Priers and reapers are armour stands and chests that attack players. For them to exist, regular armour stands and empty loot chest areas must generate in addition to existing things in the structures they would appear in (e.g. strongholds). This would replace an earlier idea I had for hostile iron and snow golems in strongholds (too dangerous).
While some stands and chests would have armour and loot, others would be these hostile camouflaged mobs. Armour stands and 'priers' alike have a random size, random armour (if any, they could spawn blank very often), random chance to not experience gravity (essentially slow falling 5000, or just being able to float and swim in air, lava, and water), and a random chance for arms so they could spawn with or equip tools and weapons. Chests and 'reapers' would have loot in them, but would often be empty. Reapers never experience gravity, just like real chests.
Priers and reapers would look identical or near-identical to their counterpart appliances until approached at 2 blocks distance or if the player tries to use them at 3-4 blocks distance. Otherwise, they stay still. When 'provoked', they attack until the player moves just 8 blocks away, at which point they normally freeze again. They deal 2 hearts of damage on normal (for priers not carrying items and all reapers).
Priers and reapers would make no noise when still. When provoked, priers would sound like wither skeletons (sticks rubbing, stone scraping), and like metal, chains, gems, or leather if wearing various armour or equipping weapons and tools. Reapers would sound like wood planks being hit against each other hard, maybe with some animal-like gnashing sounds to make it clear they are mobs, not appliances.
Naturally generated items and armour cannot be interacted with while the mob is alive, and their chance of dropping these when killed by player or tamed wolf is the same 8.5% before looting I-III as any equipped monster.
Natural items and armour would vary on the structure the mob spawned in, and not all structures are likely to have these mobs.
Mineshafts and Strongholds (80% of structures) -> Iron, rarely gold, very rarely diamond
Fortresses and Monuments (85% of structures) -> Gold, very rarely turtle caps, very rarely iron, very rarely diamond
Mansions (90% of structures) -> Gold, Iron, very rarely diamond
End Cities (95% of structures) -> Diamond, Iron, very rarely gold, very rarely turtle caps
+ carved pumpkins and jack-o-lanterns on halloween
+ mob heads (1% chance, and only in hard mode), but not replacing existing item slots or helmet slots
For reapers, the loot would be like whatever chests in that structure would hold. However, the 8.5% chance still applies. In witch huts, they might rarely have potions. In wells, they might contain sand and sandstone.
However, as a twist, some 90% of priers and 95% of reapers could take items from players when they deal melee damage to the player (always a 55% chance on normal). These always drop when the player or a tamed wolf kills them. When idling (no player nearby), these 90/95% of the mobs will move quietly to collect items. Priers only collect tools, weapons, and armour, and will choose the highest tier ones, ignoring enchantments other than curses, which they will avoid if any other option is available. Reapers will choose anything they can take, but will avoid cursed items if possible as well. If two of the mobs try to collect the item at the same time, a random one gets it and they will begin to fight.
If they kill the player, they will also take any items they drop, although curse of vanishing can prevent this.
Items enchanted with curses, even if not being worn or held, are much less likely to be taken while hitting players (only 15% chance on normal). Armour with curse of binding that is being worn can never be taken. Priers experience curse of binding too, but can otherwise take off and put on armour and items. Priers and reapers can always pick up items, but any item with curse of vanishing that they take will not be dropped upon killing them.
A prier equipping a bow or trident has unlimited ammo. Reapers only carry items, never using or wearing them, and thus cannot attack with them.
Reapers usually resemble normal chests, but may resemble end chests or shulker boxes when found near real end chests or shulkers in end cities, and may resemble trapped chests when found near trapped chests in mansions. They can spawn as double chests if spawning near a dungeon with a double chest.
Priers can carry as much armour as real stands and as many items as they have arms (0-2). Reapers carry up to 27 items like real chests, assuming they are empty, and double reapers as many as double chests (54). Naturally generated items reduce this number. Reapers will take identical items and collect them in the same stack, so filling them up by throwing items at them is inefficient unless they are distinct items like potions or tools. Reapers will also prefer to pick up armour, tools, and items, then food, fuel, mining goods, then map supplies and enchanted books, and lastly cursed items and books and appliances and blocks. They can successfully pick up shulker boxes with items inside them and will continue to store the information inside until killed.
There are additional curse enchantments that could be added to stave off priers and reapers, as well as enchantments that encourage them to take it (raising their looting chance of up to 95%)
EXISTING
-Loyalty, riptide reduce chance of stealing tridents
-Chanelling, impaling increases chance of stealing tridents
-Looting, sharpness, smite, bane of arthropods, increase chance of stealing swords (and axes)
-Fire aspect, knockback reduces chance of stealing swords
-Protection, blast p, proj p, fire p, increase chance of stealing armour
-Thorns, feather falling, frost walker, depth strider, aqua affinity, respiration, reduce chance of stealing armour
-Infinity increases chance of stealing bows
-Flame, punch, power decreases chance of stealing bows
-Silk touch, efficiency reduce chance of stealing axes, tools, and shovels
-Fortune III increases chance of stealing axes, tools, and shovels
NEW
'Curse of breaking' (acts opposite to unbreaking) reduces chances to as little as 5% on normal.
'Unlooting' (acts opposite to looting) reduces chances to 0% on all difficulties.
'Reparations' (broken items turn blank and unusable like elytras instead of vanishing) increases chance of stealing any item with this enchantment
Priers can use any enchantments they receive. Priers and reapers cannot drown or suffocate, and take less damage from fire, magic, wither, poison, lava, projectiles, and explosions. Melee weapons do by far the most damage, and they are extra susceptible to axes and to the sharpness enchantment.
As they are mobs, priers and reapers cannot be set on fire by trying to light them, BUT will take damage from arrows from a bow with flame or that have been shot through fire or lava and are burning. It is possible to set them on fire by igniting the block underneath them from a distance, but this will cause them to notice you if you are within 8 blocks of them when they are set alight.
They never despawn, even on peaceful. On peaceful, they can still steal from you and collect items on the ground, but do no attack damage, and only attack when the player hits them first. They will still get into fights over items, but cannot deal damage to each other. Items collected by them in any mode of gameplay are dropped 100% of time in any mode of gameplay when they are killed by players or tamed wolves. Otherwise, they drop nothing. Given their massive immunity as semi-item mobs to most forms of damage, though, this is not a big deal. They are not immune to commands or the void, for obvious reasons.
-They can collect items from mobs other than players e.g. eggs
I wanted to add a few details I realize I should have mentioned above:
Reapers (the chest ones) can throw items out of themselves to exchange them for better ones. So, although hostile. reapers and priers can actually be helpful inadvertently because if you forget items or die in a spot near them, they will collect the most valuable items you dropped so they don't despawn.
Also, related, reapers and priers never despawn or respawn. They're once per world, like shulkers.
I like the concept of the idea, but mobs that steal items is an immediate "No thanks" for me. True, you made the mobs not despawn and made it a slight chance that they steal the items. You did a good job making it as painless for the player as possible. But it would still be annoying and not fun, at least to me.
If that got removed I would give full support.
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SOUPWART
This just sounds like a fun mechanic for the game in various ways. The first thing i could see is minigames. there could be minigames where you have to build something and you have a load of items but you cant place chests because they turn evil. another suggestion for it, they should be able to join teams, like the teams in scoreboard and stuff, and they dont attack players in their own team. Teaming priers and reapers seems like a very good plan for lots of minigames to come, and maybe even factions and stuff like that. example:
you are in red team
you spawn a reaper
it is slightly red colored and attacks people who arent in red team, people on other teams dont see the red tint, it looks completely normal.
you arent in a team
you spawn one
it is normal colored
it attacks everybody in survival
Do Priers change pose, or are they just creepy, sliding armor stands?
Do Reapers drop items that they stole, just die and drop a chest, or turn into real chests full of the stuff they took?
I didn't think about their animations at all. I assumed reapers (chest ones) would snap open and shut because I've seen mods that do that (anyone who remembers RejectedShotgun's content on YouTube, you know what I'm talking about).
Reapers drop all the items they stole as well as a 8.5% chance before looting for anything they generate with inside already (unless they dropped it to pick up something else and then picked it up instead, that makes it 100% chance. You can practically get reapers to empty themselves of their natural loot by tossing them potions, iron weapons, etc.)
Priers are more tricky. The stone slab plate under their body would restrict their leg movement if they weren't sliding, unless it broke in two to create 'feet', and I don't know how that would look. If they just slid, they could act more like ghosts. If they walked and swung arms and legs like a zombie or something, then they'd need to have their support split in two. (think of the living statues from Night of the Museum, Pirates of the Caribbean, etc.)
Having priers act like ghosts also allows for the idea of them sounding like ghosts, if that piques anyone's interest.
Or if wearing mob heads, they might imitate that mob's sound, like a parrot. Pumpkin and jack-o-lantern wearers would imitate snow and iron golems, respectively.
On a related note, does anyone like the idea of paintings and item frames also acting like priers and reapers, except paintings don't steal, and item frames take only one item at a time?
I like the concept of the idea, but mobs that steal items is an immediate "No thanks" for me. True, you made the mobs not despawn and made it a slight chance that they steal the items. You did a good job making it as painless for the player as possible. But it would still be annoying and not fun, at least to me.
If that got removed I would give full support.
The undead can already do that? In hard mode, I swear every fifth zombie I see equips something anyway, having, I dobn't know, half to three quarters of these mobs have a 50% chance of stealing items for each hit doesn't seem that much different than when a horde of zombie pigmen or a couple of skeletons take your stuff after killing you. It's just that these mobs don't have to kill you to do that, which makes it harder, but at the same time they preserve your items because they don't despawn unlike the undead, and you can gain the items back by killing them (maybe even killing them indirectly should still give back all the items or at least some, I don't know).
I suppose it could be made an option in Options (that sounded bad), but that might feel cheaty. I feel like just a regular surprise trap would be underwhelming for players at the stage in the game where they explore ruins and hostile NPC homes. The item stealing makes them a more real threat and changes the way the player has to fight.
+ if you die the mobs take all our valuables so you only lose experience and mundane items
It could also be done that reapers, priers, and item frame/painting versions of them only attack when no other mobs are targeting or pursuing a player. That way, they could only attack after regular mobs in an area have cleared out. Whether the furniture mobs would then activate one fight at a time, activate one at a time but attack as a group, or just all spring to life at once and attack as a group would be up to Mojang if they saw this through.
This just sounds like a fun mechanic for the game in various ways. The first thing i could see is minigames. there could be minigames where you have to build something and you have a load of items but you cant place chests because they turn evil. another suggestion for it, they should be able to join teams, like the teams in scoreboard and stuff, and they dont attack players in their own team. Teaming priers and reapers seems like a very good plan for lots of minigames to come, and maybe even factions and stuff like that. example:
you are in red team
you spawn a reaper
it is slightly red colored and attacks people who arent in red team, people on other teams dont see the red tint, it looks completely normal.
you arent in a team
you spawn one
it is normal colored
it attacks everybody in survival
I'm rookie with multiplayer in general because there are sooo many rules. I'll just say that anything people suggest for multiplayer is okay unless someone else has a reason to say why it isn't. It's not my position to shoot down or support people's ideas anyway as OP in this topic. I just wrote the idea.
Nobody would want mobs that steal your valuables. I'm OK with mobs picking up and using dropped items, but items in your inventory? That would be a terrible idea.
However, a tamable mob that picks up dropped items would be great. Just not hostile ones that steal your valuables.
The painting and item frame would still attack like the reaper and prier, but they would either skirt on walls or float to get to you, in other words 'haunted pictures'.
The idea that mobs can take your items away is something that would annoy most players because most players go on offensive rather than defensive and as such sacrifice a hit or two to kill their opponent. These mobs would need you to play defensive instead. In any case, I'm more than happy to remove that ability from the suggestion. I just like the idea of objects coming to life and attacking you, it makes strongholds and nether fortresses seem less dead.
Nobody would want mobs that steal your valuables. I'm OK with mobs picking up and using dropped items, but items in your inventory? That would be a terrible idea.
However, a tamable mob that picks up dropped items would be great. Just not hostile ones that steal your valuables.
Yeah.. some kind of "looting Rat" might've existed in another Game I'd Played (or at least as a joke)... or perhaps a bird, even as birds also are known to focus-on shiny things (because they can see them more-easily) to use. Whether an animal (like I'm conceiving), mineral (like some Magic thing, plenty of that in MC already), or vegetable (Triffid[s], anyone?!), it could be definitely interesting.
I considered one that mimics-other things, that is, is like-a "chameleon," whether Magical(ly), or not (i.e. , "Magical powers," in-addition to just gradually-camouflaging to /from surfaces). If there were real (non-Dead) Bushes /Shrubs, they'd be an obvious candidate (and /or "tumbleweeds," if former, again animate or just inanimate).
But I second what these two others above are saying: we wouldn't Store the stuff in Chests, if we thought it could-be removed, again (relatively-easily); and if we thought Zombies /Skeletons would loot anything-but 1-each item they could-hold, outwardly visible, we wouldn't ever venture forth with anything more than That, Too on ourselves, as more of a "bare minimum," than "happy medium." Just imagine if In Real Life stuff people consider "their stuff" were randomly-inspected (with less-than no cause), Then-taken - irregardless of what it was - then perhaps "used against them"?!
Such infiltration and bullying only make people more paranoid and "Selfish" (respectively), If the threats remain. And if they are not-countered..?!? Quit to Menu, Pre-death...!?!
I like this. Support. But what if reapers, or whichever one looks like an armor stand, are naturally hostile, but only move when not looked at. Call me a whovian I don’t care.
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I like this. Support. But what if reapers, or whichever one looks like an armor stand, are naturally hostile, but only move when not looked at. Call me a whovian I don’t care.
I like that too, although it may have issues with the described item-stealing/item-exchanging behaviour.
Priers and reapers are armour stands and chests that attack players. For them to exist, regular armour stands and empty loot chest areas must generate in addition to existing things in the structures they would appear in (e.g. strongholds). This would replace an earlier idea I had for hostile iron and snow golems in strongholds (too dangerous).
While some stands and chests would have armour and loot, others would be these hostile camouflaged mobs. Armour stands and 'priers' alike have a random size, random armour (if any, they could spawn blank very often), random chance to not experience gravity (essentially slow falling 5000, or just being able to float and swim in air, lava, and water), and a random chance for arms so they could spawn with or equip tools and weapons. Chests and 'reapers' would have loot in them, but would often be empty. Reapers never experience gravity, just like real chests.
Priers and reapers would look identical or near-identical to their counterpart appliances until approached at 2 blocks distance or if the player tries to use them at 3-4 blocks distance. Otherwise, they stay still. When 'provoked', they attack until the player moves just 8 blocks away, at which point they normally freeze again. They deal 2 hearts of damage on normal (for priers not carrying items and all reapers).
Priers and reapers would make no noise when still. When provoked, priers would sound like wither skeletons (sticks rubbing, stone scraping), and like metal, chains, gems, or leather if wearing various armour or equipping weapons and tools. Reapers would sound like wood planks being hit against each other hard, maybe with some animal-like gnashing sounds to make it clear they are mobs, not appliances.
Naturally generated items and armour cannot be interacted with while the mob is alive, and their chance of dropping these when killed by player or tamed wolf is the same 8.5% before looting I-III as any equipped monster.
Natural items and armour would vary on the structure the mob spawned in, and not all structures are likely to have these mobs.
For priers:
Zombie Villages, Huts, Igloos (basement irrelevant), Desert Wells, Dungeons (10% of structures) -> Chain, leather, iron, rarely gold, very rarely diamond
Desert and Jungle Temples (30% of structures) -> Gold, chain, rarely iron, rarely gold, very rarely diamond
Buried Treasure, Shipwrecks, Ocean Ruins (60% of structures) -> Turtle caps, gold, rarely chain, rarely leather, rarely iron, very rarely diamond
Mineshafts and Strongholds (80% of structures) -> Iron, rarely gold, very rarely diamond
Fortresses and Monuments (85% of structures) -> Gold, very rarely turtle caps, very rarely iron, very rarely diamond
Mansions (90% of structures) -> Gold, Iron, very rarely diamond
End Cities (95% of structures) -> Diamond, Iron, very rarely gold, very rarely turtle caps
+ carved pumpkins and jack-o-lanterns on halloween
+ mob heads (1% chance, and only in hard mode), but not replacing existing item slots or helmet slots
For reapers, the loot would be like whatever chests in that structure would hold. However, the 8.5% chance still applies. In witch huts, they might rarely have potions. In wells, they might contain sand and sandstone.
However, as a twist, some 90% of priers and 95% of reapers could take items from players when they deal melee damage to the player (always a 55% chance on normal). These always drop when the player or a tamed wolf kills them. When idling (no player nearby), these 90/95% of the mobs will move quietly to collect items. Priers only collect tools, weapons, and armour, and will choose the highest tier ones, ignoring enchantments other than curses, which they will avoid if any other option is available. Reapers will choose anything they can take, but will avoid cursed items if possible as well. If two of the mobs try to collect the item at the same time, a random one gets it and they will begin to fight.
If they kill the player, they will also take any items they drop, although curse of vanishing can prevent this.
Items enchanted with curses, even if not being worn or held, are much less likely to be taken while hitting players (only 15% chance on normal). Armour with curse of binding that is being worn can never be taken. Priers experience curse of binding too, but can otherwise take off and put on armour and items. Priers and reapers can always pick up items, but any item with curse of vanishing that they take will not be dropped upon killing them.
A prier equipping a bow or trident has unlimited ammo. Reapers only carry items, never using or wearing them, and thus cannot attack with them.
Reapers usually resemble normal chests, but may resemble end chests or shulker boxes when found near real end chests or shulkers in end cities, and may resemble trapped chests when found near trapped chests in mansions. They can spawn as double chests if spawning near a dungeon with a double chest.
Priers can carry as much armour as real stands and as many items as they have arms (0-2). Reapers carry up to 27 items like real chests, assuming they are empty, and double reapers as many as double chests (54). Naturally generated items reduce this number. Reapers will take identical items and collect them in the same stack, so filling them up by throwing items at them is inefficient unless they are distinct items like potions or tools. Reapers will also prefer to pick up armour, tools, and items, then food, fuel, mining goods, then map supplies and enchanted books, and lastly cursed items and books and appliances and blocks. They can successfully pick up shulker boxes with items inside them and will continue to store the information inside until killed.
There are additional curse enchantments that could be added to stave off priers and reapers, as well as enchantments that encourage them to take it (raising their looting chance of up to 95%)
EXISTING
-Loyalty, riptide reduce chance of stealing tridents
-Chanelling, impaling increases chance of stealing tridents
-Looting, sharpness, smite, bane of arthropods, increase chance of stealing swords (and axes)
-Fire aspect, knockback reduces chance of stealing swords
-Protection, blast p, proj p, fire p, increase chance of stealing armour
-Thorns, feather falling, frost walker, depth strider, aqua affinity, respiration, reduce chance of stealing armour
-Infinity increases chance of stealing bows
-Flame, punch, power decreases chance of stealing bows
-Silk touch, efficiency reduce chance of stealing axes, tools, and shovels
-Fortune III increases chance of stealing axes, tools, and shovels
NEW
'Curse of breaking' (acts opposite to unbreaking) reduces chances to as little as 5% on normal.
'Unlooting' (acts opposite to looting) reduces chances to 0% on all difficulties.
'Reparations' (broken items turn blank and unusable like elytras instead of vanishing) increases chance of stealing any item with this enchantment
Priers can use any enchantments they receive. Priers and reapers cannot drown or suffocate, and take less damage from fire, magic, wither, poison, lava, projectiles, and explosions. Melee weapons do by far the most damage, and they are extra susceptible to axes and to the sharpness enchantment.
As they are mobs, priers and reapers cannot be set on fire by trying to light them, BUT will take damage from arrows from a bow with flame or that have been shot through fire or lava and are burning. It is possible to set them on fire by igniting the block underneath them from a distance, but this will cause them to notice you if you are within 8 blocks of them when they are set alight.
They never despawn, even on peaceful. On peaceful, they can still steal from you and collect items on the ground, but do no attack damage, and only attack when the player hits them first. They will still get into fights over items, but cannot deal damage to each other. Items collected by them in any mode of gameplay are dropped 100% of time in any mode of gameplay when they are killed by players or tamed wolves. Otherwise, they drop nothing. Given their massive immunity as semi-item mobs to most forms of damage, though, this is not a big deal. They are not immune to commands or the void, for obvious reasons.
-They can collect items from mobs other than players e.g. eggs
I wanted to add a few details I realize I should have mentioned above:
Reapers (the chest ones) can throw items out of themselves to exchange them for better ones. So, although hostile. reapers and priers can actually be helpful inadvertently because if you forget items or die in a spot near them, they will collect the most valuable items you dropped so they don't despawn.
Also, related, reapers and priers never despawn or respawn. They're once per world, like shulkers.
This is cool. A couple of questions though:
Do Priers change pose, or are they just creepy, sliding armor stands?
Do Reapers drop items that they stole, just die and drop a chest, or turn into real chests full of the stuff they took?
e
I like the concept of the idea, but mobs that steal items is an immediate "No thanks" for me. True, you made the mobs not despawn and made it a slight chance that they steal the items. You did a good job making it as painless for the player as possible. But it would still be annoying and not fun, at least to me.
If that got removed I would give full support.
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
SOUPWART
This just sounds like a fun mechanic for the game in various ways. The first thing i could see is minigames. there could be minigames where you have to build something and you have a load of items but you cant place chests because they turn evil. another suggestion for it, they should be able to join teams, like the teams in scoreboard and stuff, and they dont attack players in their own team. Teaming priers and reapers seems like a very good plan for lots of minigames to come, and maybe even factions and stuff like that. example:
you are in red team
you spawn a reaper
it is slightly red colored and attacks people who arent in red team, people on other teams dont see the red tint, it looks completely normal.
you arent in a team
you spawn one
it is normal colored
it attacks everybody in survival
I didn't think about their animations at all. I assumed reapers (chest ones) would snap open and shut because I've seen mods that do that (anyone who remembers RejectedShotgun's content on YouTube, you know what I'm talking about).
Reapers drop all the items they stole as well as a 8.5% chance before looting for anything they generate with inside already (unless they dropped it to pick up something else and then picked it up instead, that makes it 100% chance. You can practically get reapers to empty themselves of their natural loot by tossing them potions, iron weapons, etc.)
Priers are more tricky. The stone slab plate under their body would restrict their leg movement if they weren't sliding, unless it broke in two to create 'feet', and I don't know how that would look. If they just slid, they could act more like ghosts. If they walked and swung arms and legs like a zombie or something, then they'd need to have their support split in two. (think of the living statues from Night of the Museum, Pirates of the Caribbean, etc.)
Having priers act like ghosts also allows for the idea of them sounding like ghosts, if that piques anyone's interest.
Or if wearing mob heads, they might imitate that mob's sound, like a parrot. Pumpkin and jack-o-lantern wearers would imitate snow and iron golems, respectively.
On a related note, does anyone like the idea of paintings and item frames also acting like priers and reapers, except paintings don't steal, and item frames take only one item at a time?
The undead can already do that? In hard mode, I swear every fifth zombie I see equips something anyway, having, I dobn't know, half to three quarters of these mobs have a 50% chance of stealing items for each hit doesn't seem that much different than when a horde of zombie pigmen or a couple of skeletons take your stuff after killing you. It's just that these mobs don't have to kill you to do that, which makes it harder, but at the same time they preserve your items because they don't despawn unlike the undead, and you can gain the items back by killing them (maybe even killing them indirectly should still give back all the items or at least some, I don't know).
I suppose it could be made an option in Options (that sounded bad), but that might feel cheaty. I feel like just a regular surprise trap would be underwhelming for players at the stage in the game where they explore ruins and hostile NPC homes. The item stealing makes them a more real threat and changes the way the player has to fight.
+ if you die the mobs take all our valuables so you only lose experience and mundane items
It could also be done that reapers, priers, and item frame/painting versions of them only attack when no other mobs are targeting or pursuing a player. That way, they could only attack after regular mobs in an area have cleared out. Whether the furniture mobs would then activate one fight at a time, activate one at a time but attack as a group, or just all spring to life at once and attack as a group would be up to Mojang if they saw this through.
I'm rookie with multiplayer in general because there are sooo many rules. I'll just say that anything people suggest for multiplayer is okay unless someone else has a reason to say why it isn't. It's not my position to shoot down or support people's ideas anyway as OP in this topic. I just wrote the idea.
No Support.
Nobody would want mobs that steal your valuables. I'm OK with mobs picking up and using dropped items, but items in your inventory? That would be a terrible idea.
However, a tamable mob that picks up dropped items would be great. Just not hostile ones that steal your valuables.
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.
Question: What does the painting do?
Suggestion: Reapers stealing items could be made a gamerule. /gamerule mobsTakeItems false
e
The painting and item frame would still attack like the reaper and prier, but they would either skirt on walls or float to get to you, in other words 'haunted pictures'.
The idea that mobs can take your items away is something that would annoy most players because most players go on offensive rather than defensive and as such sacrifice a hit or two to kill their opponent. These mobs would need you to play defensive instead. In any case, I'm more than happy to remove that ability from the suggestion. I just like the idea of objects coming to life and attacking you, it makes strongholds and nether fortresses seem less dead.
Yeah.. some kind of "looting Rat" might've existed in another Game I'd Played (or at least as a joke)... or perhaps a bird, even as birds also are known to focus-on shiny things (because they can see them more-easily) to use. Whether an animal (like I'm conceiving), mineral (like some Magic thing, plenty of that in MC already), or vegetable (Triffid[s], anyone?!), it could be definitely interesting.
I considered one that mimics-other things, that is, is like-a "chameleon," whether Magical(ly), or not (i.e. , "Magical powers," in-addition to just gradually-camouflaging to /from surfaces). If there were real (non-Dead) Bushes /Shrubs, they'd be an obvious candidate (and /or "tumbleweeds," if former, again animate or just inanimate).
But I second what these two others above are saying: we wouldn't Store the stuff in Chests, if we thought it could-be removed, again (relatively-easily); and if we thought Zombies /Skeletons would loot anything-but 1-each item they could-hold, outwardly visible, we wouldn't ever venture forth with anything more than That, Too on ourselves, as more of a "bare minimum," than "happy medium." Just imagine if In Real Life stuff people consider "their stuff" were randomly-inspected (with less-than no cause), Then-taken - irregardless of what it was - then perhaps "used against them"?!
Such infiltration and bullying only make people more paranoid and "Selfish" (respectively), If the threats remain. And if they are not-countered..?!? Quit to Menu, Pre-death...!?!
I like this. Support. But what if reapers, or whichever one looks like an armor stand, are naturally hostile, but only move when not looked at. Call me a whovian I don’t care.
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I like that too, although it may have issues with the described item-stealing/item-exchanging behaviour.
Similiar to infested stone, these should be found in strongholds.
Full Support.