If you've seen me around the forums, you would know that a couple of years ago, I made 3 suggestions about a "hermit" and each of those were blasted for being way too unbalanced. Now, I've come back with a much better suggestion for it.
Hermits are human mobs, which have the same model as the player and generate as Steve or Alex, although it can be changed with the tag {PlayerSkin: (Player)}
Hermits have 20 health points and are damaged by the same things as the player. They are usually neutral mobs, although they have a 5% chance of being aggressive to the player. Hostile mobs attack hermits and they can attack hostile mobs if they have a weapon. Hermits have the same 36 (37 if you count the offhand) inventory slots as the player and can equip armor and weapons (including bows) but not elytra. They usually have in their inventories: 0-15 dirt, 0-64 cobblestone, 0-5 rotten flesh, 0-5 logs, 0-12 sticks, 0-32 arrows, and 0-4 saplings; the mobs also have the same rates of spawning with weapons and armor as zombies. They will pick up any item on the ground and will drop everything in their inventories upon death. In some cases, they can raid chests for food, weapons, and potions and can eat and take them if low on health.
In the chests, you don't get things which are that valuable, however, in 18% of hermit huts, there is a secret chest in the ceiling where you can get things like diamonds.
In all difficulties except peaceful, hermit run into the nearest door like villagers.
Also noting that there will be a baby version of a hermit, which is a baby zombie model with the arms down, but you can only get it by right-clicking a it with a spawn egg.
I sincerely hope that you like this suggestion and that it's leagues better than the previous. (Sorry about the links)
You know what? I like this. It's balanced, useful, and cool. Support.
A human NPC can easily become game-breaking, but this manages to avoid that. In fact, I think the hermit might be too weak! I propose:
•If a hermit lacks both a mine and a farm, they are in the early game. They get a stone sword and bow with limited arrows. They whip out a shield if the player shoots an arrow at them.
•If a hermit has only a mine or only a farm (50% chance of this happening) they get an iron sword and bow with many arrows. They occasionally have iron armor.
•If a hermit has both (25%) they get a diamond sword and bow with poison arrows. They occasionally have diamond armor. Chests do not change they are balanced as is.
The main point for this is so the hermit is a genuine threat. Better to build your own house then go to them on the first night. I'd up aggressive hermits to 20%, and change the way the others are neutral. If you as much open a chest or furnance in their house, they will attack you.
When the player is loading the chunk home to a hermit, I think they should act a bit more natural. They will replant crops and attack hostile mobs. At night they may stay outside should they have diamond. This only occurs if the player is nearby. Zombie invasions occur to prevent players from moving into hermit homes.
Next, I think the hermit should have a "trust" meter similar to village popularity. At first they watch the player with skepticism, but for every 8 monsters you kill near the hermit the more they trust you.
0: Hostile
1: Don't even think about stealing
2: Look but no touching
3: You can sleep here
4: Take this gift (randomly drops an item)
5: You can take my stuff, I trust you
6. Hey, don't hit me again
7. Check out my inventory (acts like a chest)
8. Let's work together
Should you do any of these before you reach the level where it is acceptable, you'll lose 2 points. Attacking the hermit will automatically put you at 0 (except for 6, where hitting them twice puts you at 0). Give a golden apple to a hermit at 0 will put them to level 1.
In this way, the player can form "alliances" with hermits inspired by the current villager system (though more useful than better trade deals). With level 8, you can destroy their bed and they will follow you to your base (where you must place their beds for them to "move in"). The hermit-ally won't directly serve you, but they will randomly go out hunting and tend to your crops. This gives them a much needed use, although you will need to put in some time before they agree to ally.
...Next, I think the hermit should have a "trust" meter similar to village popularity. At first they watch the player with skepticism, but for every 8 monsters you kill near the hermit the more they trust you.
0: Hostile
1: Don't even think about stealing
2: Look but no touching
3: You can sleep here
4: Take this gift (randomly drops an item)
5: You can take my stuff, I trust you
6. Hey, don't hit me again
7. Check out my inventory (acts like a chest)
8. Let's work together
Should you do any of these before you reach the level where it is acceptable, you'll lose 2 points. Attacking the hermit will automatically put you at 0 (except for 6, where hitting them twice puts you at 0). Give a golden apple to a hermit at 0 will put them to level 1.
In this way, the player can form "alliances" with hermits inspired by the current villager system (though more useful than better trade deals). With level 8, you can destroy their bed and they will follow you to your base (where you must place their beds for them to "move in"). The hermit-ally won't directly serve you, but they will randomly go out hunting and tend to your crops. This gives them a much needed use, although you will need to put in some time before they agree to ally.
I really like the idea of having a friend in survival!
Edit: I see a lot of potential in this, If the hermits could build/destroy blocks and data packs work the way i think they do, it would be possible to have a programming contest were people use their version of hermit AI to race to a diamond or something!
I agree with fishg about the trust system, but I think it would be a better idea to also have trust build up over time. Such as gaining one point for every 10 days near a hermit.
You know what? I like this. It's balanced, useful, and cool. Support.
•If a hermit has both (25%) they get a diamond sword and bow with poison arrows. They occasionally have diamond armor. Chests do not change they are balanced as is.
This is the only part I disagree with. As stated above the hermit will drop their entire inventory. It doesn't matter if the hermit has a diamond sword, it just matters how well the player knows the A.I or how good the player is at dodging. The A.I is already going to be very complicated so adding advanced combat would be too complicated. Besides, even if they add it in if the player knows the A.I well enough they will be able to overpower it.
I like the idea of having your own friend in Minecraft, but adding another human mob seems unnecessary. Maybe these features can be integrated with villagers. Pandas have personalities so why shouldn't a human mob have personalities. Villagers could be hired or friended somehow and each could provide a service.
This is the only part I disagree with. As stated above the hermit will drop their entire inventory. It doesn't matter if the hermit has a diamond sword, it just matters how well the player knows the A.I or how good the player is at dodging. The A.I is already going to be very complicated so adding advanced combat would be too complicated. Besides, even if they add it in if the player knows the A.I well enough they will be able to overpower it.
A bow with poison arrows is very dangerous, as just one hit leads you to a one hit kill. And while a more advanced player should have no problem against a hermit, it might prove those in the early game quite the challenge, encouraging them not to go on a mass murder spree.
That being said, this suggestion is over half a year old and with Village and Pillage just around the corner I would argue this suggestion redundant and therefore must withdraw my support.
A bow with poison arrows is very dangerous, as just one hit leads you to a one hit kill. And while a more advanced player should have no problem against a hermit, it might prove those in the early game quite the challenge, encouraging them not to go on a mass murder spree.
That being said, this suggestion is over half a year old and with Village and Pillage just around the corner I would argue this suggestion redundant and therefore must withdraw my support.
Sorry for kinda necroing this post. About the poison arrow, it's incredibly easy to dodge arrows shot from an A.I so it doesn't matter how strong they are. Plus it gives the player them once it's dead.
This seems like a more developed version of witches and witch huts, I would recommend you just take the two and combine them if you want Mojang to notice, as they are changing witches around a lot right now.
What about having witches be a type of hermit, kind of like villagers having different professions? The player model isn’t that much of an issue since there are already zombies and zombie villagers. Maybe, there could also be a witch with a player model and a generic hermit with a villager model. The hermit hut could also have 25% chance of having a basement with the usual witch stuff.
Or maybe not; this suggestion came solely from wanting a Steve mob and I’m just resurrecting a dead thread.
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The main thing that I disapprove of is that the texture of the hermit is like a player. It just seems... creepy. Instead, how about a little dwarf texture, or something similar? I don't know what, just, I don't like the normal player texture idea. It doesn't seem like something a mob would have.
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A towel is about the most massively useful thing an interstellar hitchhiker could have.
If you've seen me around the forums, you would know that a couple of years ago, I made 3 suggestions about a "hermit" and each of those were blasted for being way too unbalanced. Now, I've come back with a much better suggestion for it.
Hermits are human mobs, which have the same model as the player and generate as Steve or Alex, although it can be changed with the tag {PlayerSkin: (Player)}
Hermits have 20 health points and are damaged by the same things as the player. They are usually neutral mobs, although they have a 5% chance of being aggressive to the player. Hostile mobs attack hermits and they can attack hostile mobs if they have a weapon. Hermits have the same 36 (37 if you count the offhand) inventory slots as the player and can equip armor and weapons (including bows) but not elytra. They usually have in their inventories: 0-15 dirt, 0-64 cobblestone, 0-5 rotten flesh, 0-5 logs, 0-12 sticks, 0-32 arrows, and 0-4 saplings; the mobs also have the same rates of spawning with weapons and armor as zombies. They will pick up any item on the ground and will drop everything in their inventories upon death. In some cases, they can raid chests for food, weapons, and potions and can eat and take them if low on health.
Hermits spawn in hermit huts,
which are 12 times as rare as villages.
They generate in these biomes although the materials of the house will vary.
-Ice plains
-Taiga
-Forest and Birch Forest
-Plains
-Swampland
-Mesas
-Desert
-Extreme Hills
70% of huts will have a mine,
where the tunnel can range from a few blocks long to reaching the lava level. This mine, however is aesthetic, so no ores will be excavated.
70% of hermit huts will also generate with a farm
In the chests, you don't get things which are that valuable, however, in 18% of hermit huts, there is a secret chest in the ceiling where you can get things like diamonds.
In all difficulties except peaceful, hermit run into the nearest door like villagers.
Also noting that there will be a baby version of a hermit, which is a baby zombie model with the arms down, but you can only get it by right-clicking a it with a spawn egg.
I sincerely hope that you like this suggestion and that it's leagues better than the previous. (Sorry about the links)
You know what? I like this. It's balanced, useful, and cool. Support.
A human NPC can easily become game-breaking, but this manages to avoid that. In fact, I think the hermit might be too weak! I propose:
•If a hermit lacks both a mine and a farm, they are in the early game. They get a stone sword and bow with limited arrows. They whip out a shield if the player shoots an arrow at them.
•If a hermit has only a mine or only a farm (50% chance of this happening) they get an iron sword and bow with many arrows. They occasionally have iron armor.
•If a hermit has both (25%) they get a diamond sword and bow with poison arrows. They occasionally have diamond armor. Chests do not change they are balanced as is.
The main point for this is so the hermit is a genuine threat. Better to build your own house then go to them on the first night. I'd up aggressive hermits to 20%, and change the way the others are neutral. If you as much open a chest or furnance in their house, they will attack you.
When the player is loading the chunk home to a hermit, I think they should act a bit more natural. They will replant crops and attack hostile mobs. At night they may stay outside should they have diamond. This only occurs if the player is nearby. Zombie invasions occur to prevent players from moving into hermit homes.
Next, I think the hermit should have a "trust" meter similar to village popularity. At first they watch the player with skepticism, but for every 8 monsters you kill near the hermit the more they trust you.
0: Hostile
1: Don't even think about stealing
2: Look but no touching
3: You can sleep here
4: Take this gift (randomly drops an item)
5: You can take my stuff, I trust you
6. Hey, don't hit me again
7. Check out my inventory (acts like a chest)
8. Let's work together
Should you do any of these before you reach the level where it is acceptable, you'll lose 2 points. Attacking the hermit will automatically put you at 0 (except for 6, where hitting them twice puts you at 0). Give a golden apple to a hermit at 0 will put them to level 1.
In this way, the player can form "alliances" with hermits inspired by the current villager system (though more useful than better trade deals). With level 8, you can destroy their bed and they will follow you to your base (where you must place their beds for them to "move in"). The hermit-ally won't directly serve you, but they will randomly go out hunting and tend to your crops. This gives them a much needed use, although you will need to put in some time before they agree to ally.
I really like the idea of having a friend in survival!
Edit: I see a lot of potential in this, If the hermits could build/destroy blocks and data packs work the way i think they do, it would be possible to have a programming contest were people use their version of hermit AI to race to a diamond or something!
Wow, these are much better reactions than I expected.
Are there any problems with this suggestion I should be aware about?
I agree with fishg about the trust system, but I think it would be a better idea to also have trust build up over time. Such as gaining one point for every 10 days near a hermit.
This is the only part I disagree with. As stated above the hermit will drop their entire inventory. It doesn't matter if the hermit has a diamond sword, it just matters how well the player knows the A.I or how good the player is at dodging. The A.I is already going to be very complicated so adding advanced combat would be too complicated. Besides, even if they add it in if the player knows the A.I well enough they will be able to overpower it.
I like the idea of having your own friend in Minecraft, but adding another human mob seems unnecessary. Maybe these features can be integrated with villagers. Pandas have personalities so why shouldn't a human mob have personalities. Villagers could be hired or friended somehow and each could provide a service.
A bow with poison arrows is very dangerous, as just one hit leads you to a one hit kill. And while a more advanced player should have no problem against a hermit, it might prove those in the early game quite the challenge, encouraging them not to go on a mass murder spree.
That being said, this suggestion is over half a year old and with Village and Pillage just around the corner I would argue this suggestion redundant and therefore must withdraw my support.
Sorry for kinda necroing this post. About the poison arrow, it's incredibly easy to dodge arrows shot from an A.I so it doesn't matter how strong they are. Plus it gives the player them once it's dead.
This seems like a more developed version of witches and witch huts, I would recommend you just take the two and combine them if you want Mojang to notice, as they are changing witches around a lot right now.
I’m fully aware of how old this thread is.
What about having witches be a type of hermit, kind of like villagers having different professions? The player model isn’t that much of an issue since there are already zombies and zombie villagers. Maybe, there could also be a witch with a player model and a generic hermit with a villager model. The hermit hut could also have 25% chance of having a basement with the usual witch stuff.
Or maybe not; this suggestion came solely from wanting a Steve mob and I’m just resurrecting a dead thread.
The main thing that I disapprove of is that the texture of the hermit is like a player. It just seems... creepy. Instead, how about a little dwarf texture, or something similar? I don't know what, just, I don't like the normal player texture idea. It doesn't seem like something a mob would have.
A towel is about the most massively useful thing an interstellar hitchhiker could have.
I think if they were to be added you should be able to trade with them like random things which you may never need or useful things like lava buckets!
THEY WOULD NEED A FAT NOSE LIKE A NORMAL VILLAGER AND A LARGE FOREHEAD!!!!!!!!!!!!!!!!!!!!!!!!
We don't need another human mob.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.