thing to fight when combined with other stuff.
I support nekos!
Link: viewtopic.php?f=6&t=28798
Guys you are all missing the obvious solution to killing the weeping angel!
It should BURN when in the highest possible light. That means that either to kill it, you gotta bring it out into the sun, or place a torch at its feet. If you place torch at its feet, you gotta watch it die, or else it'll continue moving toward you and leave the highest lit area, and the burning stops.
Keep it simple.
When in the high lighting, it recieves damage.
When in No lighting (pitch blackness), it can move despite if your looking at it or not.
I lurrrv the weeping angels <3
they should also move slow, but silently, so u can turn around and "OMG A STATUE!"
Why thank you. :smile.gif:
I support nekos!
Link: viewtopic.php?f=6&t=28798
The light as a weapon is pretty good but remember that they can disable torches with enough time so you would have to surround them with torches/lamps to kill them and if you aren't quick enough they will just snuff them out or maybe you have to get them in lava, so bring a bucket.
As for the spawnmax = players - 1, the problem with that method is not everyone on a server is working together and sometimes there could be over 100 players. This will require players to work together when they spawn and you could have 100+ angels attacking. That would be terrifying and fun but it would get old fast.
As for teleporting to hell, that could work as long as you are sent some limited distance to a portal and maybe they have to get you in pitch blackness to teleport you. That way the torches defend you and sound plus the lights going out let you know they are near so it isn't such ********. This does depend on how hell ends up working too.
EDIT: PS: What kind of loot do you think you should get? Loot always justifies difficulty after all.
No that's stupid, they don't need to puff out your torches that's just retarded just because they did it in doctor who. Just keep them as things that are stone when u look at them, and alive when you don't.
As for what they drop... Idk it'd have to be something useful.