Phantoms are a very interesting mob in the game, and I will love to see how they work after the Crossbow.
The one thing that is a bother about them is that they seem to punish efficiency or adventuring, and I think those are the two most satisfying things to achieve in such a big world.
I suggest that Phantoms instead of being a regular scheduled mob, instead are an active challenge the player can simply deny by sleeping instead of completely counter by sleeping.
Day 1 :The Phantoms that spawn initially are the normal phantoms you see right now.
Day 2 :The following Phantoms hit harder and move faster,
Day 3 :The final Phantoms are bigger and have a simple ranged attack.
This series only triggers if every phantom is killed over the span of time they can spawn during the night, and if all 3 nightly waves are defeated, the player gets a 6(?) day break from the Phantom spawns. This lets players set up even more for a big adventure, and if they are stronger than the Mob by a considerable amount, give a good break to something people could find annoying since beds are not readily available for every scenario.
They're a cool concept, but just annoying when you're really trying to achieve a goal in a situation where a bed is not just right there as an effortless option. I want them to be able to be maintained as a variable the player has to fight, like much else in the game. I think it would be a better experience.
The idea for MobB (as teased) was good [why so many voted for it], but the implementation which departed from what was promised and warped the original idea into the coercive failure of a mob that is the Mojang Orbiting Bed Bully needs to be fixed.
Firstly, there needs to be an applicable mob cap: if it is a hostile having it spawn under the hostile mob cap would be logical. (Should that be considered unlivable, giving it its own mob cap – as squid had prior to 1.13 – would be an option.)
[Even Ocelots spawn under the hostile mob cap (but do not count against it); reversing this (MobB spawns without regard to any mob cap, but is counted against the hostile cap) is logical only if the intent of MobB is to grief mob farms. Given that the partial fixed pushed through have made this avoidable by simply standing under a block "which blocks light in any way", there remains no reason not to remove this.]
Secondly, it needs to obey the long established spawn rules: mid air spawns are as much fun as creepers that spawn at any light level and on any block (including partial blocks) would be.
As teased [the version that was voted for by players] this was supposed to spawn only at high altitude (not some height above a player).
This feature ought be restored: 80 might be too low, but 96 should work.
In order that the spawns not be too rare, permitting MobB (and only MobB) to spawn on some additional blocks (as was done for Polar Bears with ice) might also be in order: obvious candidates are leaf blocks [Note this makes the canopies of giant varieties of spruce and jungle trees potential spawning spaces.] and snow blocks/layers.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Phantoms are the worst because players are already incentivized to sleep. Therefore how they were implemented was not good. Phantoms being able to fly already makes them unique enough- there doesn't need to be any more factors.
Phantoms are a very interesting mob in the game, and I will love to see how they work after the Crossbow.
The one thing that is a bother about them is that they seem to punish efficiency or adventuring, and I think those are the two most satisfying things to achieve in such a big world.
I suggest that Phantoms instead of being a regular scheduled mob, instead are an active challenge the player can simply deny by sleeping instead of completely counter by sleeping.
Day 1 :The Phantoms that spawn initially are the normal phantoms you see right now.
Day 2 :The following Phantoms hit harder and move faster,
Day 3 :The final Phantoms are bigger and have a simple ranged attack.
This series only triggers if every phantom is killed over the span of time they can spawn during the night, and if all 3 nightly waves are defeated, the player gets a 6(?) day break from the Phantom spawns. This lets players set up even more for a big adventure, and if they are stronger than the Mob by a considerable amount, give a good break to something people could find annoying since beds are not readily available for every scenario.
They're a cool concept, but just annoying when you're really trying to achieve a goal in a situation where a bed is not just right there as an effortless option. I want them to be able to be maintained as a variable the player has to fight, like much else in the game. I think it would be a better experience.
You know what we all want? Phantoms removed. They're a big nuisance, FORCING you to sleep (which hinders exploration).
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.
I completely agree.
Making Phantoms harder? No thanks. I like the 6-day break. So I guess this is better than vanilla, but still not desirable.
The idea for MobB (as teased) was good [why so many voted for it], but the implementation which departed from what was promised and warped the original idea into the coercive failure of a mob that is the Mojang Orbiting Bed Bully needs to be fixed.
Firstly, there needs to be an applicable mob cap: if it is a hostile having it spawn under the hostile mob cap would be logical. (Should that be considered unlivable, giving it its own mob cap – as squid had prior to 1.13 – would be an option.)
[Even Ocelots spawn under the hostile mob cap (but do not count against it); reversing this (MobB spawns without regard to any mob cap, but is counted against the hostile cap) is logical only if the intent of MobB is to grief mob farms. Given that the partial fixed pushed through have made this avoidable by simply standing under a block "which blocks light in any way", there remains no reason not to remove this.]
Secondly, it needs to obey the long established spawn rules: mid air spawns are as much fun as creepers that spawn at any light level and on any block (including partial blocks) would be.
As teased [the version that was voted for by players] this was supposed to spawn only at high altitude (not some height above a player).
This feature ought be restored: 80 might be too low, but 96 should work.
In order that the spawns not be too rare, permitting MobB (and only MobB) to spawn on some additional blocks (as was done for Polar Bears with ice) might also be in order: obvious candidates are leaf blocks [Note this makes the canopies of giant varieties of spruce and jungle trees potential spawning spaces.] and snow blocks/layers.
Phantoms are the worst because players are already incentivized to sleep. Therefore how they were implemented was not good. Phantoms being able to fly already makes them unique enough- there doesn't need to be any more factors.
Or you could kill them? Another option is to place a bunch of boats to trap them when they swoop in.
I always hated these signatures.