The phantasm would be (of course) a new mob to Minecraft that would utilize a game mechanic not currently employed by any other mob in the game; that is, the use of frightening an enemy away rather than directly attacking them. While a phantasm would never attempt to attack a player by physical means, it would try to remove them by bothering them to a point at which the player would leave its presence. This being said, the specific ideology of this will at this point be further explained.
Spawning Details:
A phantasm would not spawn frequently, and would be considered a miniboss, being much greater than any other mob but lesser than mobs such as the Wither or Enderdragon. It would only be capable of spawning in areas with a light level of 2, 1, or 0. They could spawn freely in the Nether, regardless of light, and would have double their normal spawn rate (slightly lower than that of a wither skeleton's in a fortress with only five available in the game at once) in abandoned mine shafts, dungeons, or temples. Unaffected by water, phantasms could move into bodies of water without change, but could not spawn in River or Ocean biomes.
Behavioral Patterns:
This will likely be the most detailed section of information, considering the abnormal behavior of a phantasm. It would be invisible to the player, and could only be seen if it were to show itself in an attempt to frighten away an enemy. Normally, a phantasm would slowly rove around a twenty-block radius of its spawn point. Phantasms would avoid light at all costs, and move away from light levels greater than 5 like a frightened passive creature. Upon seeing any other being within its area, a phantasm would make an effort to scare them away by multiple means which will be explained at a later point. If its basic methods meet an undaunted intruder, a phantasm will gradually increase the severity of its actions. If it is unsuccessful at driving away players or mobs by any means, the frustrated phantasm will launch a final attack on the player, finally revealing itself. It is only in this state that the phantasm may die. Upon driving out whatever invaded its space, a phantasm will resume its business until further problems arise.
Appearance:
The true form of a phantasm would only be known to the player if it were to charge at them after its tricks were persistently evaded. A phantasm would be the same size as a player, but move a bit more quickly. It would be a translucent teal in colour, and have glowing red eyes as its only facial feature. Floating slightly above the ground, a phantasm would glide rather than walk like other mobs. A phantasm would be perpetually followed by ghostly particles, which would look like end particles of a teal colour.
Attacks & Tricks:
The following should explain the methods a phantasm will use to drive away unwanted intruders:
First Tier: These are basic tricks that will drive away passive mobs. A phantasm will attempt these fifteen times (pausing for about thirty seconds between each) randomly before moving on to Second Tier.
Creating the sound of an entity hitting a stone block from behind the player
Placing a piece of redstone dust on the floor near the player
Emitting a random 'cave noise'
Playing one of the game's songs quietly in reverse
Causing a random block five blocks away from the player to have a light level of 15 for five ticks.
Making a faint image of a random Nether mob far from the player for a few seconds that will disappear if struck by the player
Second Tier: These are more aggressive and advanced tactics that will frighten away neutral mobs. A phantasm will use these with a one-minute delay between each five to ten times before moving on to the Third Tier.
Playing the death cry of a random mob
Making an image of a hostile mob one block from the player
Playing one of the game's songs or multiple songs at once in reverse
Emitting the sound of lava spreading
Making a player's health bar look as though the player suffers from Wither effect, regardless of if they do or not.
Third Tier: These are aggravated attacks that will terrify even hostile mobs. A phantasm will use these tricks with a forty-five second delay ten times before advancing to Fourth Tier.
Loudly playing the sound of a hostile mob.
Obscuring a player's view for a few ticks with the face of an aggravated hostile mob.
Playing a combination of five random sounds loudly
Darkening a player's vision so that everything is seen at a light level of five
Giving the player a brief nausea effect
Depleting a player's hunger by one whole piece
Fourth Tier: These are brutally aggressive tactics only the most frustrated phantasm will use on any entity surviving the three previous tiers of attack. With a one minute delay, a phantasm will use these methods five times before launching its final strike.
Creating a lava source five blocks from the player
Damaging the player for one heart
Pushing the player backward one block
Spawning a zombie or skeleton five blocks from the player.
Giving the player poison that will only damage them for three hearts
Creating spider webs in four blocks surrounding the player
THE FINAL ATTACK:
After failing to drive away an intruder with its initial four tiers of attack, a phantasm would launch a final, desperate attack on the player, revealing its true form and being able to die. The phantasm would rush at the player, hitting them as many times as possible and not relenting until being killed. A phantasm would have five hearts of health, and would deal two hearts on an unarmoured player with each blow. Upon dying, the phantasm will drop multiple ghast tears, bottles of enchanting, bones, rotten flesh, or (very seldom) A Shadow Claw. The player to kill a phantasm would also receive enough experience to bring them from level zero to fifteen.
Alternate Means:
Of course, no player would want to wait out the insane amount of time necessary to bring a phantasm to attack. So, a phantasm could be brought to its final state in two ways: Either by being trapped in an area in which light bothers it, or by being struck by the effects of a potion such as instant harming or poison. A player could employ either of these to aggravate a phantasm instantly without suffering its torments.
The Shadow Claw:
The Shadow Claw would be a rare drop exclusive to the Phantasm. This item could, when placed on an anvil alongside a sword or bow, provide a special, powerful enchantment to that item. When combined with a sword, a shadow claw would give the sword an Abyss enchantment. Anything struck with an Abyss sword would appear clouded with void particles for a few seconds as they would experience Nausea and the aforementioned Darkness effect. After about three seconds of this, there would be a 20% chance that the target would be immediately teleported to a random location within 100 blocks of the point at which they were struck.
When placed alongside a bow on an anvil, a Shadow Claw would provide the bow with either a Shadow Bolt enchantment or Curse enchantment. Arrows fired from a Shadow Bolt bow would be followed by a tail of void particles in their flight. They would deal 2x damage to all enemies as well as an additional 50% damage upgrade when fired in an area with a light level of less than 8. The rarer but more dangerous Curse enchantment would bring some of the phantasm's power directly into the bow to which it would be applied. When fired, arrows from a Curse bow would have a 10% chance of permanently applying a random phantasm's curse (from any tier) to its target. The curse would run on a five-minute delay and last on its target until their death. Curses would not stack.
Please don't hesitate to comment with your honest thoughts about this concept. I love to read comments to improve posts, so please anything I missed or need to improve here. Thank you for reading!
I'd say decrease the time between tricks for a little bit, it takes almost half an hour at this point. It should happen every couple of seconds, and have it be so that unless chased away by light, the phantasm will stay near its spawn point.
Also, reduce its drops a bit, it seems to me that it drops too much goodies. Instead, I'd say come up with some sort of special drop that does something cool or marginally useful, but isn't particularly purposeful in addition to a few odds and ends, sort of like the guardians dropping prismarine and sponges.
Finally, I think the spawn should be dropped down a bit as well, because wither skeletons sometimes spawn fairly fast, phantasms should have a really low spawn rate.
I actually like the idea of the "GET OUT" book, since none of the first-tier effects have any real potential to harm you; heck, very few things up until the final tier can actually harm you (the "mob face obstructing view" thing and depleting your hunger by 2 are the only ones that are likely to kill the player, the rest are nonlethal or a one-in-a-million chance). Although all it would really mean is that the player would farm them and then sell them to villagers. Maybe they like creepypastas
To be honest, it seems pretty weak. None of its attacks are terribly menacing, save for the poison and the lava source (the latter of which might be OP; what if it decides to plop lava in your wooden home? It sounds like a decent idea at first, but Minecraft is very building-oriented and I think that would tick off players more than they would like it; maybe only on normal/hard). The phantasm itself is ridiculously weak, basically being a zombie with much less health and a slight speed bonus, but that looks like it's intentional. It'd be better if it assaulted you more indirectly before attacking you; after the fourth tier, perhaps it begins confronting you by summoning a multitude of zombies/skellies whilst using the web attack on you, only coming out directly once most of them are dead.
The Bottle 'o Enchanting drop also seems pretty redundant, given that it already drops a plethora of EXP.
Personally, I think it's pretty cool. I think the rarity for which the abyss enchantment "voids" the user and target is a bit too rare. Maybe change it to, say, 100% No, seriously, maybe you could change it to something like 1% or something just a bit higher than 0.1%. Just my thoughts.
Overall: 95% Support!
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I don't like this idea. First I'll start with the special attack from the abyss enchantment. At a 0.1% chance, it will almost never happen, and a player might be afraid to apply the enchantment in the first place because if the special attack were to trigger, it would kill him. Then you have a shadow enchantment for bows which is weaker than the Power 1 enchantment.
Now on to the Phantasm itself. I think it is an unneeded mob. It usually won't affect the player at all, as any good player is constantly putting torches down wherever the spawning of mobs is undesired. If the player does run out of torches, the Phantasm would be a major annoyance. The phantasm would be able to harass the player for almost 30 minutes before being able to be killed. Unlike the Ender Dragon or Wither, you can meet the Phantasm while mining in any cave.
So to sum it up, the Phantasm is a mob that can always be driven away simply by placing a torch, and if you can't then it pesters you for half an hour. If you were to kill it, you would simply have to place torches and blocks to seal all exits, and when killed you would get a lot of experience and rarely a drop that gives an enchantments that can kill you or are less powerful than Power 1. It is too easy to kill the Phantasm for how much experience it gives, and your only other choices would be to mute your sound for 15 minutes then deal with things that would only serve to make the game unfun for another 15 minutes, or leave your cave. You would not have to deal with the Phantasm's "attacks" or leave the cave because it is so easy to either kill or simply force it to stay away.
Abyss is worthless against mobs, unless you honestly think that killing yourself to kill one measly mob is a good idea. Even in PvP I would rather go without it, as restricting an enemy's vision in that way isn't too too bad (especially in melee range) and the ".01% chance to instantly die" is kind of a deal breaker.
Shadow Bolt is decent enough but Power V is already enough to kill almost every mob in one hit. It's only really useful in PvP or in the off chance that you encounter an armored hostile and you absolutely need to shoot it.
Curse doesn't make a lot of sense. It permanently applies the effects of one of the Phantasm's attacks? How can you "permanently apply" something strictly finite, like spawning a lava source block? Will it just constantly flood your area with lava? If it chooses the "damage for two health" or "reduce hunger by 2", will it instantly kill you or instantly deplete your hunger to nothing so you starve? Even the ones that could conceivably be infinite duration are pretty odd; permanently seeing things at light level 5, permanent nausea, or (god forbid) permanently having your view obstructed by a mob's face is not pleasant. The rest are similar to those in cripplingness (for lack of a better word) or completely harmless; so there are always fake nether mobs in the distance... yay. Also, very few of these would actually effect mobs, and one (spawning a zombie or skeleton) would actually help them.
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I don't like this idea. First I'll start with the special attack from the abyss enchantment. At a 0.1% chance, it will almost never happen, and a player might be afraid to apply the enchantment in the first place because if the special attack were to trigger, it would kill him. Then you have a shadow enchantment for bows which is weaker than the Power 1 enchantment.
Now on to the Phantasm itself. I think it is an unneeded mob. It usually won't affect the player at all, as any good player is constantly putting torches down wherever the spawning of mobs is undesired. If the player does run out of torches, the Phantasm would be a major annoyance. The phantasm would be able to harass the player for almost 30 minutes before being able to be killed. Unlike the Ender Dragon or Wither, you can meet the Phantasm while mining in any cave.
So to sum it up, the Phantasm is a mob that can always be driven away simply by placing a torch, and if you can't then it pesters you for half an hour. If you were to kill it, you would simply have to place torches and blocks to seal all exits, and when killed you would get a lot of experience and rarely a drop that gives an enchantments that can kill you or are less powerful than Power 1. It is too easy to kill the Phantasm for how much experience it gives, and your only other choices would be to mute your sound for 15 minutes then deal with things that would only serve to make the game unfun for another 15 minutes, or leave your cave. You would not have to deal with the Phantasm's "attacks" or leave the cave because it is so easy to either kill or simply force it to stay away.
I hope I can address a few of your concerns with this:
1) I'll change the power on the bow's Shadow Bolt enchantment. I don't use bows, so I do not know what the different levels of 'Power' enchantments are capable of.
2) Abyss is supposed to have that double-edge to it. Possibly killing both players is a chance a player would have to decide to take.
3) I don't think the Phantasm's attacks last for anywhere near thirty minutes. I thought I fixed that.
4) Nobody has to sit through a phantasm's attacks. Leaving its area will cause it to cease bothering you.
5) You really don't have to kill it or drive it away. The phantasm's goal is for you to leave, not die.
I'm very sorry you disagree with this so strongly. I'll change what I can.
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Hello. I hope you're having a nice time on these forums.
Abyss is worthless against mobs, unless you honestly think that killing yourself to kill one measly mob is a good idea. Even in PvP I would rather go without it, as restricting an enemy's vision in that way isn't too too bad (especially in melee range) and the ".01% chance to instantly die" is kind of a deal breaker.
Shadow Bolt is decent enough but Power V is already enough to kill almost every mob in one hit. It's only really useful in PvP or in the off chance that you encounter an armored hostile and you absolutely need to shoot it.
Curse doesn't make a lot of sense. It permanently applies the effects of one of the Phantasm's attacks? How can you "permanently apply" something strictly finite, like spawning a lava source block? Will it just constantly flood your area with lava? If it chooses the "damage for two health" or "reduce hunger by 2", will it instantly kill you or instantly deplete your hunger to nothing so you starve? Even the ones that could conceivably be infinite duration are pretty odd; permanently seeing things at light level 5, permanent nausea, or (god forbid) permanently having your view obstructed by a mob's face is not pleasant. The rest are similar to those in cripplingness (for lack of a better word) or completely harmless; so there are always fake nether mobs in the distance... yay. Also, very few of these would actually effect mobs, and one (spawning a zombie or skeleton) would actually help them.
Due to what you and multiple others have said, I think I'm going to just change Abyss entirely.
The way Curse would work is this: When Cursed, a player will permanently experience one of the phantasm's effects on a five-minute delay. This means that the effects, which all last for a brief period of five to ten seconds, will repeat every five minutes to the person to whom they are applied.
Constant effects would just be horrible.
I agree that the effects wouldn't do much to mobs, which is why I think it would be best if the mobs would just flee from the area upon the phantasm reaching a certain tier of attack.
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Hello. I hope you're having a nice time on these forums.
Honestly, it seems like an awesome idea, but you may want to cut off its amount of attacks for it to be more "Vanilla" like.
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honestly... A psychologically based mob in a game that has ZERO chance of scaring players anyway? This mob will be nothing more than a real annoying nuisance. It's ridiculous.
i hate to say it, but your idea of getting this mob in the game is a "phantasy"...
It is an interesting idea, but I can't really see it happening. As others have said, this is a mob with an almost too diverse list of abilities, which would require a bit of complex AI, more than any other mob in the game. And throughout all of that, past the initial unexpected scary moments when players are not used to the mob, it becomes a half hour of irritation or a couple of extra torches being placed.
As an alternative, it would be interesting to see this mob being nerfed and given different attack methods. Instead of having a huge assortment of creepy (followed by annoying) abilities, it could just get behind players while invisible, then take the form of a hostile mob and gain their abilities temporarily. For example, it might take the form of a Skeleton to shoot you, or take the form of a Creeper and run at you to explode. Regardless of what form it takes, when you hit it it will briefly take the normal appearance of the Phantasm, before turning invisible and teleporting away briefly to try again. All of the attacks would do a moderate amount of damage, and all the damage would be the same for each attack. This includes a Creeper explosion, which doesn't actually break blocks as it isn't a true explosion. If it becomes a Creeper and explodes, it simply behaves as if you hit it and teleports away to attack again.
Give it 40 or 50 health, and you have yourself a mob. From my experience playing, a mob jumping me from behind in a probably well lit area is way more surprising than a bunch of creepy noises and quick flashes of images. This is because it makes you question if you made your area secure. "Did I light the area properly? Is there some hole in this cave that I missed?" and other questions like that.
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honestly... A psychologically based mob in a game that has ZERO chance of scaring players anyway? This mob will be nothing more than a real annoying nuisance. It's ridiculous.
i hate to say it, but your idea of getting this mob in the game is a "phantasy"...
I'm sorry you hate this idea so much, but could you please explain why so that it may be improved?
WHY does it have "zero chance" of driving away players? Why is it only a nuisance?
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Hello. I hope you're having a nice time on these forums.
After failing to drive away an intruder with its initial four tiers of attack, a phantasm would launch a final, desperate attack on the player, revealing its true form and being able to die. The phantasm would rush at the player, hitting them as many times as possible and not relenting until being killed. A phantasm would have five hearts of health, and would deal two hearts on an unarmoured player with each blow. Upon dying, the phantasm will drop multiple ghast tears, bottles of enchanting, bones, rotten flesh, or (very seldom) A Shadow Claw. The player to kill a phantasm would also receive enough experience to bring them from level zero to fifteen.
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Thank you for pointing this out! I'll fix that!
Also, reduce its drops a bit, it seems to me that it drops too much goodies. Instead, I'd say come up with some sort of special drop that does something cool or marginally useful, but isn't particularly purposeful in addition to a few odds and ends, sort of like the guardians dropping prismarine and sponges.
Finally, I think the spawn should be dropped down a bit as well, because wither skeletons sometimes spawn fairly fast, phantasms should have a really low spawn rate.
But yeah, support! This is pretty cool.
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At least, not yet.
it seems pretty good from all the explaining nice job but I think minecraft has already enough mobs
To be honest, it seems pretty weak. None of its attacks are terribly menacing, save for the poison and the lava source (the latter of which might be OP; what if it decides to plop lava in your wooden home? It sounds like a decent idea at first, but Minecraft is very building-oriented and I think that would tick off players more than they would like it; maybe only on normal/hard). The phantasm itself is ridiculously weak, basically being a zombie with much less health and a slight speed bonus, but that looks like it's intentional. It'd be better if it assaulted you more indirectly before attacking you; after the fourth tier, perhaps it begins confronting you by summoning a multitude of zombies/skellies whilst using the web attack on you, only coming out directly once most of them are dead.
The Bottle 'o Enchanting drop also seems pretty redundant, given that it already drops a plethora of EXP.
Personally, I think it's pretty cool. I think the rarity for which the abyss enchantment "voids" the user and target is a bit too rare. Maybe change it to, say,
100%No, seriously, maybe you could change it to something like 1% or something just a bit higher than 0.1%. Just my thoughts.Overall: 95% Support!
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Now on to the Phantasm itself. I think it is an unneeded mob. It usually won't affect the player at all, as any good player is constantly putting torches down wherever the spawning of mobs is undesired. If the player does run out of torches, the Phantasm would be a major annoyance. The phantasm would be able to harass the player for almost 30 minutes before being able to be killed. Unlike the Ender Dragon or Wither, you can meet the Phantasm while mining in any cave.
So to sum it up, the Phantasm is a mob that can always be driven away simply by placing a torch, and if you can't then it pesters you for half an hour. If you were to kill it, you would simply have to place torches and blocks to seal all exits, and when killed you would get a lot of experience and rarely a drop that gives an enchantments that can kill you or are less powerful than Power 1. It is too easy to kill the Phantasm for how much experience it gives, and your only other choices would be to mute your sound for 15 minutes then deal with things that would only serve to make the game unfun for another 15 minutes, or leave your cave. You would not have to deal with the Phantasm's "attacks" or leave the cave because it is so easy to either kill or simply force it to stay away.
Shadow Bolt is decent enough but Power V is already enough to kill almost every mob in one hit. It's only really useful in PvP or in the off chance that you encounter an armored hostile and you absolutely need to shoot it.
Curse doesn't make a lot of sense. It permanently applies the effects of one of the Phantasm's attacks? How can you "permanently apply" something strictly finite, like spawning a lava source block? Will it just constantly flood your area with lava? If it chooses the "damage for two health" or "reduce hunger by 2", will it instantly kill you or instantly deplete your hunger to nothing so you starve? Even the ones that could conceivably be infinite duration are pretty odd; permanently seeing things at light level 5, permanent nausea, or (god forbid) permanently having your view obstructed by a mob's face is not pleasant. The rest are similar to those in cripplingness (for lack of a better word) or completely harmless; so there are always fake nether mobs in the distance... yay. Also, very few of these would actually effect mobs, and one (spawning a zombie or skeleton) would actually help them.
I hope I can address a few of your concerns with this:
1) I'll change the power on the bow's Shadow Bolt enchantment. I don't use bows, so I do not know what the different levels of 'Power' enchantments are capable of.
2) Abyss is supposed to have that double-edge to it. Possibly killing both players is a chance a player would have to decide to take.
3) I don't think the Phantasm's attacks last for anywhere near thirty minutes. I thought I fixed that.
4) Nobody has to sit through a phantasm's attacks. Leaving its area will cause it to cease bothering you.
5) You really don't have to kill it or drive it away. The phantasm's goal is for you to leave, not die.
I'm very sorry you disagree with this so strongly. I'll change what I can.
Due to what you and multiple others have said, I think I'm going to just change Abyss entirely.
The way Curse would work is this: When Cursed, a player will permanently experience one of the phantasm's effects on a five-minute delay. This means that the effects, which all last for a brief period of five to ten seconds, will repeat every five minutes to the person to whom they are applied.
Constant effects would just be horrible.
I agree that the effects wouldn't do much to mobs, which is why I think it would be best if the mobs would just flee from the area upon the phantasm reaching a certain tier of attack.
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i hate to say it, but your idea of getting this mob in the game is a "phantasy"...
You could try making a mod of this though.
As an alternative, it would be interesting to see this mob being nerfed and given different attack methods. Instead of having a huge assortment of creepy (followed by annoying) abilities, it could just get behind players while invisible, then take the form of a hostile mob and gain their abilities temporarily. For example, it might take the form of a Skeleton to shoot you, or take the form of a Creeper and run at you to explode. Regardless of what form it takes, when you hit it it will briefly take the normal appearance of the Phantasm, before turning invisible and teleporting away briefly to try again. All of the attacks would do a moderate amount of damage, and all the damage would be the same for each attack. This includes a Creeper explosion, which doesn't actually break blocks as it isn't a true explosion. If it becomes a Creeper and explodes, it simply behaves as if you hit it and teleports away to attack again.
Give it 40 or 50 health, and you have yourself a mob. From my experience playing, a mob jumping me from behind in a probably well lit area is way more surprising than a bunch of creepy noises and quick flashes of images. This is because it makes you question if you made your area secure. "Did I light the area properly? Is there some hole in this cave that I missed?" and other questions like that.
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I'm sorry you hate this idea so much, but could you please explain why so that it may be improved?
WHY does it have "zero chance" of driving away players? Why is it only a nuisance?