My friends and I got a simple log wall up around our village and apparently that is technology that the Illagers never discovered. Every raid now consists of them standing outside and happily eating arrows to the face as we stand on our crude battlement.
They need to have siege weapons that can destroy walls to force the players to actually invest in stronger fortifications. They can't even use fire against wooden structures. Ravagers should be able to damage anything weaker than stone brick. The attacking forces should steadily grow in size and bring better and bigger siege equipment or beasts to deal with the players' increasingly robust defenses. Farms should also be a target, preventing players from simply ignoring the siege and being forced to break it or starve.
Minecraft is a game that is almost entirely focused on building. I was baffled when I discovered that Illagers don't even have the means to penetrate the smallest possible 3-meter dirt wall.
Minecraft is a game that is almost entirely focused on building.
Neatly and succintly explaining why the raid system ought to have been an official mod pack/ a fork/ a spinoff rather than written into vanilla….
Introducing siege engines or some equivalent of Hannibal's war elephants would either result inplayers capturing and using these (or would require the infamously cheaty RPG 'but these only work for the bad guys' routine).
Even were MS/Mj willing to test if players would tolerate that bilge, one of the driving forces behind many of the recent changes appears to be to DIS-courage large, intricate/complex player builds (something that introducing such mechanics/items wuold work against).
Since IMO MC should remain "focused on building" (and resource aquisition), what is needed is less – not more – RPG style combat.
[A case could, however, be made for something like the Ocean Monument where a fairly large but limited area (possibly even a new biome) supported such play.
Those wishing this sort of thing would have an impetous to explore (or use /locate & /tp), while those prefering the resourcw aquisition and building could ignore the intrusion with comp[arative ease.
Note that making this a biome would open the possibilty of lampshading specific mobs/equipment as 'dying' outside that biome.]
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"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.
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A simple way to avoid that would be to just make Pillagers able to place ladders, or have an "Illager Engineer" mob that can place structures that allow the rest of the Illagers to bypass walls by building over them, or a myriad other ways that don't outright break blocks (Which would be rather annoying). And, of course, Vindicators could break wooden blocks.
Actually, they pose too much of a threat to Villagers. They need to defend themselves. Yes, I know Mojangcrasoft said they wouldn't be adding village guards/militia, but who cares about that when every village in Minecraft is at stake?
I wish they took that stuff out of vanilla. Or make it an easily accessible turn off option. Heck make it a slider where 1 is occasional illager roamers and 10 is raging hordes with cannons and bomber jets. Just make sure there is a 0.
If I am in a mood to fend of hordes of invaders with catapults, I play Warcraft, not Minecraft.
I strongly agrre with this - I was very surprised that ravagers could not break down wooden doors! Pillagers also have far too short a range, if you build even a 5 block tall wall the pillagers have to get very close to shoot up, which is ridiculous.
And yes, I also agree on having Villager guards - pacifism does not mean not defending yourself! (Well, except in some extreme cases.) Guards who defend the village from zombies, skeletons and Illagers makes sense to supplement golems.
My friends and I got a simple log wall up around our village and apparently that is technology that the Illagers never discovered. Every raid now consists of them standing outside and happily eating arrows to the face as we stand on our crude battlement.
They need to have siege weapons that can destroy walls to force the players to actually invest in stronger fortifications. They can't even use fire against wooden structures. Ravagers should be able to damage anything weaker than stone brick. The attacking forces should steadily grow in size and bring better and bigger siege equipment or beasts to deal with the players' increasingly robust defenses. Farms should also be a target, preventing players from simply ignoring the siege and being forced to break it or starve.
Minecraft is a game that is almost entirely focused on building. I was baffled when I discovered that Illagers don't even have the means to penetrate the smallest possible 3-meter dirt wall.
Neatly and succintly explaining why the raid system ought to have been an official mod pack/ a fork/ a spinoff rather than written into vanilla….
Introducing siege engines or some equivalent of Hannibal's war elephants would either result inplayers capturing and using these (or would require the infamously cheaty RPG 'but these only work for the bad guys' routine).
Even were MS/Mj willing to test if players would tolerate that bilge, one of the driving forces behind many of the recent changes appears to be to DIS-courage large, intricate/complex player builds (something that introducing such mechanics/items wuold work against).
Since IMO MC should remain "focused on building" (and resource aquisition), what is needed is less – not more – RPG style combat.
[A case could, however, be made for something like the Ocean Monument where a fairly large but limited area (possibly even a new biome) supported such play.
Those wishing this sort of thing would have an impetous to explore (or use /locate & /tp), while those prefering the resourcw aquisition and building could ignore the intrusion with comp[arative ease.
Note that making this a biome would open the possibilty of lampshading specific mobs/equipment as 'dying' outside that biome.]
A simple way to avoid that would be to just make Pillagers able to place ladders, or have an "Illager Engineer" mob that can place structures that allow the rest of the Illagers to bypass walls by building over them, or a myriad other ways that don't outright break blocks (Which would be rather annoying). And, of course, Vindicators could break wooden blocks.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
Actually, they pose too much of a threat to Villagers. They need to defend themselves. Yes, I know Mojangcrasoft said they wouldn't be adding village guards/militia, but who cares about that when every village in Minecraft is at stake?
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 wish they took that stuff out of vanilla. Or make it an easily accessible turn off option. Heck make it a slider where 1 is occasional illager roamers and 10 is raging hordes with cannons and bomber jets. Just make sure there is a 0.
If I am in a mood to fend of hordes of invaders with catapults, I play Warcraft, not Minecraft.
This man (or woman!) is speaking the truth. I believe villagers do indeed need more defensive possibilities. Atm, they are too unprotected.
I strongly agrre with this - I was very surprised that ravagers could not break down wooden doors! Pillagers also have far too short a range, if you build even a 5 block tall wall the pillagers have to get very close to shoot up, which is ridiculous.
And yes, I also agree on having Villager guards - pacifism does not mean not defending yourself! (Well, except in some extreme cases.) Guards who defend the village from zombies, skeletons and Illagers makes sense to supplement golems.