From an old thread, discuss and add more? :ohmy.gif:
I didn't want to include the other users posts since I never asked permission :S
So these are just mine
Clay Golem- http://www.crsponseller.com/images/port ... _sheet.jpg
- Artificial creature found in dungeons as guardians.
- Redstone torch in its head that keeps it operational (alchemy) break the torch and it shuts off.
- It can drop enchanted clay 2-4 blocks
- Once Notch releases more crafting templates, if you get enough of this clay and make a humanoid figure out of it, you can have your very own clay golem, all you need is a red stone torch on its head, its set to guard the closest chest (Or any item you set it you (from an interface) and it patrols the item.
-Giant turtle/guardian turtle?-
- It can be used as a mount, TANK, boat and a storage chest.
- I was thinking 2 variates, the sea turtle is going to be HUUUUUUUGEEEEEEEEE
Well not huge, like the size of a 13x13 island and 6 blocks high? http://t3.gstatic.com/images?q=tbn:vmjT ... 916806&t=1
It's found in the ocean and is passive, but once you attack it , it goes berserk, a good way to kill it is to cut down the tree at the top of the island on its back? :tongue.gif: also maybe the tree holds very useful fruits.
The land turtle will be the same but maybe have a stone body and a plated shell, instead of a tree, it would have a formation of crystals? the weakness N all would be the same http://www.nassaulibrary.org/centreblog/discworld.jpg
- They both drop turtle eggs (VERY RARE) or their respective ore/fruit and most commonly, shells (mini ones for armor?) These eggs can be placed like a block and need lots of care, involving the appropriate heat, (special fruit/ore?) and some other stuff. If/once they hatch they become baby turtles that can one day grow to the size of the ones found in the wild and be mounted :biggrin.gif:
-Kobold-
- These little bastards live in village like goblins, but are only found in extremely cold biomes (danger 3?) and they're 2 blocks high, you can find a variety of them in the village, the chieftain is 3 blocks high and stronger than the others.
- They're weak to fire, and torches stun them.
- They drop snow, wood, cloth and some other village necessitous
-Knoll-
Same as Kobols but in the woods
-SAND WORM-
- Giant sand mobs found in desert biomes, they sense movement (better sneak) and are ENOURMOUS
- They're weak to water and light,if you use a bucket on one of their holes, they'll have to resurface their heads and will become immobile for a while, just splashing around.
- They drop sand stacks? some kind of needles and some other stuff I can't think of
-SCORPION-
- Found In the desert biome
-It's pretty much a desert version of the spider.
-Hermit crab-
-Beach version of the spider, has high defense due to shell.
-Giant Snail-
-Same as above but found in forests.
-Pig people? like some kind of boar monster humanoid-
-Another village race but usually found in deserts and plains.
-Cyclops-
Giant monsters who dwell on islands, usually 1 or 2 on an isolated island, LOTS of sheep on the island. They live in a HUGE cave with the other cyclops's (8 blocks high?)
- They're weak to ARROWS in the eye (Odysseus), hitting them in the eye with an arrow blinds them and does the most damage.
- They drop wood, wool, various meats, and cyclops eyes (rare) Also if you go to their cave, you can find Lots O sheep and chests full of stuff?
-Cyclops eyes will be used for alchemy
-Hydra-
- Usually found in caves and swamps, have 4 heads, you'll have to use fire arrows or some future flaming weapon to efficiently kill them
- Fire, cutting their heads off just makes more grow
- They drop hides and maybe a head or two
- ALCHEMMMMY
-Giant-
-Notch is already planning to add these, just wanted to include o.o
-Giant scarabs
-another desert variant of the spider
-Pheonix-
- Can swoop down and heal the player.
- Flies in circles over a mountain
- Pheonix feather, used for alchemy
-Dragons-
-HUGE variety, rest is self explanatory.
Wyverns
-Cousins of dragons, different elements and they only have 2 legs.
-Mountable
Giant Eagles
-Like Wyverns but are faster (makes up for elemental powers)
-Mountable
-Elemental spirits-
-So far I've got a tree ent for forest spirits, water spirits and river spirits, mountain gods and that's about it :tongue.gif:
-They drop items related to their respective biome
-Mammoth-
-Only found in tundra biomes
-They're HUGE but normally passive
-You're able to mount them but It's REALLLY hard.
- They drop tusks and fur.
-Giant bee-
- Kind of like a flying spider mob, variety of different bees, passive drones and workers then hostile soldiers and queen
- I'd say fire again, since the colony would have to be located in a GIANT TREE, also you'd probably have to use a bow
- Honey OM NOM NOM and wax
- Wax for new stuff? and honey as food
-Giant crab-
-Kind of like a mini boss of the beach/inland sea biome
- Attacking its underbelly? o.o
- Shells, crab meat and some other common stuff
- Crab meat is food.
-Enchanted armor-
-Found in dungeons
-Weak to pickaxe? strength depends on the armor
-Rarely a piece of its own armor, more commonly a piece of that ore,
-Ant colony-
Same thing as bees but you see a medium sized hill with slighty darker dirt, whole colony is underground.
-Deku tree-
-Sentient tree?
-Weak to fire
-Drops logs
-REALLLLLLY rare and huge.
-Clockwork/steam soldiers or monsters-
- A variety of steampunk/clockwork or alchemical monsters found in dungeons (When I say dungeons I mean ACTUAL dungeons)
-Drop parts
-Parts are used for alchemy
-Aligator-
-Found in swamp biome
-isn't weak to anything
-drops leather and teeth
-Ghost-
-Similar to zombies but float
-Vampires-
-Can change into bats and are pretty similar to zombies.
-Wolves-
-obvious
-Possibility as a mount.
-Elephant
-Semi passive, attacks if too close, only to chase you away tho
-Found in jungle biomes, drop tusks, VERY similar to mammoths but much smaller.
-Tiger/lion/jungle cat-
-Wolf of the jungle pretty much
-Carnivorous plant-
-Can attack in a 4x4x4 grid.
-Is vicious and only found in jungles weak to fire
-Drops seeds , usually they don't grow (only very small) but if you're lucky you might grow a HUGE one
-Demons-
-Village creatures but are found in the hell biome with lava
-Weak to water
-Drop alchemy items
-Ice Golem-
-Weak to fire, found in snowy biomes.
-Drops ice-
-Yeti-
-Weak to fire
-Throws snowballs
-Drops snow, yeti fur and horns?
-Stuff for alchemy
-GIANT boar and normal boars-
Boards usually accompany a pack of pigs to keep em safe. Giant boars are a VERY rare occurrence, only spawn in forests and with lots of piggies near by
-Mountable, but HARD. Even more so for the GIANT boar.
-Drop tusks and meat
-Tusks are for alchemy
-Giant frog-
-Found in swamp biomes
-Can be mounted. If mounted it have a possible tongue attack that works like a ranged attack lolol
-Jumps high, 8-7 blocks and you don't take fall damage, awesome way to get around.
-Ostrich-
-Found in plains.
-Maybe mountable? very fast and strong.
-Drops meat and feathers.
-cave beast or diggers-
-Found in caves near sea level.
-Digs up and pokes around, if it sees you it tries to attack
-Weakens in light
-Drops various minerals and dirt
-DWARVES-
-Peaceful village race
-Live underground
-Can be traded with and other interactive stuff :ohmy.gif:
-Camel-
- Can be used as a mount, only found in deserts and used as a caravan
- Can carry crap and survive in the desert heat :tongue.gif:
- Camel fat? IDK
-Ram-
- Protector of sheep! :ohmy.gif:
- Attacking it from the sides
- Horns and wool
- Horns R for alchemy
-Bull-
-Same as above but for cows
-Kraken-
-Found in the center of the ocean biome
-HUGE and has a giant beak, attacking the tongue does moar damage.
- Drops tentacles, and other alchemy stuff
-This is a boss mob. http://lair2000.net/Mermaids_Retreat/Re ... kraken.jpg
-Leviathan-
- A lot like the kraken but a bit smaller, has the shape of a fish
- No weakness
- Drops scales, anything it was eating (random items) and other stuff
- Scales are for alchemy http://1.bp.blogspot.com/_mFLSW13lFF0/S ... Orange.jpg
-Behemoth-
-Giant plated land mob, only found in danger 5 biomes.
-Is a boss mob and HUGGGGE
- No real weakness, maybe it charges and breaks blocks, you have to avoid the charge and make it hit something like smooth stone so its stunned for a few seconds, then slash its eyes?
=Drops another craptonne of stuff, a lot for alchemy
-Harpies-
-Flying eagle/women found in mountain biomes
-Weak to arrows and other possible change weapons.
- Drops feathers and a harp (rare)
-Harp can be a tool to help grow plants?
-Griffin-
-Hostile mob
- swoops in too attack, avoid the swoop and shoot it to do bonus dmg
-Drops a griffin egg?
-Griffin eggs are used to hatch baby griffins, if you give a griffin egg to a domesticated horse, it will spawn a hippogriff (rare) these are mountable :tongue.gif:
-Mud monster-
-When a clay golem gets hit by mud? :tongue.gif:
-Their movement speed is DECREASED, but they obtain a new ranged attack where they throw mud.
-if you use fire on them, they take damage and may harden, if hardened they take even more damage (EVEN more from shovel) and are immobile.
-Drops clay.
-Nidhogg-
-The mythical nordic dragon that sleeps underground-
-Let's say he's found DEEEEP under the forest biome? :tongue.gif:
- It's a big dragon
-Drops horns, scales, dragon skin and other stuff.
-mummy-
-Desert variant of the zombie.
-Troll-
-Ranged unit, throws rocks
-Weak to flames.
-Drops rocks, pouch and some other stuff.
-Mirelurkers(The things in Warcraft3 but with a dif name-
-A frog like people who live in villages near the shore, or in shallow rivers.
-Locust-
-swarm of locust in a 1x1x1 square
- destroys crops and reeds.
-Drops seeds.
-Whale-
-Gigantic friendly ocean mobs
-Give blubber when killed
-You can ride on their backs but you can't steer and sometimes they dive.
-quetzalcoatl-
-winged snake monster
-Found in the forest biome
-Drops leather and scales
-Giant salamander-
-Lives in caves in groups of 4-5
-Adult breathers fire
-Drops eye of newt and other stuff for alchemy
-Puffer fish-
-expands when hit by a sword, if you try to hit it again you get damaged, instead you have to use a bow after the initial attack
-Gives poison
-Beholder-
A boss monster found in dungeons
-It controls all the mechanical units down there, (clock work men, steam soldiers, gold colossus's and ETC)
-It's a giant eyeball with tentacles
-Drops eyeball and tentacles (eyeball is rare)
-Items for alchemy
-Giant moth-
-Attracted to light-
-Takes heavy damage in the rear-
-Drops common stuff
-Scorpion men-
-Found in the desert
-half man and half scorpion, kind of like the skelespider
-Drops common stuff
-Roc-
-GIANT bird that swoops in to attack
-Drops feathers and eggs
-babies have a small chance of being mountable
-Hellhound-
-Found deep underground near lava pools
-drops gunpowder and alchemy stuff
-weak to water
-9 tailed fox-
-Legendary fox that's more powerful than others :ohmy.gif:
-Drops tails and alchemy stuff
-Basilisk-
-Freezes in light
-Can freeze you if it sees you (temporary)
-Gives alchemy stuff
________________
I kinda died in bits because I was tired but I might add more :tongue.gif:
some of these arnt bad, but this def needs to go in the wish list thread
But...but I'm suggesting them! D:
K how about my suggestion is a huge collection of biome specific monsters that follow a certain tier system and :biggrin.gif:
So like for each Biome there could be 5 common monsters (1 tank, 1 range, 1 special, 1 combo and 1 flying), 7 peaceful mobs, 6 commander/leader mobs (chiefs, bulls, boars and ETC), 5 rare occurrence mobs, 4 mini boss mobs and 3 boss mobs and 1 super boss, dungeon master or W/E mob.
just made that off the top of my head feel free to balance it :ohmy.gif:
I was gonna list all the ones i like, but that would take too long, so here are the ones i don't want, with reasons why not:
Clay Golem- too humanish
Kobold & Knoll- monsters with villages, really?
Pig people- too humanish, sounds creepy
Cyclops- too humanish, overused
Giant- meh.
Elemental spirits- overused.
Enchanted armor- anoying, overused
Clockwork/steam soldiers or monsters- i like being the only civilized one in the universe.
Vampires- twilight. enough said.
Demons- too.... biblical and humanish
Ice Golem- creepy
cave beast or diggers- really creepy
DWARVES- overused
Behemoth- soulds like its gonna screw up my house, annoying
Harpies- if you actually read the mythology behind then, they are really creepy.
Mud monster- weird, creepy
Troll- overused, too humanish
Mirelurkers- frog people? creepy and weird.
Beholder- not the right feel for minecraft.
Scorpion men- too humanish
Hellhound- overused
9 tailed fox- how the heck are you planning on animating that? I mean if you figure that out there fine, but 9 tails?
Here are the ones I especially want:
Giant turtle- Turtle islands= Epic
SAND WORM- sounds cool
Ostrich- sound funny
Pheonix- I'm from the city of phoenix.
quetzalcoatl- Native american mythology, thats a new one.
Basilisk- if it looks anything like the baslisk lizard, it'll be cool
So this is what I think. i really would like minecraft to stay very separate from games like WoW and runescape. I hope Notch reads this.
Rollback Post to RevisionRollBack
Minecraft must NOT turn into the next WoW or Runescape.
Notch has an IQ over 130. He isn't stupid.
For some reason my hell looks like a train station....
Appolgies if that sounds kida duchbag-ish, I just read through it, oops.
Rollback Post to RevisionRollBack
Minecraft must NOT turn into the next WoW or Runescape.
Notch has an IQ over 130. He isn't stupid.
For some reason my hell looks like a train station....
I love the scorpion idea, you should suggest it to Notch.
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Quote from Cave Johnson »
All right i've been thinking.. when life gives you lemons, don't make lemonade, MAKE LIFE TAKE THE LEMONS BACK. GET MAD! I DON'T WANT YOUR DAMN LEMONS! WHAT AM I SUPPOSED TO DO WITH THESE?
the game needs some more enemies yeah...
but i dont think it should be that many. It makes me think that minecraft will turn into an all out RPG without exp. with all them monsters
the basis of the game is to explore and have fun, monsters are there as an obstacle to get over, not an objective to kill =P
atleast at my veiwpoint it is.
Rollback Post to RevisionRollBack
1. Samus is a trap
2. Vivian is a trap
3. Invertin is a trap
4. Aelyus is a trap
Quote from odiedodi »
Quote from A Trap »
and xilli usually doesnt talk much =/
She's like Jesus. She doesn't talk much, but when she does, you'd better damn well listen.
I was gonna list all the ones i like, but that would take too long, so here are the ones i don't want, with reasons why not:
Clay Golem- too humanish
Kobold & Knoll- monsters with villages, really?
Pig people- too humanish, sounds creepy
Cyclops- too humanish, overused
Giant- meh.
Elemental spirits- overused.
Enchanted armor- anoying, overused
Clockwork/steam soldiers or monsters- i like being the only civilized one in the universe.
Vampires- twilight. enough said.
Demons- too.... biblical and humanish
Ice Golem- creepy
cave beast or diggers- really creepy
DWARVES- overused
Behemoth- soulds like its gonna screw up my house, annoying
Harpies- if you actually read the mythology behind then, they are really creepy.
Mud monster- weird, creepy
Troll- overused, too humanish
Mirelurkers- frog people? creepy and weird.
Beholder- not the right feel for minecraft.
Scorpion men- too humanish
Hellhound- overused
9 tailed fox- how the heck are you planning on animating that? I mean if you figure that out there fine, but 9 tails?
Giants, monster villages and pig people are already happening D:!
Notch already tried a WAYYY earlier test on giant zombies
Monster villages were supposed to come a few secret fridays ago
Yesterday (or today?) some guy suggested a zombie pig skin to Notch on Twitter and Notch agreed to add it as a passive mob in Hell
:ohmy.gif:
Also@ the person who thinks there are too many.
Well since Minecraft is HUUUUUUUUUUUUUUUUUUUGEEE (x8 the whole world)
I'm thinking most mob groups (unique ones and some biome specific ones) would be located near specific biome requirements (IE: A jungle biome situated around a mountain with a river would spawn some certain mobs like piranhas and then some general biome specific mobs) and then common biome mobs would probably spawn there too. This way there wouldn't be a cluster**** of monsters everywhere :ohmy.gif: variety is always awesome :biggrin.gif:
With Notch's coding magic he could work out a number of solutions (maybe a restricted # of monsters types per biome? like 15) and since biomes are huge it would actually create a challenge for you to go explore if you want certain items.
Imagine that you need scorpion venom for arrows or to tip spikes for a trap.
now let's say scorpions only spawn under UNCOMMON conditions as in a VERY dry FLAT desert that has moderate temperature. Since Notch is basing Biomes with 3 or 4 factors this could work out fine, like a danger 1 beach could have hermit crabs while a danger 5 beach could have giant crabs and trap door spiders.
A cold danger 4 ocean could have leviathans while a cool danger 2 ocean could have narwhals
The possibilities are AMAZING :ohmy.gif:
-Cyclops-
Giant monsters who dwell on islands, usually 1 or 2 on an isolated island, LOTS of sheep on the island. They live in a HUGE cave with the other cyclops's (8 blocks high?)
- They're weak to ARROWS in the eye (Odysseus), hitting them in the eye with an arrow blinds them and does the most damage.
- They drop wood, wool, various meats, and cyclops eyes (rare) Also if you go to their cave, you can find Lots O sheep and chests full of stuff?
-Cyclops eyes will be used for alchemy
The Meaning of Life, the Universe, and Everything.
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This is Minecraft, not Tibia!
NO! The purpose of the game is not having lots and lots of enemies, in fact, if you take a look at the enemies, they are all unique and shouldn't give you (too much) trouble.
Zombie- Slow and rather weak, basic mob
Skeleton- Shoots arrows at you
Spider- Fast and can jump, catches up with you
Creeper- SSSssss... BOOM!!!1
Slime- Attack it, and it splits into smaller slimes! only found underground
Ghast- Huge, deadly, and shoots bombs at you
Most of your enemies are just different versions of each other or existing enemies, or are too troublesome to kill to be anything other than annoying, not to mention it would be rather unsightly to see giant enemies everywhere.
So I vote no
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Quote from JaxMed »
Shrubberies are my trade. I am a Shrubber. My name is Jax the Shrubber. I arrange, design, and sell shrubberies.
I didn't want to include the other users posts since I never asked permission :S
So these are just mine
Clay Golem-
http://www.crsponseller.com/images/port ... _sheet.jpg
- Artificial creature found in dungeons as guardians.
- Redstone torch in its head that keeps it operational (alchemy) break the torch and it shuts off.
- It can drop enchanted clay 2-4 blocks
- Once Notch releases more crafting templates, if you get enough of this clay and make a humanoid figure out of it, you can have your very own clay golem, all you need is a red stone torch on its head, its set to guard the closest chest (Or any item you set it you (from an interface) and it patrols the item.
-Giant turtle/guardian turtle?-
- It can be used as a mount, TANK, boat and a storage chest.
- I was thinking 2 variates, the sea turtle is going to be HUUUUUUUGEEEEEEEEE
Well not huge, like the size of a 13x13 island and 6 blocks high?
http://t3.gstatic.com/images?q=tbn:vmjT ... 916806&t=1
It's found in the ocean and is passive, but once you attack it , it goes berserk, a good way to kill it is to cut down the tree at the top of the island on its back? :tongue.gif: also maybe the tree holds very useful fruits.
The land turtle will be the same but maybe have a stone body and a plated shell, instead of a tree, it would have a formation of crystals? the weakness N all would be the same
http://www.nassaulibrary.org/centreblog/discworld.jpg
- They both drop turtle eggs (VERY RARE) or their respective ore/fruit and most commonly, shells (mini ones for armor?) These eggs can be placed like a block and need lots of care, involving the appropriate heat, (special fruit/ore?) and some other stuff. If/once they hatch they become baby turtles that can one day grow to the size of the ones found in the wild and be mounted :biggrin.gif:
-Kobold-
- These little bastards live in village like goblins, but are only found in extremely cold biomes (danger 3?) and they're 2 blocks high, you can find a variety of them in the village, the chieftain is 3 blocks high and stronger than the others.
- They're weak to fire, and torches stun them.
- They drop snow, wood, cloth and some other village necessitous
-Knoll-
Same as Kobols but in the woods
-SAND WORM-
- Giant sand mobs found in desert biomes, they sense movement (better sneak) and are ENOURMOUS
- They're weak to water and light,if you use a bucket on one of their holes, they'll have to resurface their heads and will become immobile for a while, just splashing around.
- They drop sand stacks? some kind of needles and some other stuff I can't think of
-SCORPION-
- Found In the desert biome
-It's pretty much a desert version of the spider.
-Hermit crab-
-Beach version of the spider, has high defense due to shell.
-Giant Snail-
-Same as above but found in forests.
-Pig people? like some kind of boar monster humanoid-
-Another village race but usually found in deserts and plains.
-Cyclops-
Giant monsters who dwell on islands, usually 1 or 2 on an isolated island, LOTS of sheep on the island. They live in a HUGE cave with the other cyclops's (8 blocks high?)
- They're weak to ARROWS in the eye (Odysseus), hitting them in the eye with an arrow blinds them and does the most damage.
- They drop wood, wool, various meats, and cyclops eyes (rare) Also if you go to their cave, you can find Lots O sheep and chests full of stuff?
-Cyclops eyes will be used for alchemy
-Hydra-
- Usually found in caves and swamps, have 4 heads, you'll have to use fire arrows or some future flaming weapon to efficiently kill them
- Fire, cutting their heads off just makes more grow
- They drop hides and maybe a head or two
- ALCHEMMMMY
-Giant-
-Notch is already planning to add these, just wanted to include o.o
-Giant scarabs
-another desert variant of the spider
-Pheonix-
- Can swoop down and heal the player.
- Flies in circles over a mountain
- Pheonix feather, used for alchemy
-Dragons-
-HUGE variety, rest is self explanatory.
Wyverns
-Cousins of dragons, different elements and they only have 2 legs.
-Mountable
Giant Eagles
-Like Wyverns but are faster (makes up for elemental powers)
-Mountable
-Elemental spirits-
-So far I've got a tree ent for forest spirits, water spirits and river spirits, mountain gods and that's about it :tongue.gif:
-They drop items related to their respective biome
-Mammoth-
-Only found in tundra biomes
-They're HUGE but normally passive
-You're able to mount them but It's REALLLY hard.
- They drop tusks and fur.
-Giant bee-
- Kind of like a flying spider mob, variety of different bees, passive drones and workers then hostile soldiers and queen
- I'd say fire again, since the colony would have to be located in a GIANT TREE, also you'd probably have to use a bow
- Honey OM NOM NOM and wax
- Wax for new stuff? and honey as food
-Giant crab-
-Kind of like a mini boss of the beach/inland sea biome
- Attacking its underbelly? o.o
- Shells, crab meat and some other common stuff
- Crab meat is food.
-Enchanted armor-
-Found in dungeons
-Weak to pickaxe? strength depends on the armor
-Rarely a piece of its own armor, more commonly a piece of that ore,
-Ant colony-
Same thing as bees but you see a medium sized hill with slighty darker dirt, whole colony is underground.
-Deku tree-
-Sentient tree?
-Weak to fire
-Drops logs
-REALLLLLLY rare and huge.
-Clockwork/steam soldiers or monsters-
- A variety of steampunk/clockwork or alchemical monsters found in dungeons (When I say dungeons I mean ACTUAL dungeons)
-Drop parts
-Parts are used for alchemy
-Aligator-
-Found in swamp biome
-isn't weak to anything
-drops leather and teeth
-Ghost-
-Similar to zombies but float
-Vampires-
-Can change into bats and are pretty similar to zombies.
-Wolves-
-obvious
-Possibility as a mount.
-Elephant
-Semi passive, attacks if too close, only to chase you away tho
-Found in jungle biomes, drop tusks, VERY similar to mammoths but much smaller.
-Tiger/lion/jungle cat-
-Wolf of the jungle pretty much
-Carnivorous plant-
-Can attack in a 4x4x4 grid.
-Is vicious and only found in jungles weak to fire
-Drops seeds , usually they don't grow (only very small) but if you're lucky you might grow a HUGE one
-Demons-
-Village creatures but are found in the hell biome with lava
-Weak to water
-Drop alchemy items
-Ice Golem-
-Weak to fire, found in snowy biomes.
-Drops ice-
-Yeti-
-Weak to fire
-Throws snowballs
-Drops snow, yeti fur and horns?
-Stuff for alchemy
-GIANT boar and normal boars-
Boards usually accompany a pack of pigs to keep em safe. Giant boars are a VERY rare occurrence, only spawn in forests and with lots of piggies near by
-Mountable, but HARD. Even more so for the GIANT boar.
-Drop tusks and meat
-Tusks are for alchemy
-Giant frog-
-Found in swamp biomes
-Can be mounted. If mounted it have a possible tongue attack that works like a ranged attack lolol
-Jumps high, 8-7 blocks and you don't take fall damage, awesome way to get around.
-Ostrich-
-Found in plains.
-Maybe mountable? very fast and strong.
-Drops meat and feathers.
-cave beast or diggers-
-Found in caves near sea level.
-Digs up and pokes around, if it sees you it tries to attack
-Weakens in light
-Drops various minerals and dirt
-DWARVES-
-Peaceful village race
-Live underground
-Can be traded with and other interactive stuff :ohmy.gif:
-Camel-
- Can be used as a mount, only found in deserts and used as a caravan
- Can carry crap and survive in the desert heat :tongue.gif:
- Camel fat? IDK
-Ram-
- Protector of sheep! :ohmy.gif:
- Attacking it from the sides
- Horns and wool
- Horns R for alchemy
-Bull-
-Same as above but for cows
-Kraken-
-Found in the center of the ocean biome
-HUGE and has a giant beak, attacking the tongue does moar damage.
- Drops tentacles, and other alchemy stuff
-This is a boss mob.
http://lair2000.net/Mermaids_Retreat/Re ... kraken.jpg
-Leviathan-
- A lot like the kraken but a bit smaller, has the shape of a fish
- No weakness
- Drops scales, anything it was eating (random items) and other stuff
- Scales are for alchemy
http://1.bp.blogspot.com/_mFLSW13lFF0/S ... Orange.jpg
-Behemoth-
-Giant plated land mob, only found in danger 5 biomes.
-Is a boss mob and HUGGGGE
- No real weakness, maybe it charges and breaks blocks, you have to avoid the charge and make it hit something like smooth stone so its stunned for a few seconds, then slash its eyes?
=Drops another craptonne of stuff, a lot for alchemy
-Harpies-
-Flying eagle/women found in mountain biomes
-Weak to arrows and other possible change weapons.
- Drops feathers and a harp (rare)
-Harp can be a tool to help grow plants?
-Griffin-
-Hostile mob
- swoops in too attack, avoid the swoop and shoot it to do bonus dmg
-Drops a griffin egg?
-Griffin eggs are used to hatch baby griffins, if you give a griffin egg to a domesticated horse, it will spawn a hippogriff (rare) these are mountable :tongue.gif:
-Mud monster-
-When a clay golem gets hit by mud? :tongue.gif:
-Their movement speed is DECREASED, but they obtain a new ranged attack where they throw mud.
-if you use fire on them, they take damage and may harden, if hardened they take even more damage (EVEN more from shovel) and are immobile.
-Drops clay.
-Nidhogg-
-The mythical nordic dragon that sleeps underground-
-Let's say he's found DEEEEP under the forest biome? :tongue.gif:
- It's a big dragon
-Drops horns, scales, dragon skin and other stuff.
-mummy-
-Desert variant of the zombie.
-Troll-
-Ranged unit, throws rocks
-Weak to flames.
-Drops rocks, pouch and some other stuff.
-Mirelurkers(The things in Warcraft3 but with a dif name-
-A frog like people who live in villages near the shore, or in shallow rivers.
-Locust-
-swarm of locust in a 1x1x1 square
- destroys crops and reeds.
-Drops seeds.
-Whale-
-Gigantic friendly ocean mobs
-Give blubber when killed
-You can ride on their backs but you can't steer and sometimes they dive.
-quetzalcoatl-
-winged snake monster
-Found in the forest biome
-Drops leather and scales
-Giant salamander-
-Lives in caves in groups of 4-5
-Adult breathers fire
-Drops eye of newt and other stuff for alchemy
-Puffer fish-
-expands when hit by a sword, if you try to hit it again you get damaged, instead you have to use a bow after the initial attack
-Gives poison
-Beholder-
A boss monster found in dungeons
-It controls all the mechanical units down there, (clock work men, steam soldiers, gold colossus's and ETC)
-It's a giant eyeball with tentacles
-Drops eyeball and tentacles (eyeball is rare)
-Items for alchemy
-Giant moth-
-Attracted to light-
-Takes heavy damage in the rear-
-Drops common stuff
-Scorpion men-
-Found in the desert
-half man and half scorpion, kind of like the skelespider
-Drops common stuff
-Roc-
-GIANT bird that swoops in to attack
-Drops feathers and eggs
-babies have a small chance of being mountable
-Hellhound-
-Found deep underground near lava pools
-drops gunpowder and alchemy stuff
-weak to water
-9 tailed fox-
-Legendary fox that's more powerful than others :ohmy.gif:
-Drops tails and alchemy stuff
-Basilisk-
-Freezes in light
-Can freeze you if it sees you (temporary)
-Gives alchemy stuff
________________
I kinda died in bits because I was tired but I might add more :tongue.gif:
But...but I'm suggesting them! D:
K how about my suggestion is a huge collection of biome specific monsters that follow a certain tier system and :biggrin.gif:
So like for each Biome there could be 5 common monsters (1 tank, 1 range, 1 special, 1 combo and 1 flying), 7 peaceful mobs, 6 commander/leader mobs (chiefs, bulls, boars and ETC), 5 rare occurrence mobs, 4 mini boss mobs and 3 boss mobs and 1 super boss, dungeon master or W/E mob.
just made that off the top of my head feel free to balance it :ohmy.gif:
Clay Golem- too humanish
Kobold & Knoll- monsters with villages, really?
Pig people- too humanish, sounds creepy
Cyclops- too humanish, overused
Giant- meh.
Elemental spirits- overused.
Enchanted armor- anoying, overused
Clockwork/steam soldiers or monsters- i like being the only civilized one in the universe.
Vampires- twilight. enough said.
Demons- too.... biblical and humanish
Ice Golem- creepy
cave beast or diggers- really creepy
DWARVES- overused
Behemoth- soulds like its gonna screw up my house, annoying
Harpies- if you actually read the mythology behind then, they are really creepy.
Mud monster- weird, creepy
Troll- overused, too humanish
Mirelurkers- frog people? creepy and weird.
Beholder- not the right feel for minecraft.
Scorpion men- too humanish
Hellhound- overused
9 tailed fox- how the heck are you planning on animating that? I mean if you figure that out there fine, but 9 tails?
Here are the ones I especially want:
Giant turtle- Turtle islands= Epic
SAND WORM- sounds cool
Ostrich- sound funny
Pheonix- I'm from the city of phoenix.
quetzalcoatl- Native american mythology, thats a new one.
Basilisk- if it looks anything like the baslisk lizard, it'll be cool
So this is what I think. i really would like minecraft to stay very separate from games like WoW and runescape. I hope Notch reads this.
Notch has an IQ over 130. He isn't stupid.
For some reason my hell looks like a train station....
Notch has an IQ over 130. He isn't stupid.
For some reason my hell looks like a train station....
Fun forum about lamps
but i dont think it should be that many. It makes me think that minecraft will turn into an all out RPG without exp. with all them monsters
the basis of the game is to explore and have fun, monsters are there as an obstacle to get over, not an objective to kill =P
atleast at my veiwpoint it is.
2. Vivian is a trap
3. Invertin is a trap
4. Aelyus is a trap
Giants, monster villages and pig people are already happening D:!
Notch already tried a WAYYY earlier test on giant zombies
Monster villages were supposed to come a few secret fridays ago
Yesterday (or today?) some guy suggested a zombie pig skin to Notch on Twitter and Notch agreed to add it as a passive mob in Hell
:ohmy.gif:
Also@ the person who thinks there are too many.
Well since Minecraft is HUUUUUUUUUUUUUUUUUUUGEEE (x8 the whole world)
I'm thinking most mob groups (unique ones and some biome specific ones) would be located near specific biome requirements (IE: A jungle biome situated around a mountain with a river would spawn some certain mobs like piranhas and then some general biome specific mobs) and then common biome mobs would probably spawn there too. This way there wouldn't be a cluster**** of monsters everywhere :ohmy.gif: variety is always awesome :biggrin.gif:
With Notch's coding magic he could work out a number of solutions (maybe a restricted # of monsters types per biome? like 15) and since biomes are huge it would actually create a challenge for you to go explore if you want certain items.
Imagine that you need scorpion venom for arrows or to tip spikes for a trap.
now let's say scorpions only spawn under UNCOMMON conditions as in a VERY dry FLAT desert that has moderate temperature. Since Notch is basing Biomes with 3 or 4 factors this could work out fine, like a danger 1 beach could have hermit crabs while a danger 5 beach could have giant crabs and trap door spiders.
A cold danger 4 ocean could have leviathans while a cool danger 2 ocean could have narwhals
The possibilities are AMAZING :ohmy.gif:
The Giant Rat - Gigantus Rattus.
Islands? Guarding chests?
I'm getting a DQMJ vibe here.
And I LOVE it.
You're DooMed.
NO! The purpose of the game is not having lots and lots of enemies, in fact, if you take a look at the enemies, they are all unique and shouldn't give you (too much) trouble.
Zombie- Slow and rather weak, basic mob
Skeleton- Shoots arrows at you
Spider- Fast and can jump, catches up with you
Creeper- SSSssss... BOOM!!!1
Slime- Attack it, and it splits into smaller slimes! only found underground
Ghast- Huge, deadly, and shoots bombs at you
Most of your enemies are just different versions of each other or existing enemies, or are too troublesome to kill to be anything other than annoying, not to mention it would be rather unsightly to see giant enemies everywhere.
So I vote no