He hasn't made a decent alternative that we can get behind, so he obviously isn't good at compromising.
A few others I discussed this with made reasonable compromises on this one, make the ravager able to destroy wooden fences, but not stone.
I can get behind that and that change is far more balanced and fair. It still provides some possibility to keep the ravagers from destroying your bases and farmland while also making the game more difficult at the same time.
fishg's suggestion would no doubt not be very popular.
As he suggested we wait until we acquire rare items in the End just to prevent the ravagers destroying a small area in the overworld.
I don't call that a change worth implementing and I hope Mojang has the sense to never do anything like this and force it on us all.
I suggested in this thread to add a new mob to the raid in order to bypass obstacles instead of having Ravagers break blocks, and THAT mob doesn't really have to break blocks in order to bypass walls and pits.
A simple case would be a giraffe-like mob that can extend it's neck to act as a living bridgelayer for the rest of the Raid, and which could also use it's neck to act as stairs.
Then, have Illagers capable of opening Trapdoors and Fence Gates, and force Iron Doors and Iron Trapdoors open (Althrough that'd take time and be quite noisy), and most obstacles would be surmountable for them without having to break blocks.
In the case of preventing Raids, a far more reasonable way to do so would be to use Ominous Banners. They could, depending on interpretation, be made to either prevent raids (The Illagers are scared because someone has been killing Pillager patrols and is displaying their banners as trophies) or to attract them (The Illagers want to recover their banners because they consider their display by the Player to be an insult, and want to avenge their fallen fellows).
simple, some people like building and having to collect the materials, and at the same time having to protect themselves from monsters, getting your building destroyed is a bad idea, think a bit
"im going survival so i need to collect materials and deal with nighttime, and my final objective is making a gigantic castle" and then after he is almost finishing the castle.... boom, raid, and ravagers destroy everything
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I would actually love the idea of more/better spawned patrols, or a forced raid adaption. Take some redstone (and some other materials), and a nautilus for instance and make a 5 minute warning horn or something. That way those that want to know about a forced raid, would be able to have a little time to prepare. Obviously you do not want the warning, do not make it. I would love to combine a defending game feature along with surviving. Maybe that should be a new game period...hmmm. Up until recently, Our base was considered a village (we had placed some villagers inside deep in the bowels), and was the only way we could force a raid on our base.
Many people complain that Minecraft is "too easy". Therefore, I propose when on Normal / Hard mode, there is a chance for Illager Raids to spawn around your base, encouraging you to defend it. You don't want to live in a house where there are ravagers right outside your door. Pillagers use crossbows, so you can't just build up to avoid them. On normal mode, the Illager Raids are 0.25x less common than Village attacks, while on hard, Illager Raids are only 0.75x less common than Village attacks.
The End City now has one extra loot, the Totem of Defending, which when used upon a block makes the surrounding area invulnerable to Illager Raids. This allows the endgame player to avoid such annoyances, but for the vast majority of the game, you will have to contend with such attacks.
Are you inferring to Ravagers being able to destroy any block this way due to the way it works? If so, that would make them more powerful than Withers in block breaking regard and make them essentially broken. They shouldn't be able to break through stone, brick and stronger materials, especially (and I say this strongly) Obsidian, End Stone, and Bedrock. If ravagers had the capability to break bedrock, people would exploit them for many many wrong reasons.
Not to mention this would outright kill creativity if that is the case if I am understanding this properly. Imagine putting time and effort into a house in terms of giving it extra detail, only to have a Ravager charge through and break it all like Brick from Borderlands charging through yelling "Here comes the pain train!". I understand that it is Survival, however there has to be a fine line as some people like myself like going the extra mile and actually try to create half-decent builds instead of living in a hole or a cave (As I have seen some people on Normal and Hard do, which is their preference).
Withers do not randomly generate, they have to be generated by the player by using specific items, so having one spawn is by player choice. I can understand a Wither being able to charge through and break things due to that. A mob from a random event should not have that much power. It's like 'Oh hey, the game randomly decided to just destroy your entire build out of feature, not glitch. Enjoy that.' Hours, Days, Months of work, gone. Some people like to have to collect their resources while fighting things, and being artistic with their builds all in one. It's Great, Minecraft offers all of that. This reminds me when the option of Creative Mode was added to Java Beta 1.8 and people raged about it because an optional, not a forced feature that gave players access to infinite of everything, flying, and invulnerability was bad apparently. But it was optional, it wasn't forced. If people didn't like Creative, they didn't have to use it.
Having Illagers randomly show up like if the Illager party randomly shows up as they're passing though is fine, but the Ravager itself should not have that much power. That will just make me want to play Survival Peaceful even more if this would be implemented. A feature as such would add stigma to the gameplay. Imagine if you're the unlucky player who just starts a new world on Survival Normal or Hard and the game generates this raid event day one. RIP World because you'll be killed at spawn over and over again.
Then there is the worry that this can be exploited on Java Servers that use WorldGuard and CoreProtect by abusing Hostile Mobs to grief what is supposed to be protected landspace in this fashion on a large level.
This suggestion would be fantastic as a mod to those who would want it (or a toggleable feature to cater to people's needs if it is implemented into vanilla), but it shouldn't be a vanilla feature without a toggle. It shouldn't be forced onto other players who mostly wouldn't want it, which would push them away. This would essentially be a parasitic game mechanic if implemented into the vanilla game without toggle.
Are you inferring to Ravagers being able to destroy any block this way due to the way it works? If so, that would make them more powerful than Withers in block breaking regard and make them essentially broken. They shouldn't be able to break through stone, brick and stronger materials, especially (and I say this strongly) Obsidian, End Stone, and Bedrock. If ravagers had the capability to break bedrock, people would exploit them for many many wrong reasons.
You'd have to purposefully go afk and enclose yourself in a floating defended structure for "your base to be ruined". It is more likely the Wither happens upon your base or you miss a block of light and a Creeper spawns in. Heck, a Ghast sneaking through a portal is about the same likelihood. The Ravager would take a good two minutes to destroy a villager hut, and an hour, at very least, to destroy your base. If you attack, it won't destroy your blocks. If you pillar up, the Pillagers will still shoot you. Only if you cheat out of the system will the raid last that long.
I am honestly confused, I understand people who don't want the extra challenge via mobs and prefer a challenge via building, but everyone is acting as if this is the end of all things. It is just a solution to what would have been a loophole through this system.
Your large castle is a good point. For the first time ever on the internet, I concede.
My new suggestion for solving the “how do pillagers climb walls” is even stupider but I think it works. The pillagers tie the ravager to some balloons and have him levitate up your walls?
If you don't know what a challenge is, don't try to force your definition of one onto us. Having a ghost that haunts you no matter what or where and damages you until you perform an exorcism is not a challenge, it's an irritation. The challenge of Minecraft is to have a be able to avoid mobs in the safety of our homes, and having a ghost that can pop up and hurt you whenever it feels like it smacks the gameplay right in the face. There's a distinct difference between a challenge and a nuisance."
Apparently some people have forgotten this, this is very evident by the looks of the replies from the OP of this thread.
The suggestion that was made was similar to this, except it required you to go hunt for an extremely rare item in another dimension, just to avoid the annoyance. This doesn't appear to be an idea most players would get behind, I certainly wouldn't, friends on my server wouldn't, neither did some others replying here or another forum.
Why did you quote me when what you said clearly has nothing to do with what I said?
You'd have to purposefully go afk and enclose yourself in a floating defended structure for "your base to be ruined". It is more likely the Wither happens upon your base or you miss a block of light and a Creeper spawns in. Heck, a Ghast sneaking through a portal is about the same likelihood. The Ravager would take a good two minutes to destroy a villager hut, and an hour, at very least, to destroy your base. If you attack, it won't destroy your blocks. If you pillar up, the Pillagers will still shoot you. Only if you cheat out of the system will the raid last that long.
I am honestly confused, I understand people who don't want the extra challenge via mobs and prefer a challenge via building, but everyone is acting as if this is the end of all things. It is just a solution to what would have been a loophole through this system.
The raid should probably spawn at the edge of world load, to minimize this likelihood.
Well for starters, Ravagers should not be able to break through bedrock, as otherwise, this would be exploited in many ways. Somebody could lure a Ravager into the Nether, and lead it up a pre-dug path to the bedrock to break it to try to get on the Nether ceiling; or lead it down to bedrock in the Overworld to break it in order to make a nasty trap to potentially harm other players. If lured into the end, it could potentially break the Bedrock End Portal (As well as the portal blocks/slabs if you will themselves) to get back to the Overworld, leaving players no choice but to die if they wanted to get back to the overworld. Ravagers being able to break bedrock has alot of griefing and trolling potential in the wrong hands and lead to worlds potentially being broken.
Also keeping in mind, what if a Ravager set up with your recommended settings ends up breaking into a large automated storage system (Like the ones for example that Youtuber Mumbo Jumbo has built on the Hermitcraft server) and smashes all the chests full of items, causing massive lag or in an extreme case, crashing the game or server. This would be another set of blocks they shouldn't have access to breaking (Barrels, Chests, Trapped Chests, Hoppers, Droppers, Dispensers, and Shulker Boxes).
End Frames are another Block Ravagers should not under any circumstance be able to break. Once again, in the wrong hands, it can be lured into smashing them with your settings by the wrong people, and make it harder to get to the End.
So even taking the aspect of challenge and putting that aside, there still would need to be checks and balances as I pointed above (Just as a couple of examples) to said case, otherwise, it could lead to some nasty things, including broken worlds and crashed servers.
I'm not looking at this with an Eliteist Mindset, I am concered based upon your posts in this thread that this idea of yours is being recommended on the basis that you are finding the new Villager UI complex and harder to deal with and annoyed with the Vanilla changes implemented by the Village and Pillage update, so you want to make the other half of it with the Pillagers and Ravagers harder to deal with. If I am wrong, then I am sorry, but that is the way I am seeing this come across based upon your conversations with AGT here in this thread, and if that is the case, why not make recommendations to make the new Villager UI better? Such as:
-If a Villager doesn't buy an item within a week of ingame time and they can sell another item in it's place (Like Fisherman being able to buy tropical fish as well as boats as their tier four slot as an example). This way, if a buy trade isn't to the player's liking due to a variant being un-reasonable, it can still be changed. This would also help with balancing the game a bit more as Jeb would want, so people don't end up abusing villagers in some iterations.
-If a player builds a base in a village and sleeps in a bed, and workstations that are not claimed within a short radius and placed within that radius afterwards cannot be claimed by villagers as long as that bed remains as the spawn point to that player. This way, Villagers aren't helping themselves into a player's house to use a work station, messing around with doors, and getting questionably stuck on trapdoor made tables (This does happen). It would make a player wait to make other apparatuses outside of the crafting table and furnace before making bed, but the benefits would be there. Villagers would see that area as the players and respect it as such.
-Increasing the amount of times trades can be completed during a single minecraft day. Bump up the sales of 4 per day to 6, and 2 to 3. Items that have a limit of one would remain as such (Like enchanted books).
Those are just a couple of examples as I do not want to derail the thread from the main focus.
Your large castle is a good point. For the first time ever on the internet, I concede.
My new suggestion for solving the “how do pillagers climb walls” is even stupider but I think it works. The pillagers tie the ravager to some balloons and have him levitate up your walls?
Well for starters, Ravagers should not be able to break through bedrock, as otherwise, this would be exploited in many ways. Somebody could lure a Ravager into the Nether, and lead it up a pre-dug path to the bedrock to break it to try to get on the Nether ceiling; or lead it down to bedrock in the Overworld to break it in order to make a nasty trap to potentially harm other players. If lured into the end, it could potentially break the Bedrock End Portal (As well as the portal blocks/slabs if you will themselves) to get back to the Overworld, leaving players no choice but to die if they wanted to get back to the overworld. Ravagers being able to break bedrock has alot of griefing and trolling potential in the wrong hands and lead to worlds potentially being broken.
Also keeping in mind, what if a Ravager set up with your recommended settings ends up breaking into a large automated storage system (Like the ones for example that Youtuber Mumbo Jumbo has built on the Hermitcraft server) and smashes all the chests full of items, causing massive lag or in an extreme case, crashing the game or server. This would be another set of blocks they shouldn't have access to breaking (Barrels, Chests, Trapped Chests, Hoppers, Droppers, Dispensers, and Shulker Boxes).
End Frames are another Block Ravagers should not under any circumstance be able to break. Once again, in the wrong hands, it can be lured into smashing them with your settings by the wrong people, and make it harder to get to the End.
So even taking the aspect of challenge and putting that aside, there still would need to be checks and balances as I pointed above (Just as a couple of examples) to said case, otherwise, it could lead to some nasty things, including broken worlds and crashed servers.
I'm not looking at this with an Eliteist Mindset, I am concered based upon your posts in this thread that this idea of yours is being recommended on the basis that you are finding the new Villager UI complex and harder to deal with and annoyed with the Vanilla changes implemented by the Village and Pillage update, so you want to make the other half of it with the Pillagers and Ravagers harder to deal with. If I am wrong, then I am sorry, but that is the way I am seeing this come across based upon your conversations with AGT here in this thread, and if that is the case, why not make recommendations to make the new Villager UI better? Such as:
-If a Villager doesn't buy an item within a week of ingame time and they can sell another item in it's place (Like Fisherman being able to buy tropical fish as well as boats as their tier four slot as an example). This way, if a buy trade isn't to the player's liking due to a variant being un-reasonable, it can still be changed. This would also help with balancing the game a bit more as Jeb would want, so people don't end up abusing villagers in some iterations.
-If a player builds a base in a village and sleeps in a bed, and workstations that are not claimed within a short radius and placed within that radius afterwards cannot be claimed by villagers as long as that bed remains as the spawn point to that player. This way, Villagers aren't helping themselves into a player's house to use a work station, messing around with doors, and getting questionably stuck on trapdoor made tables (This does happen). It would make a player wait to make other apparatuses outside of the crafting table and furnace before making bed, but the benefits would be there. Villagers would see that area as the players and respect it as such.
-Increasing the amount of times trades can be completed during a single minecraft day. Bump up the sales of 4 per day to 6, and 2 to 3. Items that have a limit of one would remain as such (Like enchanted books).
Those are just a couple of examples as I do not want to derail the thread from the main focus.
The solution to this would've been introducing a different world mode between hard and hardcore mode,
giving ravagers and pillagers the ability to destroy walls and steal chest items, giving people the extra challenge they crave.
this also keeps the classic experience of the game intact for people who want to do nice builds in survival mode on the current difficulty modes below hardcore.
Some people don't want to deal with the annoyance of builds being griefed, otherwise at that point it is no better than playing on an anarchy server where every random person can just come and demolish your base.
People need to understand that not everybody plays Minecraft for this, this is why whitelisted servers exist.
There are ways to add challenge to the game without needlessly trashing up people's buildings which they put many hours of work putting together. And as I said before it is condescending that others would suggest you play creative mode or even peaceful just to avoid that annoyance.
it's another way for a group of people to dictate your gaming experience, without compromise.
Yes Creepers can destroy buildings also, but it's not the same thing as what the OP suggested here, because their spawning conditions can be halted by use of bottom half slabs, glass, leaf blocks and lighting, or simply being in a mushroom fields biome.
My question: how does it know that it's your base? Does it go by your spawn point? If so, you could simply have your spawn point far away from your actual base and know your way to the actual base. Does it go by blocks placed? In that case, if you patch up a creeper explosion, it would think that's your base and attack it. Does it go by your current position? Not only would this assume you're the average person living in the years 2020 and 2021 but it would also mean that you'd just be minding your own business when the spanish inquisition attacks. Does it go by your average position? Then, how would it calculate that? And again, when I play minecraft I typically spend most of my time out of my base doing other things, like getting food, mining, or getting wood, so mine would attack the nearby forest instead of my base.
It does sound a lot like the alien feature in factorio, where after a while aliens will attack your base, however that works because a lot of core blocks have pollution levels, which indicate where a base is and tells the aliens where to attack. However, minecraft doesn't have that, so this probably wouldn't work as well as one would think.
Rollback Post to RevisionRollBack
The world's fate is in our hands, it's our responsibility to ensure that it's going in the right direction. We decide what to do now, and what we do now will affect everyone that comes after us. Our actions ripple through time, will we risk a worse future for everyone through pettiness, selfishness, and foolishness, or will we push for a better society for all? What I ask, do we peril, or do we prevail? Will we build this world from the ashes, will we further send it into ruins, or does fate have other plans for us?
My question: how does it know that it's your base? Does it go by your spawn point? If so, you could simply have your spawn point far away from your actual base and know your way to the actual base. Does it go by blocks placed? In that case, if you patch up a creeper explosion, it would think that's your base and attack it. Does it go by your current position? Not only would this assume you're the average person living in the years 2020 and 2021 but it would also mean that you'd just be minding your own business when the spanish inquisition attacks. Does it go by your average position? Then, how would it calculate that? And again, when I play minecraft I typically spend most of my time out of my base doing other things, like getting food, mining, or getting wood, so mine would attack the nearby forest instead of my base.
It does sound a lot like the alien feature in factorio, where after a while aliens will attack your base, however that works because a lot of core blocks have pollution levels, which indicate where a base is and tells the aliens where to attack. However, minecraft doesn't have that, so this probably wouldn't work as well as one would think.
It is not a good mechanic for the current experience of the game, considering all the things people like to do in it.
This raid buff should become exclusive either to a new difficulty mode, or a world option.
But imposing it on everyone else for some silly cliche survival gameplay experience that a cynical minority want in the game? at this point I'm considering finding a different sandbox game for myself and friends I play with to go on, just in case in the future development of this game Mojang actually does force something like this on the rest of us.
we would have no way of preventing castles or mansions being dismantled because by the time the raid mobs were noticed, blocks would have already been removed if the raids received this kind of a buff in an update.
Ultimately it's not really a challenge, just an annoyance.
There's a difference between threats to players, and threats to builds.
and as I said before not everyone plays the game for griefing, even survival players who like having monsters to fight don't generally want to put up with having their towns trashed all the time. If they wanted that kind of experience they'd be playing on an anarchy server, but they clearly don't. Just because griefers are upset that they cannot join private worlds wise players set up doesn't give them the right to then demand Mojang to make AI do the job for them.
It is not a good mechanic for the current experience of the game, considering all the things people like to do in it.
This raid buff should become exclusive either to a new difficulty mode, or a world option.
But imposing it on everyone else for some silly cliche survival gameplay experience that a cynical minority want in the game? at this point I'm considering finding a different sandbox game for myself and friends I play with to go on, just in case in the future development of this game Mojang actually does force something like this on the rest of us.
we would have no way of preventing castles or mansions being dismantled because by the time the raid mobs were noticed, blocks would have already been removed if the raids received this kind of a buff in an update.
Ultimately it's not really a challenge, just an annoyance.
There's a difference between threats to players, and threats to builds.
and as I said before not everyone plays the game for griefing, even survival players who like having monsters to fight don't generally want to put up with having their towns trashed all the time. If they wanted that kind of experience they'd be playing on an anarchy server, but they clearly don't. Just because griefers are upset that they cannot join private worlds wise players set up doesn't give them the right to then demand Mojang to make AI do the job for them.
Oh it definitely wouldn't work in normal gameplay, no shot. I'm just asking how it would detect the base in the first place, then we can start looking into how it would work.
Rollback Post to RevisionRollBack
The world's fate is in our hands, it's our responsibility to ensure that it's going in the right direction. We decide what to do now, and what we do now will affect everyone that comes after us. Our actions ripple through time, will we risk a worse future for everyone through pettiness, selfishness, and foolishness, or will we push for a better society for all? What I ask, do we peril, or do we prevail? Will we build this world from the ashes, will we further send it into ruins, or does fate have other plans for us?
Oh it definitely wouldn't work in normal gameplay, no shot. I'm just asking how it would detect the base in the first place, then we can start looking into how it would work.
Yeah and I was saying I think I like the ladder suggestion more, but perhaps we could have Pillagers that use grappling hooks, as AMPPL50 suggested,
making walls ineffective against them still but without them having to smash them down on current difficulty modes
This would be enough to make the raids able to get to players who are inside castles or walled off villages.
Pillagers being able to open doors or activate pistons to get to players should be a consideration too imo.
Pillagers are still buffed here, but their buff focuses on the threat toward the player directly,
not anything they've built or the resources they stored in chests.
The same way Minecraft determines homes for villagers, with a door and a bed. They could also detect the player repeatedly sleeping in a single location, with it choosing an average in case you get sneaky and move your bed every night.
Oh boy, it may be circumcised in so many ways
1. Nomad
> Have all gear with yourself
> Never sleep in the same place
> Only occasionally return to the same nether portal
> Memorize the locations and come for gear from spawn flawlessly
> No base exist, no valid raids
2. Motte and bailey
> Have a well defensible base with fence gates or trapdoors in one place
> Have a remote shed with wooden door and a bed
> Work in the base most of the time, hold all your stuff there
> Sleep in shed and flick the door a lot
> Illagers attack the shed
> They can't threaten you, so they are ignored or slaughtered with ease
> Impossible to get caught because of the tunnel interconnecting the two
3. Dwarf fortress
> Get some seeds, wood and saplings on day one
> Dig in
> Build a small defensible tower outside of the main entrance from cobblestone just in case
> Use trapdoor or seal off the enterance with cobblestone
> Spend all your time mining underground and having all farms in safe rooms below
> They can't get in
> Wait, why even sleep when underground is workable in the same extent 24/7?
The player is just to malleable in terms of living conditions to be susceptible to raids
Moving the entire village to underground bunker is a hard thing though
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
You could probably offset this by only making them spawn in after a certain number of days. I would certainly welcome the challenge as this would also be fun for multiplayer SMP servers to help build stronger communities.
Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.
True, Totems of Defending would make almost no sense for End City loot since at that point, players would already have full protection 4 netherite armor. Therefore, it should have a very small chance to spawn in Pillager outposts and dungeon chests.
I suggested in this thread to add a new mob to the raid in order to bypass obstacles instead of having Ravagers break blocks, and THAT mob doesn't really have to break blocks in order to bypass walls and pits.
A simple case would be a giraffe-like mob that can extend it's neck to act as a living bridgelayer for the rest of the Raid, and which could also use it's neck to act as stairs.
Then, have Illagers capable of opening Trapdoors and Fence Gates, and force Iron Doors and Iron Trapdoors open (Althrough that'd take time and be quite noisy), and most obstacles would be surmountable for them without having to break blocks.
In the case of preventing Raids, a far more reasonable way to do so would be to use Ominous Banners. They could, depending on interpretation, be made to either prevent raids (The Illagers are scared because someone has been killing Pillager patrols and is displaying their banners as trophies) or to attract them (The Illagers want to recover their banners because they consider their display by the Player to be an insult, and want to avenge their fallen fellows).
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
https://discord.gg/puB98hd
https://discord.gg/4dkbfrf
simple, some people like building and having to collect the materials, and at the same time having to protect themselves from monsters, getting your building destroyed is a bad idea, think a bit
"im going survival so i need to collect materials and deal with nighttime, and my final objective is making a gigantic castle" and then after he is almost finishing the castle.... boom, raid, and ravagers destroy everything
what is happening?
what what what
it seems like Sarium, the God of Chaos returned....
oh no
I would actually love the idea of more/better spawned patrols, or a forced raid adaption. Take some redstone (and some other materials), and a nautilus for instance and make a 5 minute warning horn or something. That way those that want to know about a forced raid, would be able to have a little time to prepare. Obviously you do not want the warning, do not make it. I would love to combine a defending game feature along with surviving. Maybe that should be a new game period...hmmm. Up until recently, Our base was considered a village (we had placed some villagers inside deep in the bowels), and was the only way we could force a raid on our base.
Are you inferring to Ravagers being able to destroy any block this way due to the way it works? If so, that would make them more powerful than Withers in block breaking regard and make them essentially broken. They shouldn't be able to break through stone, brick and stronger materials, especially (and I say this strongly) Obsidian, End Stone, and Bedrock. If ravagers had the capability to break bedrock, people would exploit them for many many wrong reasons.
Not to mention this would outright kill creativity if that is the case if I am understanding this properly. Imagine putting time and effort into a house in terms of giving it extra detail, only to have a Ravager charge through and break it all like Brick from Borderlands charging through yelling "Here comes the pain train!". I understand that it is Survival, however there has to be a fine line as some people like myself like going the extra mile and actually try to create half-decent builds instead of living in a hole or a cave (As I have seen some people on Normal and Hard do, which is their preference).
Withers do not randomly generate, they have to be generated by the player by using specific items, so having one spawn is by player choice. I can understand a Wither being able to charge through and break things due to that. A mob from a random event should not have that much power. It's like 'Oh hey, the game randomly decided to just destroy your entire build out of feature, not glitch. Enjoy that.' Hours, Days, Months of work, gone. Some people like to have to collect their resources while fighting things, and being artistic with their builds all in one. It's Great, Minecraft offers all of that. This reminds me when the option of Creative Mode was added to Java Beta 1.8 and people raged about it because an optional, not a forced feature that gave players access to infinite of everything, flying, and invulnerability was bad apparently. But it was optional, it wasn't forced. If people didn't like Creative, they didn't have to use it.
Having Illagers randomly show up like if the Illager party randomly shows up as they're passing though is fine, but the Ravager itself should not have that much power. That will just make me want to play Survival Peaceful even more if this would be implemented. A feature as such would add stigma to the gameplay. Imagine if you're the unlucky player who just starts a new world on Survival Normal or Hard and the game generates this raid event day one. RIP World because you'll be killed at spawn over and over again.
Then there is the worry that this can be exploited on Java Servers that use WorldGuard and CoreProtect by abusing Hostile Mobs to grief what is supposed to be protected landspace in this fashion on a large level.
This suggestion would be fantastic as a mod to those who would want it (or a toggleable feature to cater to people's needs if it is implemented into vanilla), but it shouldn't be a vanilla feature without a toggle. It shouldn't be forced onto other players who mostly wouldn't want it, which would push them away. This would essentially be a parasitic game mechanic if implemented into the vanilla game without toggle.
One minor porblem: What if they spawn inside your walls, rendering the walls useless?
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.
You'd have to purposefully go afk and enclose yourself in a floating defended structure for "your base to be ruined". It is more likely the Wither happens upon your base or you miss a block of light and a Creeper spawns in. Heck, a Ghast sneaking through a portal is about the same likelihood. The Ravager would take a good two minutes to destroy a villager hut, and an hour, at very least, to destroy your base. If you attack, it won't destroy your blocks. If you pillar up, the Pillagers will still shoot you. Only if you cheat out of the system will the raid last that long.
I am honestly confused, I understand people who don't want the extra challenge via mobs and prefer a challenge via building, but everyone is acting as if this is the end of all things. It is just a solution to what would have been a loophole through this system.
The raid should probably spawn at the edge of world load, to minimize this likelihood.
Your large castle is a good point. For the first time ever on the internet, I concede.
My new suggestion for solving the “how do pillagers climb walls” is even stupider but I think it works. The pillagers tie the ravager to some balloons and have him levitate up your walls?
Why did you quote me when what you said clearly has nothing to do with what I said?
Well for starters, Ravagers should not be able to break through bedrock, as otherwise, this would be exploited in many ways. Somebody could lure a Ravager into the Nether, and lead it up a pre-dug path to the bedrock to break it to try to get on the Nether ceiling; or lead it down to bedrock in the Overworld to break it in order to make a nasty trap to potentially harm other players. If lured into the end, it could potentially break the Bedrock End Portal (As well as the portal blocks/slabs if you will themselves) to get back to the Overworld, leaving players no choice but to die if they wanted to get back to the overworld. Ravagers being able to break bedrock has alot of griefing and trolling potential in the wrong hands and lead to worlds potentially being broken.
Also keeping in mind, what if a Ravager set up with your recommended settings ends up breaking into a large automated storage system (Like the ones for example that Youtuber Mumbo Jumbo has built on the Hermitcraft server) and smashes all the chests full of items, causing massive lag or in an extreme case, crashing the game or server. This would be another set of blocks they shouldn't have access to breaking (Barrels, Chests, Trapped Chests, Hoppers, Droppers, Dispensers, and Shulker Boxes).
End Frames are another Block Ravagers should not under any circumstance be able to break. Once again, in the wrong hands, it can be lured into smashing them with your settings by the wrong people, and make it harder to get to the End.
So even taking the aspect of challenge and putting that aside, there still would need to be checks and balances as I pointed above (Just as a couple of examples) to said case, otherwise, it could lead to some nasty things, including broken worlds and crashed servers.
I'm not looking at this with an Eliteist Mindset, I am concered based upon your posts in this thread that this idea of yours is being recommended on the basis that you are finding the new Villager UI complex and harder to deal with and annoyed with the Vanilla changes implemented by the Village and Pillage update, so you want to make the other half of it with the Pillagers and Ravagers harder to deal with. If I am wrong, then I am sorry, but that is the way I am seeing this come across based upon your conversations with AGT here in this thread, and if that is the case, why not make recommendations to make the new Villager UI better? Such as:
-If a Villager doesn't buy an item within a week of ingame time and they can sell another item in it's place (Like Fisherman being able to buy tropical fish as well as boats as their tier four slot as an example). This way, if a buy trade isn't to the player's liking due to a variant being un-reasonable, it can still be changed. This would also help with balancing the game a bit more as Jeb would want, so people don't end up abusing villagers in some iterations.
-If a player builds a base in a village and sleeps in a bed, and workstations that are not claimed within a short radius and placed within that radius afterwards cannot be claimed by villagers as long as that bed remains as the spawn point to that player. This way, Villagers aren't helping themselves into a player's house to use a work station, messing around with doors, and getting questionably stuck on trapdoor made tables (This does happen). It would make a player wait to make other apparatuses outside of the crafting table and furnace before making bed, but the benefits would be there. Villagers would see that area as the players and respect it as such.
-Increasing the amount of times trades can be completed during a single minecraft day. Bump up the sales of 4 per day to 6, and 2 to 3. Items that have a limit of one would remain as such (Like enchanted books).
Those are just a couple of examples as I do not want to derail the thread from the main focus.
Why not have the Pillagers place ladders?
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 think some people may not like the griefing part of that.
What about grappling hooks that act as temporary ladders?
Suggestions:
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Lead Ore
Wind revamp and hot air balloons.
https://discord.gg/puB98hd
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The solution to this would've been introducing a different world mode between hard and hardcore mode,
giving ravagers and pillagers the ability to destroy walls and steal chest items, giving people the extra challenge they crave.
this also keeps the classic experience of the game intact for people who want to do nice builds in survival mode on the current difficulty modes below hardcore.
Some people don't want to deal with the annoyance of builds being griefed, otherwise at that point it is no better than playing on an anarchy server where every random person can just come and demolish your base.
People need to understand that not everybody plays Minecraft for this, this is why whitelisted servers exist.
There are ways to add challenge to the game without needlessly trashing up people's buildings which they put many hours of work putting together. And as I said before it is condescending that others would suggest you play creative mode or even peaceful just to avoid that annoyance.
it's another way for a group of people to dictate your gaming experience, without compromise.
Yes Creepers can destroy buildings also, but it's not the same thing as what the OP suggested here, because their spawning conditions can be halted by use of bottom half slabs, glass, leaf blocks and lighting, or simply being in a mushroom fields biome.
I'd like to add to you, I think I prefer the ladders part more than the breaking stone walls part, honestly
although looking back on this exchange, fishg did acknowledge that some people hate griefing and did come up with an alternative.
I didn't see an alternate thread about this back then though.
If on hard, normal and easy Pillagers only had the ability to put ladders on walls to climb over your defense parameter,
it wouldn't be half as annoying as having to earn new materials to replace stolen or broken items.
I don't know about everybody else, but I doubt most of them would be put off by this suggestion nearly as much.
My question: how does it know that it's your base? Does it go by your spawn point? If so, you could simply have your spawn point far away from your actual base and know your way to the actual base. Does it go by blocks placed? In that case, if you patch up a creeper explosion, it would think that's your base and attack it. Does it go by your current position? Not only would this assume you're the average person living in the years 2020 and 2021 but it would also mean that you'd just be minding your own business when the spanish inquisition attacks. Does it go by your average position? Then, how would it calculate that? And again, when I play minecraft I typically spend most of my time out of my base doing other things, like getting food, mining, or getting wood, so mine would attack the nearby forest instead of my base.
It does sound a lot like the alien feature in factorio, where after a while aliens will attack your base, however that works because a lot of core blocks have pollution levels, which indicate where a base is and tells the aliens where to attack. However, minecraft doesn't have that, so this probably wouldn't work as well as one would think.
The world's fate is in our hands, it's our responsibility to ensure that it's going in the right direction. We decide what to do now, and what we do now will affect everyone that comes after us. Our actions ripple through time, will we risk a worse future for everyone through pettiness, selfishness, and foolishness, or will we push for a better society for all? What I ask, do we peril, or do we prevail? Will we build this world from the ashes, will we further send it into ruins, or does fate have other plans for us?
Go try out my server, Andromedacraft!
It is not a good mechanic for the current experience of the game, considering all the things people like to do in it.
This raid buff should become exclusive either to a new difficulty mode, or a world option.
But imposing it on everyone else for some silly cliche survival gameplay experience that a cynical minority want in the game? at this point I'm considering finding a different sandbox game for myself and friends I play with to go on, just in case in the future development of this game Mojang actually does force something like this on the rest of us.
we would have no way of preventing castles or mansions being dismantled because by the time the raid mobs were noticed, blocks would have already been removed if the raids received this kind of a buff in an update.
Ultimately it's not really a challenge, just an annoyance.
There's a difference between threats to players, and threats to builds.
and as I said before not everyone plays the game for griefing, even survival players who like having monsters to fight don't generally want to put up with having their towns trashed all the time. If they wanted that kind of experience they'd be playing on an anarchy server, but they clearly don't. Just because griefers are upset that they cannot join private worlds wise players set up doesn't give them the right to then demand Mojang to make AI do the job for them.
Oh it definitely wouldn't work in normal gameplay, no shot. I'm just asking how it would detect the base in the first place, then we can start looking into how it would work.
The world's fate is in our hands, it's our responsibility to ensure that it's going in the right direction. We decide what to do now, and what we do now will affect everyone that comes after us. Our actions ripple through time, will we risk a worse future for everyone through pettiness, selfishness, and foolishness, or will we push for a better society for all? What I ask, do we peril, or do we prevail? Will we build this world from the ashes, will we further send it into ruins, or does fate have other plans for us?
Go try out my server, Andromedacraft!
Yeah and I was saying I think I like the ladder suggestion more, but perhaps we could have Pillagers that use grappling hooks, as AMPPL50 suggested,
making walls ineffective against them still but without them having to smash them down on current difficulty modes
This would be enough to make the raids able to get to players who are inside castles or walled off villages.
Pillagers being able to open doors or activate pistons to get to players should be a consideration too imo.
Pillagers are still buffed here, but their buff focuses on the threat toward the player directly,
not anything they've built or the resources they stored in chests.
Oh boy, it may be circumcised in so many ways
1. Nomad
> Have all gear with yourself
> Never sleep in the same place
> Only occasionally return to the same nether portal
> Memorize the locations and come for gear from spawn flawlessly
> No base exist, no valid raids
2. Motte and bailey
> Have a well defensible base with fence gates or trapdoors in one place
> Have a remote shed with wooden door and a bed
> Work in the base most of the time, hold all your stuff there
> Sleep in shed and flick the door a lot
> Illagers attack the shed
> They can't threaten you, so they are ignored or slaughtered with ease
> Impossible to get caught because of the tunnel interconnecting the two
3. Dwarf fortress
> Get some seeds, wood and saplings on day one
> Dig in
> Build a small defensible tower outside of the main entrance from cobblestone just in case
> Use trapdoor or seal off the enterance with cobblestone
> Spend all your time mining underground and having all farms in safe rooms below
> They can't get in
> Wait, why even sleep when underground is workable in the same extent 24/7?
The player is just to malleable in terms of living conditions to be susceptible to raids
Moving the entire village to underground bunker is a hard thing though
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
You could probably offset this by only making them spawn in after a certain number of days. I would certainly welcome the challenge as this would also be fun for multiplayer SMP servers to help build stronger communities.
True, Totems of Defending would make almost no sense for End City loot since at that point, players would already have full protection 4 netherite armor. Therefore, it should have a very small chance to spawn in Pillager outposts and dungeon chests.
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