Poll: What do you think of these bosses?
What do you think of these bosses? - Single Choice
- I like this idea, but it should be moved to the Mapping/Modding forum 3.3%
- Despite the fact that these bosses are unobtrusive on the gameplay, I hate the idea of them. 4%
- The bosses need to stick to the mobs already in the game. Remove all the others. 1.6%
- Interesting, but only a few bosses are really that good 6.1%
- Nice Idea, but needs some work/I don't like a couple of the bosses 10.9%
- Cool. It would improve the gameplay, but it's not perfect yet. 30.3%
- Love them. Notch should add them just the way they are. 43.8%
Cool, the labyrinth was just an idea. Complex tunnels/caves work fine as well.
How about obsidian for the Power Pick?
+Rep me if I helped in any way or did something awesome.
also, to expand upon the ranger, he should have a special tree that is larger, or a giant hollow tree, and if you walk inside, you see him meditating. This would make him seem a bit more in tune with nature. If a hostile mob follows you in, he will kill it. then he would be aware of you, but not hostile yet. Otherwise you kind of have an element of surprise where it takes a second or 2 for him to react.
It would basically work out like this from the front:
  
  
  
the inside would be 3 blocks deep, 3 blocks wide, and 4 blocks tall.
also, my first post!
well, I don't see the need, since dungeons aren't optional, and bosses aren't any more obtrusive than dungeons, but when/if notch adds feature selection, it will probably be optional, along with variables such as hunger and regeneration.
welcome to the forum. I agree with your ranger ideas, but not with the peaceful mode ideas. the Laura will appear no matter what, but the bosses just won't spawn in peaceful mode. you can also switch to peaceful mode to despawn any boss instantly, like normal hostile mobs. however, you can't do that and still get the drop: you need to actually kill the boss for that.
any sort of warning or cut scene when you get to the boss would detract from the free atmosphere of the game. It's a sandbox game: not an action game. exploring the Laura should be a totally free experience, like climbing a mountain, except, oh yeah, there's a boss in it.
ThanksX2, for the welcome and the agreement.
I see where your coming from. The thought of a cutscene hadn't crossed my mind at all, but that would actually be pretty awesome. perhaps have a [BOSS CUTSCENES ON/OFF] thing in the options menu, so people who think it's restricting won't have to have it. they wouldn't be anything too huge, just the camera following the wyvern as it flies in (for example), and it would still leave you enough time to react so it doesn't murdalize you without resistance.
1. Slightly Confusing.
2. Isn't that the basics of what I just said?
I had actually thought of that already, but I'll add it now.
He lives in the center of a labyrinth dotted with deadly traps. When you get to the center, there is an adminium room with a square of redstone and a lever in the center. Pulling the lever would summon the mechanic.
His center room has walls dotted with several offensive traps, which he can trigger with the summoning lever. The lever would have a random chance of activating each trap.
Sand fall: towers of sand fall from holes in the ceiling, which may suffocate an unlucky miner. Common.
Dispenser trap: Shoots arrows from one of the dispenser traps in the walls. Common.
Rain of arrows: All dispensers activate at once. Less common.
Mob: Several mobs fall from holes in the ceiling. Rare.
TNT cannon: Iron doors open and TNT comes flying out. Very rare.
When he is low on health, an iron door opens and he attempts to escape through it into a hallway. Following him and killing him would give you the TNT defuser, which would defuse active TNT entities into TNT pickups when you right-click them with it:
At the end of the hallway would be a storage room, with several stacks of redstone and redstone torches as well as TNT, iron doors, sand, arrows, dispensers and very rarely a placeable mob spawner of random type.
I changed my mind about the fall damage reduction. It would instead be based on armor points given by slime armor. Having 0.5-1.5 armor points would allow you to fall 1 extra block. 2 armor points would be 2 extra blocks, 4 would be 3 extra blocks, 6 would be 4 extra blocks, 8 would be 5 extra blocks, and a full 10 would be 6 extra blocks.
Replace adminium with obsidian, get rid of firing all dispensers at once, specify exactly how many holes would be in the room and how big it is, make him not run away, give him a regular attack for when he is not activating traps, and this might be the best boss idea combined with the best drop ever. Of all time.
As I said, I'm not too picky about the numbers. Since we can't actually simulate what's fair and what isn't, that should be left up to notch. However, I'm adding that slime armor decreases falling damage based on the number of armor points it grants.
Awesome idea. I don't know about firing all dispensers at once; maybe firing a random 10 in rapid succession? I think he should place TNT randomly as the battle goes on, so you need to be careful where you swing your sword. He also detonates them himself. The concept is awesome. I agree with eat911 on the obsidian, running away, and regular attack (straight forward charge attack). The TNT diffuser is also awesome.
I don't like the spawn area though. The thing about underground mazes (this goes for the minotaur too) is that the player is just as likely to drill to the boss area, bypassing the maze, as they are to enter through the front door.
Yeah, thinking about it firing all the dispensers at once is too overpowered, it would be almost impossible to avoid. Placing TNT, and obsidian instead of adminium room and having a regular attack are also good ideas.
The whole running away idea was to lead the player to the storage room, but I guess simply having a hidden entrance somewhere would work as well.
For the maze, I think the trade-off is fair: follow through the maze, and you have a better warning of traps and the opportunity to find some chests with goodies along the way, or tunnel through the obsidian or whatever material it is, which is boring and has more of a chance of blundering into a trap (mining dead on into a TNT trap or hidden lava pool, not fun!), but faster overall.
boss: emperor bulblax
lick: 5 damage ignoring armor defense
stomp: 5 damage
base: the bulblax kingdom
drops: rocket ship blueprints
rocket blueprints can not be crafted nor can despawn when dropped by the boss and you can't drop it like normal items
= red stone dust
its costly but great
you need to place the blocks
= rocket engine
       
     
   
    
    
    
    
   
after you do that light the diamond block with to start it up and you can explore other planets.