Bandits are a new offshoot villager mob that are known for their ruthlessness and plundering. Despite their name, they do not steal any of the players items.
Their appearance is similar to a farmer villager, with tears in the robe, and the sleeves cut off, revealing their arms. They have an angry expression on their face, unlike the passive villagers.
What makes bandits unique is that they always spawn with a weapon and a shield. They have a 50% to spawn with an iron sword, and a 30% chance to spawn with an iron axe. (This would actually provide a PvE encounter where the "Shieldbreaker" trait of an axe is shown.) Once the weapon type has been decided, there is a 1% chance for the weapon to be diamond. This only happens rarely. Bandits also have a 20% chance to spawn with a bow instead.
Bandits also use a unique melee attack pattern, rather than the unintelligent zombie attack. They will first charge in, and attempt to strike with their weapon. After an attack, they will raise their shield, and slowly back up. They will then lower their shield after a few seconds, and if the player is not using their shield, they will attack again, and repeat the process.
Bandits will spawn rarely anywhere in the overworld, but spawn commonly in and around new generated structures called "Bandit Camps". Bandit Camps generate in Roofed Forests, with the same rarity as Desert Temples. These structures consist of a 48x48x4 block wall of dark oak logs, with several small huts inside. There is a camp fire in the middle of the fort. These act similar to villages, as there are different "buildings" that can be found.
-Campfire: Always spawns in the center of the fort, a simple netheraack block set on fire, with cobblestone stairs around it, meant to resemble benches.
-Training Hut: A 6x10 block hut that contains an empty armor stand (Dummy), and a cobblestone bench.
-Watchtower: A 15 block tall tower that spawns a bandit archer.
-Basic Hut: A simple 5x5 hut made of dark oak planks and logs. Similar to huts in NPC Villages.
-Chief Hut: A 10x10 block hut that always spawns in the camp. Contains a loot chest with similar items to a dungeon chest. Spawns a new miniboss- The Bandit Chief.
The Bandit chief is a new miniboss with 20 hearts and 15 defense points. The Bandit Chief will always spawn with a full set of iron armor and a diamond axe.
Bandits drop 0-2 leather, 0-2 arrows, 0-1 iron ingots (15%), and rarely, emeralds (2.5%)
On hard difficulty, Bandits will always pick up dropped items, but will always drop the stolen items when killed.
The idea is good and original, but I have several philosophical questions:
- What would be the interaction of these bandits with zombies and viceversa (or not have)?
- What would be the interaction of these bandits with iron golems and viceversa?
- What would be the interaction of these bandits with villagers?
For now the idea is good structured and could be interesting in the game.
Support.
Well, I'm using logic to answer these questions. It would only make sense for them to be conflicted with all of the above. However, due to the walls around their fort, and their weapons, a bandit will seldom be killed by a zombie. They are counted as hostile mobs, so the iron golem will attack them. As for villagers, the times a bandit meets with a villager would be incredibly rare, so I'm not sure this is needed. Though, it would be interesting to see an iron golem fight off a bandit attacker.
Bandits are a new offshoot villager mob that are known for their ruthlessness and plundering. Despite their name, they do not steal any of the players items.
Their appearance is similar to a farmer villager, with tears in the robe, and the sleeves cut off, revealing their arms. They have an angry expression on their face, unlike the passive villagers.
What makes bandits unique is that they always spawn with a weapon. They have a 50% to spawn with an iron sword, and a 30% chance to spawn with an iron axe. (This would actually provide a PvE encounter where the "Shieldbreaker" trait of an axe is shown.) Once the weapon type has been decided, there is a 1% chance for the weapon to be diamond. This only happens rarely. Bandits also have a 20% chance to spawn with a bow instead.
Bandits will spawn rarely anywhere in the overworld, but spawn commonly in and around new generated structures called "Bandit Camps". Bandit Camps generate in Roofed Forests, with the same rarity as Desert Temples. These structures consist of a 48x48x4 block wall of dark oak logs, with several small huts inside. There is a camp fire in the middle of the fort. These act similar to villages, as there are different "buildings" that can be found.
-Campfire: Always spawns in the center of the fort, a simple netheraack block set on fire, with cobblestone stairs around it, meant to resemble benches.
-Training Hut: A 6x10 block hut that contains an empty armor stand (Dummy), and a cobblestone bench.
-Watchtower: A 15 block tall tower that spawns a bandit archer.
-Basic Hut: A simple 5x5 hut made of dark oak planks and logs. Similar to huts in NPC Villages.
-Chief Hut: A 10x10 block hut that always spawns in the camp. Contains a loot chest with similar items to a dungeon chest. Spawns a new miniboss- The Bandit Chief.
The Bandit chief is a new miniboss with 20 hearts and 15 defense points. The Bandit Chief will always spawn with a full set of iron armor and a diamond axe.
Bandits drop 0-2 leather, 0-2 arrows, 0-1 iron ingots (15%), and rarely, emeralds (2.5%)
On hard difficulty, Bandits will always pick up dropped items, but will always drop the stolen items when killed.
I say yes to this. This is a great idea. But what will the bandit chief drop since he's a boss?
Ehhhhhh... I don't know. It's refreshing to see a bandits suggestion where the OP doesn't spout "they steal everything from you and they're so annoying herp herp hurr!!" But I think the idea is still quite cliched, as it's pretty much villagers but with the ability to fight.
Seems closer to a mod idea.
Rollback Post to RevisionRollBack
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.
Ehhhhhh... I don't know. It's refreshing to see a bandits suggestion where the OP doesn't spout "they steal everything from you and they're so annoying herp herp hurr!!" But I think the idea is still quite cliched, as it's pretty much villagers but with the ability to fight.
As Cerroz has stated, it does sound like a mod idea. And it makes me wonder how a villager looks like without arms. But it would make me excited to venture forth into places such as the roofed forest or to perhaps find a bandit wandering in the wilderness. I have a question though, does the bandit chief have any features that are different from it's inferior counterparts? Perhaps an Indian chief headdress, or a scar on (his)her face?
Rollback Post to RevisionRollBack
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
I sort of like the idea, but it also kind of seems to be against the general game logic? Like hostile mobs that stay around a very specific location and steal your dropped items and are somehow related to villagers... It's more comparable to some mods I've seen.
My gut instinct is no, simply because it seems out of place. I'd recommend playing around with the concept until you get something that fits better and is more unique.
Support. However, I feel as though the chief should be larger than the other bandits and wield something like a golden scythe. It would deal a lot of damage, but would give the player slowness when equipped. I feel like it would be cool if some of the bandits wielded javelins. They would behave similarly to the bows before Beta 1.8, and could be dropped upon death. Also, the bandits should have a chance to drop any weapon they have upon death.
You didn't mention anything about enchantments on the weapons, but I would assume that these bandits would have a random chance of spawning with an enchanted weapon, much like a skeleton.
I would also assume the bandits would have a small chance to drop their weapons when killed, much like the skeleton as well.
Then again, this does already run into the risk of the bandits being reskinned zombies and skeletons. Like the previous posters said, perhaps you should toy around with the idea and make it a bit more unique.
It's not bad, but I wouldn't say it's good. Bandits are redundant. I don't mean by forum rules, but just in general, they're a used-up idea. Besides, I'd much rather have a new interesting mob that's unique to minecraft then something that can be found in tons of other games. Human(ish) enemies don't really seem to fit. I think human-like mobs, like villagers, should be passive, or at least neutral, and we should leave the monsters to attack the player.
As Cerroz has stated, it does sound like a mod idea. And it makes me wonder how a villager looks like without arms. But it would make me excited to venture forth into places such as the roofed forest or to perhaps find a bandit wandering in the wilderness. I have a question though, does the bandit chief have any features that are different from it's inferior counterparts? Perhaps an Indian chief headdress, or a scar on (his)her face?
I suppose there should be something to differentiate the two variants, but nothing comes to mind currently. Also, I never said they don't have arms. They still have the same "folded hands" position that villagers and witches have, they just don't have any sleeves.
I sort of like the idea, but it also kind of seems to be against the general game logic? Like hostile mobs that stay around a very specific location and steal your dropped items and are somehow related to villagers... It's more comparable to some mods I've seen.
My gut instinct is no, simply because it seems out of place. I'd recommend playing around with the concept until you get something that fits better and is more unique.
Don't really see how this is moddy. I mean, horses and pistons were in mods before this, and it isn't a complicated suggestion like Magic Staves or anything like that.
You didn't mention anything about enchantments on the weapons, but I would assume that these bandits would have a random chance of spawning with an enchanted weapon, much like a skeleton.
I would also assume the bandits would have a small chance to drop their weapons when killed, much like the skeleton as well.
Then again, this does already run into the risk of the bandits being reskinned zombies and skeletons. Like the previous posters said, perhaps you should toy around with the idea and make it a bit more unique.
Well, they aren't really reskinned zombies and skeletons, because they always spawn with weapons, only spawn around their unique structure, have their own miniboss variant, and are generally stronger than the aforementioned mobs. If that isn't unique enough, I'm sure something can be added to this. Maybe they are able to dual-wield items, like players can? So they would spawn with a sword/axe and a shield? This would give the axe a better PvE use.
It's not bad, but I wouldn't say it's good. Bandits are redundant. I don't mean by forum rules, but just in general, they're a used-up idea. Besides, I'd much rather have a new interesting mob that's unique to minecraft then something that can be found in tons of other games. Human(ish) enemies don't really seem to fit. I think human-like mobs, like villagers, should be passive, or at least neutral, and we should leave the monsters to attack the player.
No support.
Somewhere along the line you forgot that Witches are a thing.
Don't really see how this is moddy. I mean, horses and pistons were in mods before this, and it isn't a complicated suggestion like Magic Staves or anything like that.
Because they are so fundamentally different from everything else that they appear out of place, while also having the problem of being recognizably derivative. That's what many, many mods feel like.
Somewhere along the line you forgot that Witches are a thing.
...that is true...
Though this may seem like a way around that, I honestly don't really like witches as it is, but there's not really much about that I can do now. Also, at least that's still a witch. They're famous for using magic and potions and stuff like that. This would just be a normal human. Besides, it is used in a lot of games. I don't think that it's a bad addition, but I don't feel like it would be a good one, either. It's just kind of put there to add another mob. Not really a huge purpose. Don't get me wrong, I don't hate it, and I think that you did a great job on it. But still, no support.
Because they are so fundamentally different from everything else that they appear out of place, while also having the problem of being recognizably derivative. That's what many, many mods feel like.
Well, that is your opinion, and you are entitled to have one. However, due to the fact that it is an opinion, there is nothing I can do about that.
Well, they aren't really reskinned zombies and skeletons, because they always spawn with weapons, only spawn around their unique structure, have their own miniboss variant, and are generally stronger than the aforementioned mobs. If that isn't unique enough, I'm sure something can be added to this. Maybe they are able to dual-wield items, like players can? So they would spawn with a sword/axe and a shield? This would give the axe a better PvE use.
I'm really more talking in terms of their AI.
There's only so many ways a mob can charge at you with a sword, and the only bow-using mob we have already does a pretty good job at it.
Maybe consider how they would attack? Perhaps the sword-wielders flank and surround you, and back off after each strike?
Well, that is your opinion, and you are entitled to have one. However, due to the fact that it is an opinion, there is nothing I can do about that.
Not my opinion (my opinion is that I like some things about this and don't like others). This is an assertion, an argument. And there is something you can do about it: modify or entirely rework the idea to be less derivative and less out-of-place. The more mechanics that are different, the less fitting it is. The more concepts that are similar, the more derivative it is. Take one or two of the interesting mechanics (a mob that takes your items on killing you, a mob that works in packs, a mob that works to push you out of a specific location), and rework them to be unique in concept (not having to do with villagers, special attacking method that isn't like other mobs) while more fitting with the existing mechanics of the game (one form of attack, ability to actually defend the location like Elder Guardians do, working with aggressive mobs instead of having exceptions, no implication that they're capable of building that results in logic problems).
I'm really more talking in terms of their AI.
There's only so many ways a mob can charge at you with a sword, and the only bow-using mob we have already does a pretty good job at it.
Maybe consider how they would attack? Perhaps the sword-wielders flank and surround you, and back off after each strike?
That would be cool to have a mob that has strategic melee attacks. Would it slowly back up, before charging in again?
Not my opinion (my opinion is that I like some things about this and don't like others). This is an assertion, an argument. And there is something you can do about it: modify or entirely rework the idea to be less derivative and less out-of-place. The more mechanics that are different, the less fitting it is. The more concepts that are similar, the more derivative it is. Take one or two of the interesting mechanics (a mob that takes your items on killing you, a mob that works in packs, a mob that works to push you out of a specific location), and rework them to be unique in concept (not having to do with villagers, special attacking method that isn't like other mobs) while more fitting with the existing mechanics of the game (one form of attack, ability to actually defend the location like Elder Guardians do, working with aggressive mobs instead of having exceptions, no implication that they're capable of building that results in logic problems).
Ok, let's take your logic and apply it to the Guardians. They have multiple traits.
1. Spawn in and around a new structure.
2. Utilize a unique "beam" attack.
3. One of the few mobs able to deal magic damage.
4. Have a miniboss variant.
5. Attack only players and squids.
I repeat, I am happy with the current bandit behavior. The fact that you and others are not is not my problem. They are balanced, and interesting, and as far as I'm concerned, good enough.
Bandits are a new offshoot villager mob that are known for their ruthlessness and plundering. Despite their name, they do not steal any of the players items.
Their appearance is similar to a farmer villager, with tears in the robe, and the sleeves cut off, revealing their arms. They have an angry expression on their face, unlike the passive villagers.
What makes bandits unique is that they always spawn with a weapon and a shield. They have a 50% to spawn with an iron sword, and a 30% chance to spawn with an iron axe. (This would actually provide a PvE encounter where the "Shieldbreaker" trait of an axe is shown.) Once the weapon type has been decided, there is a 1% chance for the weapon to be diamond. This only happens rarely. Bandits also have a 20% chance to spawn with a bow instead.
Bandits also use a unique melee attack pattern, rather than the unintelligent zombie attack. They will first charge in, and attempt to strike with their weapon. After an attack, they will raise their shield, and slowly back up. They will then lower their shield after a few seconds, and if the player is not using their shield, they will attack again, and repeat the process.
Bandits will spawn rarely anywhere in the overworld, but spawn commonly in and around new generated structures called "Bandit Camps". Bandit Camps generate in Roofed Forests, with the same rarity as Desert Temples. These structures consist of a 48x48x4 block wall of dark oak logs, with several small huts inside. There is a camp fire in the middle of the fort. These act similar to villages, as there are different "buildings" that can be found.
-Campfire: Always spawns in the center of the fort, a simple netheraack block set on fire, with cobblestone stairs around it, meant to resemble benches.
-Training Hut: A 6x10 block hut that contains an empty armor stand (Dummy), and a cobblestone bench.
-Watchtower: A 15 block tall tower that spawns a bandit archer.
-Basic Hut: A simple 5x5 hut made of dark oak planks and logs. Similar to huts in NPC Villages.
-Chief Hut: A 10x10 block hut that always spawns in the camp. Contains a loot chest with similar items to a dungeon chest. Spawns a new miniboss- The Bandit Chief.
The Bandit chief is a new miniboss with 20 hearts and 15 defense points. The Bandit Chief will always spawn with a full set of iron armor and a diamond axe.
Bandits drop 0-2 leather, 0-2 arrows, 0-1 iron ingots (15%), and rarely, emeralds (2.5%)
On hard difficulty, Bandits will always pick up dropped items, but will always drop the stolen items when killed.
Well, I'm using logic to answer these questions. It would only make sense for them to be conflicted with all of the above. However, due to the walls around their fort, and their weapons, a bandit will seldom be killed by a zombie. They are counted as hostile mobs, so the iron golem will attack them. As for villagers, the times a bandit meets with a villager would be incredibly rare, so I'm not sure this is needed. Though, it would be interesting to see an iron golem fight off a bandit attacker.
I say yes to this. This is a great idea. But what will the bandit chief drop since he's a boss?
Ehhhhhh... I don't know. It's refreshing to see a bandits suggestion where the OP doesn't spout "they steal everything from you and they're so annoying herp herp hurr!!" But I think the idea is still quite cliched, as it's pretty much villagers but with the ability to fight.
Seems closer to a mod idea.
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
Well, nothing I can do about that.
As Cerroz has stated, it does sound like a mod idea. And it makes me wonder how a villager looks like without arms. But it would make me excited to venture forth into places such as the roofed forest or to perhaps find a bandit wandering in the wilderness. I have a question though, does the bandit chief have any features that are different from it's inferior counterparts? Perhaps an Indian chief headdress, or a scar on (his)her face?
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
It wouldn't hurt to have a new structure to explore. After all, roofed forests really don't have much more than a bunch of trees and monsters.
Support
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
I sort of like the idea, but it also kind of seems to be against the general game logic? Like hostile mobs that stay around a very specific location and steal your dropped items and are somehow related to villagers... It's more comparable to some mods I've seen.
My gut instinct is no, simply because it seems out of place. I'd recommend playing around with the concept until you get something that fits better and is more unique.
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.
Support. However, I feel as though the chief should be larger than the other bandits and wield something like a golden scythe. It would deal a lot of damage, but would give the player slowness when equipped. I feel like it would be cool if some of the bandits wielded javelins. They would behave similarly to the bows before Beta 1.8, and could be dropped upon death. Also, the bandits should have a chance to drop any weapon they have upon death.
This seems an actually interesting idea.
You didn't mention anything about enchantments on the weapons, but I would assume that these bandits would have a random chance of spawning with an enchanted weapon, much like a skeleton.
I would also assume the bandits would have a small chance to drop their weapons when killed, much like the skeleton as well.
Then again, this does already run into the risk of the bandits being reskinned zombies and skeletons. Like the previous posters said, perhaps you should toy around with the idea and make it a bit more unique.
It's not bad, but I wouldn't say it's good. Bandits are redundant. I don't mean by forum rules, but just in general, they're a used-up idea. Besides, I'd much rather have a new interesting mob that's unique to minecraft then something that can be found in tons of other games. Human(ish) enemies don't really seem to fit. I think human-like mobs, like villagers, should be passive, or at least neutral, and we should leave the monsters to attack the player.
No support.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
I suppose there should be something to differentiate the two variants, but nothing comes to mind currently. Also, I never said they don't have arms. They still have the same "folded hands" position that villagers and witches have, they just don't have any sleeves.
Don't really see how this is moddy. I mean, horses and pistons were in mods before this, and it isn't a complicated suggestion like Magic Staves or anything like that.
Well, they aren't really reskinned zombies and skeletons, because they always spawn with weapons, only spawn around their unique structure, have their own miniboss variant, and are generally stronger than the aforementioned mobs. If that isn't unique enough, I'm sure something can be added to this. Maybe they are able to dual-wield items, like players can? So they would spawn with a sword/axe and a shield? This would give the axe a better PvE use.
Somewhere along the line you forgot that Witches are a thing.
Because they are so fundamentally different from everything else that they appear out of place, while also having the problem of being recognizably derivative. That's what many, many mods feel like.
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.
...that is true...
Though this may seem like a way around that, I honestly don't really like witches as it is, but there's not really much about that I can do now. Also, at least that's still a witch. They're famous for using magic and potions and stuff like that. This would just be a normal human. Besides, it is used in a lot of games. I don't think that it's a bad addition, but I don't feel like it would be a good one, either. It's just kind of put there to add another mob. Not really a huge purpose. Don't get me wrong, I don't hate it, and I think that you did a great job on it. But still, no support.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
Well, that is your opinion, and you are entitled to have one. However, due to the fact that it is an opinion, there is nothing I can do about that.
I'm really more talking in terms of their AI.
There's only so many ways a mob can charge at you with a sword, and the only bow-using mob we have already does a pretty good job at it.
Maybe consider how they would attack? Perhaps the sword-wielders flank and surround you, and back off after each strike?
Not my opinion (my opinion is that I like some things about this and don't like others). This is an assertion, an argument. And there is something you can do about it: modify or entirely rework the idea to be less derivative and less out-of-place. The more mechanics that are different, the less fitting it is. The more concepts that are similar, the more derivative it is. Take one or two of the interesting mechanics (a mob that takes your items on killing you, a mob that works in packs, a mob that works to push you out of a specific location), and rework them to be unique in concept (not having to do with villagers, special attacking method that isn't like other mobs) while more fitting with the existing mechanics of the game (one form of attack, ability to actually defend the location like Elder Guardians do, working with aggressive mobs instead of having exceptions, no implication that they're capable of building that results in logic problems).
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.
That would be cool to have a mob that has strategic melee attacks. Would it slowly back up, before charging in again?
Ok, let's take your logic and apply it to the Guardians. They have multiple traits.
1. Spawn in and around a new structure.
2. Utilize a unique "beam" attack.
3. One of the few mobs able to deal magic damage.
4. Have a miniboss variant.
5. Attack only players and squids.
I repeat, I am happy with the current bandit behavior. The fact that you and others are not is not my problem. They are balanced, and interesting, and as far as I'm concerned, good enough.
Edit: I included a unique attack pattern, to differentiate these from other melee mobs.