No, why don't you come up with a counter-argument. It would all be part of the commitment you make when you kill a boss. So, don't kill a bosa unless you are ready for this challenge. They'd be attacking your home base. It'd be really easy to build walls, moats, and towers, to facilitate these events.
And if I don't kill the bosses, then I won't be able to access the REAL end-game content, like the End Cities which only spawn AFTER you beat the Ender Dragon, or Beacons? And I shouldn't have to create some giant house with 3 layers of walls AND a huge roof just to prevent myself from dying to 30+ mobs. My average wooden house is all I need as a home-base. And even if I put a bunch of defenses up, Endermen will just teleport pass all of that, rendering the defenses useless.
Would a decorator / explorer / builder slay an Enderdragon if they don't want to fight? If they didn't mind in killing the Enderdragon, they wouldn't be bothered by the siege / hordes. Also, this is a mod, not a suggestion for vanilla nor a snapshot / update. I mean, those players who wouldn't like more organised and challenging mobs assaults wouldn't download the mod...
A builder/decorator would slay the Ender Dragon to get access to the new blocks and items in the End.
An explorer would slay the Ender Dragon so they can travel through the new areas in the End, and possible get some good loot and items.
And if I don't kill the bosses, then I won't be able to access the REAL end-game content, like the End Cities which only spawn AFTER you beat the Ender Dragon, or Beacons? And I shouldn't have to create some giant house with 3 layers of walls AND a huge roof just to prevent myself from dying to 30+ mobs. My average wooden house is all I need as a home-base. And even if I put a bunch of defenses up, Endermen will just teleport pass all of that, rendering the defenses useless.
My reasoning still stands.
They don't spawn all at once, so it will be easy enough to handle. Witches will be stopped dead by one wall. They can't open doors, teleport, or fly. Endermen will teleport away and become neutral when they touch water, so make a moat. Put slabs on the roof of your house if you don't want to make a moat. There are things you could do. Think.
Explorers will have a spawn. Where else are they going to dump their loot and have temporary reprieve? And if they happen to be there when this stuff happens...
Builders don't generally want to waste time fighting mobs. They want to build. And they don't necessarily want to build a ton of defenses.
Engineers don't generally want to waste time building traps. Take a look at redstone devices on Youtube. How many of those defensive devices?
Story-builders are the kind of people who make up stories as they go along, creating a narrative for what they're doing and making things to fit that narrative. They will not appreciate being interrupted.
Story-wanters are the kind of people who want to find things that may create a story, such as the various temples and the dragon. They would probably enjoy this.
Decorators are kind of a specialized subset of builders who are very concerned with aesthetics. Creative mode may appeal to a number of them, but there is still a certain satisfaction in actually earning the supplies needed to construct things. And the End has quite a few blocks that are good for decoration.
I am an item hoarder. I'm more concerned about gathering supplies than knowing what those supplies will be used for, simply because I enjoy the act of gathering supplies. Fighting mobs is only for when I need supplies, a means to an end. It's not an end itself.
Are there commands that can stop these and only these?
I completely agree with you on all of these points. The only type of playstyles I see this suggestion aimed for are Risk-takers and Hardcore-players.
They don't spawn all at once, so it will be easy enough to handle. Witches will be stopped dead by one wall. They can't open doors, teleport, or fly. Endermen will teleport away and become neutral when they touch water, so make a moat. Put slabs on the roof of your house if you don't want to make a moat. There are things you could do. Think.
Endermen can teleport PAST the water, it has happened to me before. Also, your statement about Witches being stopped by one wall is invalid. Here is a quote from your original post:
"Some witches will spawn riding a broom, raining destruction from above."
This clearly shows that Witches can get around most, if not all of my defenses. Also, I should not be required to make the roof of my house out of slabs just to protect myself from a huge wave of endermen.
Endermen can teleport PAST the water, it has happened to me before. Also, your statement about Witches being stopped by one wall is invalid. Here is a quote from your original post:
"Some witches will spawn riding a broom, raining destruction from above."
This clearly shows that Witches can get around most, if not all of my defenses. Also, I should not be required to make the roof of my house out of slabs just to protect myself from a huge wave of endermen.
I changed that. Or at least I meant to if I haven't already. And some Endermen may teleport past the water, but most will not.
Explorers will have a spawn. Where else are they going to dump their loot and have temporary reprieve? And if they happen to be there when this stuff happens...
Builders don't generally want to waste time fighting mobs. They want to build. And they don't necessarily want to build a ton of defenses.
Engineers don't generally want to waste time building traps. Take a look at redstone devices on Youtube. How many of those defensive devices?
Story-builders are the kind of people who make up stories as they go along, creating a narrative for what they're doing and making things to fit that narrative. They will not appreciate being interrupted.
Story-wanters are the kind of people who want to find things that may create a story, such as the various temples and the dragon. They would probably enjoy this.
Decorators are kind of a specialized subset of builders who are very concerned with aesthetics. Creative mode may appeal to a number of them, but there is still a certain satisfaction in actually earning the supplies needed to construct things. And the End has quite a few blocks that are good for decoration.
I am an item hoarder. I'm more concerned about gathering supplies than knowing what those supplies will be used for, simply because I enjoy the act of gathering supplies. Fighting mobs is only for when I need supplies, a means to an end. It's not an end itself.
Are there commands that can stop these and only these?
Would it make you all happy if it was counted as "Mob Griefing", and thus could be disabled? Or it's own command "Mob Siege"?
Endermen can teleport PAST the water, it has happened to me before. Also, your statement about Witches being stopped by one wall is invalid. Here is a quote from your original post:
"Some witches will spawn riding a broom, raining destruction from above."
This clearly shows that Witches can get around most, if not all of my defenses. Also, I should not be required to make the roof of my house out of slabs just to protect myself from a huge wave of endermen.
I don't remember how, but there was a way Endermen wouldn't teleport wherever they wanted in Endermen farms, I think it was... glass under carpets, maybe? It involved carpets. Also it's aesthetic, and would give some fun to decorators. "Think."
Rollback Post to RevisionRollBack
"If I say something in all caps, 9 times out of 10 it isn't me yelling, but more so me just trying to make the word stand out." -jcm2606
I don't remember how, but there was a way Endermen wouldn't teleport wherever they wanted in Endermen farms, I think it was... glass under carpets, maybe? It involved carpets. Also it's aesthetic, and would give some fun to decorators. "Think."
But I am not a decorator. I shouldn't have to add 10+ defenses to my house just to protect myself against these mobs. Also, I think that Mojang allowed monsters to walk over carpets in a recent update.
Also, telling someone to think of ways to protect themselves from something like this is a poor excuse to defend a suggestion and to strike opposers down. Actually give me reasons on why a mechanic that allows lots of mobs to spawn by your base, sabotage it, and can't be disabled by ANY means other than not beating any bosses, is a good idea.
But I am not a decorator. I shouldn't have to add 10+ defenses to my house just to protect myself against these mobs. Also, I think that Mojang allowed monsters to walk over carpets in a recent update.
Also, telling someone to think of ways to protect themselves from something like this is a poor excuse to defend a suggestion and to strike opposers down. Actually give me reasons on why a mechanic that allows lots of mobs to spawn by your base, sabotage it, and can't be disabled by ANY means other than not beating any bosses, is a good idea.
Check the OP again. It can be disabled with a new command. I got the idea from Terraria, and edited it a bit to fit minecraft. (I didn't directly copy it, just the concept of mobs forming an attack on your base.) Most players (Ones who enjoy combat, at least) would like this idea. If you don't like it, fine then. Disable it. Problem solved, let's move on with our lives. I would reply and tell you that "telling someone to think of ways to protect themselves" proves that this idea would put a nice need for defense strategy, to go along with attack strategy. However, you seem to be incredibly biased towards this suggestion, so have a nice day.
I got the idea from Terraria... Most players (Ones who enjoy combat, at least) would like this idea. If you don't like it, fine then. Disable it. Problem solved, let's move on with our lives. I would reply and tell you that "telling someone to think of ways to protect themselves" proves that this idea would put a nice need for defense strategy, to go along with attack strategy. However, you seem to be incredibly biased towards this suggestion, so have a nice day.
Bias is an inherent part of humanity. Everyone is biased. Please do not state the obvious, that people are biased for or against your suggestion. You, for example, are biased for this suggestion. I'm not even going to talk about that beyond saying it because it was inherently pointless to say to begin with.
Terraria is not Minecraft, and ideas from Terraria are not well-suited to Minecraft. Terraria is meant to be a challenging, linear game. Minecraft is meant to be a creativity toy that happens to have monsters in it.
Forcing people to defend themselves is not putting in a nice need for defense strategy by any means. Mojang once released an April Fools joke version of Minecraft, Minecraft 2.0 Super Hostile mode. Please find, download, and play it, and note how randomly punishing the player is not a fun experience.
For a better reference for a nice need for defense strategy, please take note how shields have allowed people feel like they are more involved in strategically defending themselves. Without artificial difficulty.
Do not refer to a "most" unless you have a statistically significant sample size. 18 people on your poll is not a "most" when you're talking about all of the Minecraft playerbase.
And finally, if your idea is bad, then it doesn't matter if it's optional. It's still bad regardless of whether we play with it or not.
No. Being optional doesn't make it good. If your idea was perfectly balanced, it wouldn't have to be optional anyways. Zombies breaking down doors is optional. Creepers breaking blocks is optional. Are those bad?
Bias is an inherent part of humanity. Everyone is biased. Please do not state the obvious, that people are biased for or against your suggestion. You, for example, are biased for this suggestion. I'm not even going to talk about that beyond saying it because it was inherently pointless to say to begin with. Yes, I am biased for this suggestion, because I thought it through enough, and really like it.
Terraria is not Minecraft, and ideas from Terraria are not well-suited to Minecraft. Terraria is meant to be a challenging, linear game. Minecraft is meant to be a creativity toy that happens to have monsters in it. You can't say that combat isn't a big part of this game. The latest update was named "The Combat Update"
Forcing people to defend themselves is not putting in a nice need for defense strategy by any means. Mojang once released an April Fools joke version of Minecraft, Minecraft 2.0 Super Hostile mode. Please find, download, and play it, and note how randomly punishing the player is not a fun experience. While I haven't played it, I have watched videos. Unlimited Blazes and Endermen and whatnot spawning everywhere is not on the same plane as mob sieges. They would spawn 30 in total, 5-7 mobs at a time. More would not spawn until the current ones are dead.
For a better reference for a nice need for defense strategy, please take note how shields have allowed people feel like they are more involved in strategically defending themselves. Without artificial difficulty. I think you misunderstood what I meant by "defense." Currently, the only major events are the player's attacks on the Monument, The Ender Dragon, End Cities, Nether Fortresses, End Cities, you name it. By defense, I meant the tables are turned. Now, the mobs are on your doorstep.
Do not refer to a "most" unless you have a statistically significant sample size. 18 people on your poll is not a "most" when you're talking about all of the Minecraft playerbase. I can take a sample size of anything. Its called an average. Based on current feedback, most people support it.
And finally, if your idea is bad, then it doesn't matter if it's optional. It's still bad regardless of whether we play with it or not. You haven't given any facts as to why my idea is bad. You have just stated that it's "punishing", and "not fun", which are your opinions.
Check the OP again. It can be disabled with a new command. I got the idea from Terraria, and edited it a bit to fit minecraft. (I didn't directly copy it, just the concept of mobs forming an attack on your base.) Most players (Ones who enjoy combat, at least) would like this idea. If you don't like it, fine then. Disable it. Problem solved, let's move on with our lives. I would reply and tell you that "telling someone to think of ways to protect themselves" proves that this idea would put a nice need for defense strategy, to go along with attack strategy. However, you seem to be incredibly biased towards this suggestion, so have a nice day.
Yeah, the command to disable it is finally added: {mobsiege: false}
Is it suppose to be a gamerule, or a new command altogether? If it is suppose to be a new command altogether, then it should have a "/" before it.
Yeah, the command to disable it is finally added: {mobsiege: false}
Is it suppose to be a gamerule, or a new command altogether? If it is suppose to be a new command altogether, then it should have a "/" before it.
I'm not exactly sure how commands work. I don't know what a game rule is.
Zombies breaking down doors is optional. Creepers breaking blocks is optional. Are those bad?
Yes, I am biased for this suggestion, because I thought it through enough, and really like it.
You can't say that combat isn't a big part of this game. The latest update was named "The Combat Update"
While I haven't played it, I have watched videos. Unlimited Blazes and Endermen and whatnot spawning everywhere is not on the same plane[/i] as mob sieges. They would spawn 30 in total, 5-7 mobs at a time. More would not spawn until the current ones are dead.
I think you misunderstood what I meant by "defense." Currently, the only major events are the player's attacks on the Monument, The Ender Dragon, End Cities, Nether Fortresses, End Cities, you name it. By defense, I meant the tables are turned. Now, the mobs are on your [/i]doorstep. I can take a sample size of anything. Its called an average. Based on current feedback, most people support it.
You haven't given any facts as to why my idea is bad. You have just stated that it's "punishing", and "not fun", which are your opinions.
Zombies breaking down doors and creepers breaking blocks are balanced. That's why them being optional is fine. Being optional is fine with a balanced idea, so long as it makes sense to be a gamerule. After all, mobgriefing effects how you play the game as a whole. It makes sense that it is a "rule" that the game follows, as opposed to something that only happens in rare situations.
Combat [i]isn't[/i] a big part of this game. It was reworked to be more fun, but it is largely not what the game is about. Difficulty and danger is meant to force you to make choices, not to be challenging. It can be challenging, but it depends mainly on what you choose to do.
They are on the same plane. Far apart, but on the same plane. This is nowhere near as extreme, but it is a similar-seeming concept.
And that's why it's bad. The player's home is something that is secure. Safe, even if only by a thin wall of dirt. You're proposing that we ignore that with no warning because you want to force the players to play defensively. That's not a good enough reason. The level of challenge should be the player's choice. Minecraft is designed to let you avoid challenges you don't want to take. Else, why not have all mobs capable of breaking through any block to reach you? Why not have mobs that steal your items? Why not randomly teleport a creeper to the player every hour or so?
Your thread is statistically insignificant, and certainly doesn't give you the ability to use "most" to argue something. At least, not if you're honest.
I'm asserting "punishing" and "not fun" to be true, and giving you the reasons (facts) that demonstrate why I believe them to be true. "Just your opinion" is meaningless here just as it is everywhere else. If you really don't think it's meaningless, then I say that you calling those my opinion is just your opinion.
I honestly have nothing to say to you at this point. There is nothing I could say that would change your mind. You repeatedly call this "unbalanced", but offer no suggestions on how to balance it. Simply saying that it's "too hard" isn't helpful.
I honestly have nothing to say to you at this point. There is nothing I could say that would change your mind. You repeatedly call this "unbalanced", but offer no suggestions on how to balance it. Simply saying that it's "too hard" isn't helpful.
The concept is inherently imbalanced. Nothing you could do could balance it. I don't know how to fix it because the base idea itself cannot be fixed. It wouldn't be good regardless of how many numbers you increased or decreased, be it the number of mobs, waves, damage, armor, or HP. It doesn't fit the game. Sure, it's complex and detailed. It's well thought-out. But in terms of content it's not much better than those suggestions where creepers purposefully attack your chests or player-placed blocks: an artificial difficulty that wouldn't be much more than annoying.
And if I don't kill the bosses, then I won't be able to access the REAL end-game content, like the End Cities which only spawn AFTER you beat the Ender Dragon, or Beacons? And I shouldn't have to create some giant house with 3 layers of walls AND a huge roof just to prevent myself from dying to 30+ mobs. My average wooden house is all I need as a home-base. And even if I put a bunch of defenses up, Endermen will just teleport pass all of that, rendering the defenses useless.
My reasoning still stands.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.A builder/decorator would slay the Ender Dragon to get access to the new blocks and items in the End.
An explorer would slay the Ender Dragon so they can travel through the new areas in the End, and possible get some good loot and items.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.They don't spawn all at once, so it will be easy enough to handle. Witches will be stopped dead by one
wall. They can't open doors, teleport, or fly. Endermen will teleport away and become neutral when they touch water, so make a moat. Put slabs on the roof of your house if you don't want to make a moat. There are things you could do. Think.I completely agree with you on all of these points. The only type of playstyles I see this suggestion aimed for are Risk-takers and Hardcore-players.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.Endermen can teleport PAST the water, it has happened to me before. Also, your statement about Witches being stopped by one wall is invalid. Here is a quote from your original post:
"Some witches will spawn riding a broom, raining destruction from above."
This clearly shows that Witches can get around most, if not all of my defenses. Also, I should not be required to make the roof of my house out of slabs just to protect myself from a huge wave of endermen.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.I changed that. Or at least I meant to if I haven't already. And some Endermen may teleport past the water, but most will not.
Would it make you all happy if it was counted as "Mob Griefing", and thus could be disabled? Or it's own command "Mob Siege"?
I don't remember how, but there was a way Endermen wouldn't teleport wherever they wanted in Endermen farms, I think
it was... glass under carpets, maybe? It involved carpets.
Also it's aesthetic, and would give some fun to decorators.
"Think."
But I am not a decorator. I shouldn't have to add 10+ defenses to my house just to protect myself against these mobs. Also, I think that Mojang allowed monsters to walk over carpets in a recent update.
Also, telling someone to think of ways to protect themselves from something like this is a poor excuse to defend a suggestion and to strike opposers down. Actually give me reasons on why a mechanic that allows lots of mobs to spawn by your base, sabotage it, and can't be disabled by ANY means other than not beating any bosses, is a good idea.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.Check the OP again. It can be disabled with a new command. I got the idea from Terraria, and edited it a bit to fit minecraft. (I didn't directly copy it, just the concept of mobs forming an attack on your base.) Most players (Ones who enjoy combat, at least) would like this idea. If you don't like it, fine then. Disable it. Problem solved, let's move on with our lives. I would reply and tell you that "telling someone to think of ways to protect themselves" proves that this idea would put a nice need for defense strategy, to go along with attack strategy. However, you seem to be incredibly biased towards this suggestion, so have a nice day.
No. Being optional doesn't make it good. If your idea was perfectly balanced, it wouldn't have to be optional anyways.
Bias is an inherent part of humanity. Everyone is biased. Please do not state the obvious, that people are biased for or against your suggestion. You, for example, are biased for this suggestion. I'm not even going to talk about that beyond saying it because it was inherently pointless to say to begin with.
Terraria is not Minecraft, and ideas from Terraria are not well-suited to Minecraft. Terraria is meant to be a challenging, linear game. Minecraft is meant to be a creativity toy that happens to have monsters in it.
Forcing people to defend themselves is not putting in a nice need for defense strategy by any means. Mojang once released an April Fools joke version of Minecraft, Minecraft 2.0 Super Hostile mode. Please find, download, and play it, and note how randomly punishing the player is not a fun experience.
For a better reference for a nice need for defense strategy, please take note how shields have allowed people feel like they are more involved in strategically defending themselves. Without artificial difficulty.
Do not refer to a "most" unless you have a statistically significant sample size. 18 people on your poll is not a "most" when you're talking about all of the Minecraft playerbase.
And finally, if your idea is bad, then it doesn't matter if it's optional. It's still bad regardless of whether we play with it or not.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Yeah, the command to disable it is finally added: {mobsiege: false}
Is it suppose to be a gamerule, or a new command altogether? If it is suppose to be a new command altogether, then it should have a "/" before it.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.I'm not exactly sure how commands work. I don't know what a game rule is.
Zombies breaking down doors and creepers breaking blocks are balanced. That's why them being optional is fine. Being optional is fine with a balanced idea, so long as it makes sense to be a gamerule. After all, mobgriefing effects how you play the game as a whole. It makes sense that it is a "rule" that the game follows, as opposed to something that only happens in rare situations.
Combat [i]isn't[/i] a big part of this game. It was reworked to be more fun, but it is largely not what the game is about. Difficulty and danger is meant to force you to make choices, not to be challenging. It can be challenging, but it depends mainly on what you choose to do.
They are on the same plane. Far apart, but on the same plane. This is nowhere near as extreme, but it is a similar-seeming concept.
And that's why it's bad. The player's home is something that is secure. Safe, even if only by a thin wall of dirt. You're proposing that we ignore that with no warning because you want to force the players to play defensively. That's not a good enough reason. The level of challenge should be the player's choice. Minecraft is designed to let you avoid challenges you don't want to take. Else, why not have all mobs capable of breaking through any block to reach you? Why not have mobs that steal your items? Why not randomly teleport a creeper to the player every hour or so?
Your thread is statistically insignificant, and certainly doesn't give you the ability to use "most" to argue something. At least, not if you're honest.
I'm asserting "punishing" and "not fun" to be true, and giving you the reasons (facts) that demonstrate why I believe them to be true. "Just your opinion" is meaningless here just as it is everywhere else. If you really don't think it's meaningless, then I say that you calling those my opinion is just your opinion.
Typing yours would look like this:
/gamerule mobsiege false.
And considering you're putting emphasis on it, I suggest you look up gamerules. You can start here.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I honestly have nothing to say to you at this point. There is nothing I could say that would change your mind. You repeatedly call this "unbalanced", but offer no suggestions on how to balance it. Simply saying that it's "too hard" isn't helpful.
The concept is inherently imbalanced. Nothing you could do could balance it. I don't know how to fix it because the base idea itself cannot be fixed. It wouldn't be good regardless of how many numbers you increased or decreased, be it the number of mobs, waves, damage, armor, or HP. It doesn't fit the game. Sure, it's complex and detailed. It's well thought-out. But in terms of content it's not much better than those suggestions where creepers purposefully attack your chests or player-placed blocks: an artificial difficulty that wouldn't be much more than annoying.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.