I've seen this suggested in other threads but my idea is a little different. It's a simplified 'squid ink' idea using features already coded in the Minecraft game! The simplified idea means it uses less code to implement, and fewer code changes means fewer bugs.
Scenario:
You're swimming underwater and come across a squid, and you want to whack it with your sword. Or a stick. Or maybe a pork chop. So you whack it, and you hear a wet 'swishing' sound followed by blindness! The blindness lasts for five seconds, then all is once again normal. After blindness wears off, you continue to beat the squid until it finally dies.
How it works:
To get inked, you have to be fully submerged in water (far enough underwater where the 'air meter' appears). You won't get inked if you're wading in waist-deep water, and you won't get inked if you're swimming on the surface with your head out of the water.
You'll only get inked if you harm the squid. You won't get inked if you can kill it in one blow.
Squids only ink you 25 percent of the time. You have a relatively decent chance to whack a squid and not get inked.
If you get inked, it lasts about five seconds no matter what. For example, if you are inked and then swim to the surface, you'll still have to wait for the 'ink' effect to wear off before you can see again.
Flowchart:
Squid got damaged
-> Is the damage caused by a player and that player's completely underwater?
- Yes, go to Ink Routine.
- No, go to Damage Routine.
Ink Routine
-> Is the damage caused by the player greater than the Squid's current health?
- Yes, go to Squid Death
- No, is (rnd*100) < 25?
--Yes, play an 'ink squirt' sound at Squid's coordinates and cast Blindness on attacker for 5 seconds.
--No, continue
Damage Routine
health = health - damage...
-> Is 'health' <= 0?
- Yes, go to Squid Death
- No, exit 'Squid Got Damaged' routine
Squid Death
-> Is death caused by a player?
- Yes, drop some ink sacs based on 'Looting' value of weapon and also drop some experience orbs
- No, drop some ink sacs and continue
Do the death animation for the squid entity
That's about it, pretty much the only thing added to the Minecraft code is the simple test to see if a player gets inked, then play a sound and cast 'Blindness' for five seconds. I think it would be pretty fun if squids could 'ink' an attacking player, it would definitely make attacking a squid more interesting. Maybe for more of a challenge, if a squid inks a player then it's less likely that it would drop an ink sac. Or maybe, the 'Ink Routine' in my flowchart could test for other underwater players close to the attacked squid, and the ink effect could affect them too... Lots of possibilities! What do you think?
Sure, I can dig this. It would be a minor pain in the butt, but considering the Squid is a stupid (as far as AI), mostly useless animal, why not make it a bit more interesting?
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Quite a lot of detail just for squids inking us, but I guess that's better than "squids blinds players with their ink, nuff sed."
Support.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
First of all, WOW! I've seen less detail on more complicated suggestions than this.Nicely done!
And you have my support. Although, as teesee said, 5 seconds wold get annoying after a while. It's not something that needs to be changed though. (Who would go after squids long enough for that to be annoying?)
First of all, WOW! I've seen less detail on more complicated suggestions than this.Nicely done!
And you have my support. Although, as teesee said, 5 seconds wold get annoying after a while. It's not something that needs to be changed though. (Who would go after squids long enough for that to be annoying?)
I'm currently making a large volcano out of Black Stained Clay (because there are ZERO blocks that look good for a volcano, and that is close enough). I've used somewhere along the lines of 150 Ink Sacs so far and will need at least another stack of them lol. I agree that 3 seconds would be much nicer, although it wouldn't be an issue if my Sword had gotten Sharpness instead of Knockback :c
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It is interesting to note that in Pocket Edition they already have a similar defense, except in this case they produce particles, so you don't have to worry about getting blinded even if you leave the water and it looks more realistic:
In Pocket Edition, squids produce a cloud of black ink particles and rapidly swim away in the opposite direction from the player when attacked.
As noted, getting a blindness effect seems a bit too much, but adding the Pocket Edition's method to the PC version would make them more interesting and somewhat harder to kill, which I'd support (they also swim away on the PC version but they don't move that fast). Also, in 1.9 you need a Sharpness V diamond sword (as opposed to Sharpness II in 1.8) to kill them in one hit so these effects would happen quite often unless you splurged to get such a sword (the Mending enchantment makes it much more practical since you don't need to repair it on the anvil (getting Sharpness V means you forfeit one out of six possible repairs), but this enchantment is rare).
For a mob that only drops an item that serves to be aesthetic... this is just annoying to add. It would be much more reasonable only if the squid had something worth hunting it for. Ink sacs are not an essential in survival if you know what I mean.
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Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
OP: Multicoloured wood stuff!!!! More wood kinds! Community: Would love this! Support! Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts! 2 days later: Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
This would be very interesting idea. Making squids "shoot" out ink But i have a question *Raises fake hand* if you get "inked" can you collect the ink? Overall.
I meant for a mob that drops something so limited in use.. is a defense mechanism necessary? Particles would be okay, but blindness underwater is a little too much. Look at pigs and cows. They are essential sources of easy food. They don't have a defense mechanism.
Rollback Post to RevisionRollBack
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
OP: Multicoloured wood stuff!!!! More wood kinds! Community: Would love this! Support! Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts! 2 days later: Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
Your idea of squids blinding the player for a few seconds by "inking" them is great idea !
However, the way you go about it is all wrong. It would create a precedent. Just use the way all other mobs already behave for such things !
Making the squid being able to make an quasi-instantaneous counter-attack occurring exactly 25% of the time on each attack, is not how it should be done.
First of all, a few players all striking by hand on the squid would result in lots of inking attack, while a player striking only once with a big attack, then waiting waiting and waiting doing nothing right besides the squid, would only get a single 25% odds of a counter-attack. That is just plainly not how "peaceful until attacked" mobs behave, at all.
So get rid of that entire flowchart thing. I know the code change would be minimal, bu it just would not "fit" with the way all other mobs are designed.
Instead do it properly:
Squids become a Neutral mob. Like all neutral mobs, when attacked they go in aggro mode. However, their aggro mode AI is to close to attack range, attack once, and then flee. When they have fled to a sufficient range (say, 16 blocks), they will not flee anymore, and will start roam as in in passive mode, but will "stay prudent" meaning that if player comes quite close again, then they will again attack, only to flee again. Like all aggro mobs that are out of aggro range, and unable to see the player, after a while they return to complete passivity.
Squids get an "inking" attack. This attack uses a wet squid sound AND is displayed using a quick stream of black particles (amount displayed depends on Video Options -> Particles). This ink attack has a fixed "rate of attack" -- like all mobs it can attack only at a fixed rate, which does NOT depend on the player's attack rate. This ink attack has a short range that would be only a tiny big bigger than the player's melee range. That attack would not deal damage, instead some good odds of inflicting the Blindness effect on the player for a fixed amount of seconds.
5 seconds seems relatively short IMHO, but still ok. However, 25% odds seems really low. After all, a squid only has 10 hit points. Which means even a simple wooden sword is a kill in only 2 whacks, which means the squid will usually only have time for making one attack. So I'd go with inflicting the Blinding effect 100% of the time. heck, a good player could time his 2nd attack to kill the squid BEFORE it has had a chance to react to make it's own blinding attack. Or the player could have a good weapon with high Sharpness for an almost guaranteed insta-kill. Or jump on a squid that is at the surface for a critical hit, again getting an insta-kill.
Even for players so bad that they would get inked ALL the time, seriously, it's not as if being blinded only for a few seconds could be considered serious here. Factor in the entire situation that would occur at least 99% of the time: Blinded while in a cramped tunnel on uneven floor with deep holes around you while trying to flee while surrounded by several enemies and some of them are shooting at you or can blow you up from any direction, well, I agree, that can be bad. But Blinded when against a single "enemy" that won't go aggro until you start attacking and can't even really damage you and you can simply swim upwards to get out of the situation, and all other enemies - if there are any - can't reach you until you decide to actually swim up, that is only a very minor annoyance.
And this new squid would not require massive code changes, either.
I'd also add that these:
- Squids on ground try to move towards water (with a slow progression);
- Squids like to "eat" bobbing fishhooks, sometimes getting "caught" with good odds of escaping (damaging the fishing rod), and small odds of being able to pull them towards you.
In short, anything to add a bit of action for the players that are interacting with the watery environment !
I've seen this suggested in other threads but my idea is a little different. It's a simplified 'squid ink' idea using features already coded in the Minecraft game! The simplified idea means it uses less code to implement, and fewer code changes means fewer bugs.
Scenario:
You're swimming underwater and come across a squid, and you want to whack it with your sword. Or a stick. Or maybe a pork chop. So you whack it, and you hear a wet 'swishing' sound followed by blindness! The blindness lasts for five seconds, then all is once again normal. After blindness wears off, you continue to beat the squid until it finally dies.
How it works:
Flowchart:
Squid got damaged
-> Is the damage caused by a player and that player's completely underwater?
- Yes, go to Ink Routine.
- No, go to Damage Routine.
Ink Routine
-> Is the damage caused by the player greater than the Squid's current health?
- Yes, go to Squid Death
- No, is (rnd*100) < 25?
--Yes, play an 'ink squirt' sound at Squid's coordinates and cast Blindness on attacker for 5 seconds.
--No, continue
Damage Routine
health = health - damage...
-> Is 'health' <= 0?
- Yes, go to Squid Death
- No, exit 'Squid Got Damaged' routine
Squid Death
-> Is death caused by a player?
- Yes, drop some ink sacs based on 'Looting' value of weapon and also drop some experience orbs
- No, drop some ink sacs and continue
Do the death animation for the squid entity
That's about it, pretty much the only thing added to the Minecraft code is the simple test to see if a player gets inked, then play a sound and cast 'Blindness' for five seconds. I think it would be pretty fun if squids could 'ink' an attacking player, it would definitely make attacking a squid more interesting. Maybe for more of a challenge, if a squid inks a player then it's less likely that it would drop an ink sac. Or maybe, the 'Ink Routine' in my flowchart could test for other underwater players close to the attacked squid, and the ink effect could affect them too... Lots of possibilities! What do you think?
Sure, I can dig this. It would be a minor pain in the butt, but considering the Squid is a stupid (as far as AI), mostly useless animal, why not make it a bit more interesting?
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
SUPPORT
I like the idea of getting inked in the face, but I feel you over complicated it a bit. I don't think you need the flowchart.
I'm almost completely inactive, in case you're trawling through really old threads and notice me somewhere.
Quite a lot of detail just for squids inking us, but I guess that's better than "squids blinds players with their ink, nuff sed."
Support.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
First of all, WOW! I've seen less detail on more complicated suggestions than this.Nicely done!
And you have my support. Although, as teesee said, 5 seconds wold get annoying after a while. It's not something that needs to be changed though. (Who would go after squids long enough for that to be annoying?)
I'm currently making a large volcano out of Black Stained Clay (because there are ZERO blocks that look good for a volcano, and that is close enough). I've used somewhere along the lines of 150 Ink Sacs so far and will need at least another stack of them lol. I agree that 3 seconds would be much nicer, although it wouldn't be an issue if my Sword had gotten Sharpness instead of Knockback :c
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Wow, nice idea. Seeing that the feature is already in Minecraft: Pocket Edition, I think it has an even better chance of being implemented.
Full Support!
"Ah, my old foe. The English language. We meet again."
Lol.
I usually get a squid farm set up mid game anyway so I don't really hunt squids personally.
+1 anyway.
It is interesting to note that in Pocket Edition they already have a similar defense, except in this case they produce particles, so you don't have to worry about getting blinded even if you leave the water and it looks more realistic:
As noted, getting a blindness effect seems a bit too much, but adding the Pocket Edition's method to the PC version would make them more interesting and somewhat harder to kill, which I'd support (they also swim away on the PC version but they don't move that fast). Also, in 1.9 you need a Sharpness V diamond sword (as opposed to Sharpness II in 1.8) to kill them in one hit so these effects would happen quite often unless you splurged to get such a sword (the Mending enchantment makes it much more practical since you don't need to repair it on the anvil (getting Sharpness V means you forfeit one out of six possible repairs), but this enchantment is rare).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I thought I said that...
"Ah, my old foe. The English language. We meet again."
For a mob that only drops an item that serves to be aesthetic... this is just annoying to add. It would be much more reasonable only if the squid had something worth hunting it for. Ink sacs are not an essential in survival if you know what I mean.
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
Community: Would love this! Support!
Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts!
2 days later:
Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
This would be very interesting idea. Making squids "shoot" out ink But i have a question *Raises fake hand* if you get "inked" can you collect the ink? Overall.
SUPPORT
I meant for a mob that drops something so limited in use.. is a defense mechanism necessary? Particles would be okay, but blindness underwater is a little too much. Look at pigs and cows. They are essential sources of easy food. They don't have a defense mechanism.
Sometimes I think people pay more immediate attention to joke, troll, vague, and wrong section threads here instead of the actual proper suggestions.
Community: Would love this! Support!
Me: STOP IT. STOP NO. NOOOOOOOOOOOOOOOOO
Me: Posts*
Community: Hey look! A thread with no comments! Lets leave it empty and let it die without even giving any thoughts!
2 days later:
Me: What the... where's the thread.... oh page 10
Other notes:
> If you make a banner that doesn't link back to your thread, I'll hate you a little.
> Stop suggesting: lighted torch holding, retarded bosses, new dimensions, thirst, natural disasters.
> If you don't support a gun thread because it is "OP" and "unfitting" when it clearly isn't, (eg that musket thread), I will hunt you, and I will absorb your life essence.
Support. Nice little detail that would make Minecraft so much more interesting.
“Cats are connoisseurs of comfort.”
― James Herriot, James Herriot's Cat Stories
Your idea of squids blinding the player for a few seconds by "inking" them is great idea !
However, the way you go about it is all wrong. It would create a precedent. Just use the way all other mobs already behave for such things !
Making the squid being able to make an quasi-instantaneous counter-attack occurring exactly 25% of the time on each attack, is not how it should be done.
First of all, a few players all striking by hand on the squid would result in lots of inking attack, while a player striking only once with a big attack, then waiting waiting and waiting doing nothing right besides the squid, would only get a single 25% odds of a counter-attack. That is just plainly not how "peaceful until attacked" mobs behave, at all.
So get rid of that entire flowchart thing. I know the code change would be minimal, bu it just would not "fit" with the way all other mobs are designed.
Instead do it properly:
Squids become a Neutral mob. Like all neutral mobs, when attacked they go in aggro mode. However, their aggro mode AI is to close to attack range, attack once, and then flee. When they have fled to a sufficient range (say, 16 blocks), they will not flee anymore, and will start roam as in in passive mode, but will "stay prudent" meaning that if player comes quite close again, then they will again attack, only to flee again. Like all aggro mobs that are out of aggro range, and unable to see the player, after a while they return to complete passivity.
Squids get an "inking" attack. This attack uses a wet squid sound AND is displayed using a quick stream of black particles (amount displayed depends on Video Options -> Particles). This ink attack has a fixed "rate of attack" -- like all mobs it can attack only at a fixed rate, which does NOT depend on the player's attack rate. This ink attack has a short range that would be only a tiny big bigger than the player's melee range. That attack would not deal damage, instead some good odds of inflicting the Blindness effect on the player for a fixed amount of seconds.
5 seconds seems relatively short IMHO, but still ok. However, 25% odds seems really low. After all, a squid only has 10 hit points. Which means even a simple wooden sword is a kill in only 2 whacks, which means the squid will usually only have time for making one attack. So I'd go with inflicting the Blinding effect 100% of the time. heck, a good player could time his 2nd attack to kill the squid BEFORE it has had a chance to react to make it's own blinding attack. Or the player could have a good weapon with high Sharpness for an almost guaranteed insta-kill. Or jump on a squid that is at the surface for a critical hit, again getting an insta-kill.
Even for players so bad that they would get inked ALL the time, seriously, it's not as if being blinded only for a few seconds could be considered serious here. Factor in the entire situation that would occur at least 99% of the time: Blinded while in a cramped tunnel on uneven floor with deep holes around you while trying to flee while surrounded by several enemies and some of them are shooting at you or can blow you up from any direction, well, I agree, that can be bad. But Blinded when against a single "enemy" that won't go aggro until you start attacking and can't even really damage you and you can simply swim upwards to get out of the situation, and all other enemies - if there are any - can't reach you until you decide to actually swim up, that is only a very minor annoyance.
And this new squid would not require massive code changes, either.
I'd also add that these:
- Squids on ground try to move towards water (with a slow progression);
- Squids like to "eat" bobbing fishhooks, sometimes getting "caught" with good odds of escaping (damaging the fishing rod), and small odds of being able to pull them towards you.
In short, anything to add a bit of action for the players that are interacting with the watery environment !
Like the idea. Sounds cool
Support.