Like baby zombies, they have 5% of spawning among adult skeletons. Also they run and shoot arrows faster than adults. They drop more than twice xp than adults. They can also ride spiders and chickens.
From a development perspective? Yeah, this idea could be pretty interesting, even cute. From a gameplay perspective: No. Please no. More overpowered baby monsters? Why me? (Yeah, I approve of the idea, even knowing what a nuisance baby zombies already are.)
From a development perspective? Yeah, this idea could be pretty interesting, even cute. From a gameplay perspective: No. Please no. More overpowered baby monsters? Why me? (Yeah, I approve of the idea, even knowing what a nuisance baby zombies already are.)
They wouldn't be too OP
contrary to Creepers which can insta kill you even with full iron armour and max health just by sneaking up on you, in addition to deleting some of the blocks it detonates on, which is an awful mechanic, that has a cult-like fanbase who support it. One fan even went on a thread about someone complaining about their OPness and suggested wearing armour, which was a stupid suggestion since unless you have blast protection on one armour plate, or protection 4 enchantments, it doesn't work.
baby skeletons would at least beatable even when they have a home field advantage, the wilderness or cave systems.
Yes they can fire arrows at you, but you can do the same to them, presumably with an even more powerful bow, so your fire power would be superior to skeletons that spawn naturally.
Their increased speed and rate of fire would add an extra layer of challenge for sure, but it is fair imo.
In fact this is the direction the game needs to be heading.
Baby skeletons shouldn't attack any faster, but it makes sense they move faster. I'd find them too tough for a regular monster, they sound more like vexes. Maybe if they dealt much less damage.
Baby creepers, unless their explosion is significantly weaker, would be unfair. They would entirely blend in or hide in tall grass and lush areas.
Baby endermen should definitely be weaker and it also would make sense that they have less jump height and should not be able to carry blocks. How tall would they be though?
Also since creepers and endermen are supposedly living creatures, would baby forms grow up if left alive and non-despawned over 20 minutes real time / 1 full day/night cycle in-game?
And since someone will likely point it out, baby spiders would just be cave spiders minus the poison.
Baby skeletons shouldn't attack any faster, but it makes sense they move faster. I'd find them too tough for a regular monster, they sound more like vexes. Maybe if they dealt much less damage.
Baby creepers, unless their explosion is significantly weaker, would be unfair. They would entirely blend in or hide in tall grass and lush areas.
Baby endermen should definitely be weaker and it also would make sense that they have less jump height and should not be able to carry blocks. How tall would they be though?
Also since creepers and endermen are supposedly living creatures, would baby forms grow up if left alive and non-despawned over 20 minutes real time / 1 full day/night cycle in-game?
And since someone will likely point it out, baby spiders would just be cave spiders minus the poison.
Having Baby Skeletons would be better than having more enemies that would grief builds,
which with all due respect, defeats the point in building a house.
I'd much rather have more combat orientated enemies instead of ones that would destroy potentially hours of work.
I can forgive the existence of the Wither because that's something you have control over, and you have a choice where to spawn it, players who fail to kill it are simply not very good at the game.
Endermen have very limited grief capabilities, and can only remove dirt, gravel or sand blocks, and they panic when in water to the point where they warp away to somewhere non local. Endermen are forgiveable, dangerous enemies yes, but only when you look at them, hit them, or get unlucky enough that a glitch causes them to aggro you, which doesn't happen all the time.
Baby Endermen wouldn't be terrible, no one in mid to late game should be building dirt houses, I mean come on,
it's clear what is going to happen if they do, it is the weakest solid block material in the game which is why Creepers leave such large craters in it.
There are plenty of ways to prevent Endermen from spawning without peaceful difficulty, lighting, half slabs, glass etc. As long as you're in the Overworld and there aren't any dark caves beneath you, it is possible to prevent Endermen from ruining your garden or grass fields near your house.
Baby Creepers would suck, as if it's bad enough that we have charged ones that get their explosive ability buffed, making them able to destroy Endstone but not Obsidian.
If there are going to be more destructive mobs that can just randomly spawn in the worlds and pull player bases apart, they should be limited to the Nether, world options that can be disabled without cheats, or a newer difficulty mode between hard and hardcore imo.
An unfair mob doesn't stop being unfair just because Mojang decides to implement it later on.
Unlike Java edition, bedrock players don't have the option to disable updates as I said before.
Baby Creepers would suck, as if it's bad enough that we have charged ones that get their explosive ability buffed, making them able to destroy Endstone but not Obsidian.
If there are going to be more destructive mobs that can just randomly spawn in the worlds and pull player bases apart, they should be limited to the Nether, world options that can be disabled without cheats, or a newer difficulty mode between hard and hardcore imo.
An unfair mob doesn't stop being unfair just because Mojang decides to implement it later on.
Unlike Java edition, bedrock players don't have the option to disable updates as I said before.
Creepers in the End?....do people build overworld buildings with endstone now?
Also, a mode between hard and hardcore...this merits a thread to itself.
It would still be possible to avoid baby Witches presumably, but you'd need to be quick on your feet to get away.
Their standard walk speed is slower than your top speed when not sprinting, but there's a good reason for this,
because they throw splash potions.
Baby Witches that had the standard walk speed of about the maximum speed of a non sprinting player,
could add a decent but fair amount of challenge.
They don't have to spawn every night,
only by chance.
Witches themselves don't spawn every night.
Just sprint, easy solution. Baby witches are hard to hit though, as are all baby mobs, and that's the main difficulty in fighting them, not the speed or damage.
Sounds OP, except maybe witches but even then. But I don't think illagers would have child soldiers, what kind of monsters are they?
Creepers in the End?....do people build overworld buildings with endstone now?
Also, a mode between hard and hardcore...this merits a thread to itself.
Witches themselves don't spawn every night.
Just sprint, easy solution. Baby witches are hard to hit though, as are all baby mobs, and that's the main difficulty in fighting them, not the speed or damage.
If they did, it would defeat the point in redstone and glowstone in trades, that is supposed to be the main renewable source of redstone.
If that were from Witches it would be too easy because all you'd need to get the redstone or glowstone is to just kill them, easily done with a bow or trident at a safe distance, no bartering necessary.
But in trades you need valuables before you can get the items you want, which have to be earned so is more of a grind.
Baby Witches could also provide a renewable source of redstone or glowstone, but not without any risk.
and if they were faster than normal Witches, they'd be more dangerous because they'd be harder to hit.
One poison splash potion is enough to get you down to half a heart, so there would be balance in the reward.
If they did, it would defeat the point in redstone and glowstone in trades, that is supposed to be the main renewable source of redstone.
If that were from Witches it would be too easy because all you'd need to get the redstone or glowstone is to just kill them, easily done with a bow or trident at a safe distance, no bartering necessary.
But in trades you need valuables before you can get the items you want, which have to be earned so is more of a grind.
Baby Witches could also provide a renewable source of redstone or glowstone, but not without any risk.
and if they were faster than normal Witches, they'd be more dangerous because they'd be harder to hit.
One poison splash potion is enough to get you down to half a heart, so there would be balance in the reward.
Can we just make them as hard as regular witches?...
That was collected in an hour of branch-mining, and caving can be even more lucrative (if you can find a good cave system, which is more difficult in newer versions):
On average, a 20-minute match consisting of 3 players in a good cave system will yield a total of
30 diamond ore, 40 lapis ore, 80 gold ore, 200 redstone ore, and 300 iron ore.
That's 1200 redstone dust per hour per player if mined with Fortune (average of 6 drops, 4.5 without Fortune, which still exceeds what the other person found with branch-mining and Fortune) - the thousands of ores that I mine per play session is not an anomaly (other than that I do it every day).
Of course, you know my opinion on farming but all I've done to existing mob drops is make them "rare" drops, meaning that a player must kill the mob to get anything, which prevents large-scale automated farms (you can only "farm" them to the point where the mob cap becomes filled). I added glowstone dust as a drop to glow squid to make them more valuable (rather than just dropping glow ink sacs). Also, I'm not sure why baby witches would be broken anyway when they would be rare, 5% of all witches spawned, just like baby zombies and my own mod's baby skeletons (yes, I actually added baby skeletons and strays, which are functionally identical to baby zombies; they drop 12 XP instead of 5, move faster, don't burn in sunlight (a feature in older versions of Java which was intentionally coded in but later removed as a "bug"):
As seen by the skeleton in the middle they can also spawn with swords instead of bows, making them extra deadly as they run even faster and deal a significant amount of damage (much like wither skeletons; for whatever reason skeletons were coded to move slower when holding a bow):
This is TMCW's equivalent of chicken jockeys - cave spider jockeys for a two-in-one punch:
But it is also extremely easy to obtain in large quantities by mining:
That was collected in an hour of branch-mining, and caving can be even more lucrative (if you can find a good cave system, which is more difficult in newer versions):
That's 1200 redstone dust per hour per player if mined with Fortune (average of 6 drops, 4.5 without Fortune, which still exceeds what the other person found with branch-mining and Fortune) - the thousands of ores that I mine per play session is not an anomaly (other than that I do it every day).
Of course, you know my opinion on farming but all I've done to existing mob drops is make them "rare" drops, meaning that a player must kill the mob to get anything, which prevents large-scale automated farms (you can only "farm" them to the point where the mob cap becomes filled). I added glowstone dust as a drop to glow squid to make them more valuable (rather than just dropping glow ink sacs). Also, I'm not sure why baby witches would be broken anyway when they would be rare, 5% of all witches spawned, just like baby zombies and my own mod's baby skeletons (yes, I actually added baby skeletons and strays, which are functionally identical to baby zombies; they drop 12 XP instead of 5, move faster, don't burn in sunlight (a feature in older versions of Java which was intentionally coded in but later removed as a "bug"):
As seen by the skeleton in the middle they can also spawn with swords instead of bows, making them extra deadly as they run even faster and deal a significant amount of damage (much like wither skeletons; for whatever reason skeletons were coded to move slower when holding a bow):
This is TMCW's equivalent of chicken jockeys - cave spider jockeys for a two-in-one punch:
I'm not bothered about redstone being easier to get by mining, oddly enough and it does give me incentive to mine for it as it would everyone else
It's only potions and extra compasses that make it worth my time for renewable redstone in my honest opinion, because renewable redstone is rare. natural redstone isn't rare.
When the potion is used up the redstone used on them vanishes from the world forever.
But as long as you're careful a redstone block or powered rail will last practically forever, as they do not decay or wear out over time.
The same is true for pistons, dispensers, redstone lamps and redstone torches etc.
I agree with you though, the Baby Witch scenario would be a rare event it wouldn't exactly be easy to farm it regardless,
with a 5% spawn rate it wouldn't be an efficient way to get a lot of redstone.
I fortune redstone by mining it,
It's not too much trouble to fill up one chest with redstone dust, blocks it gets more grindy as you need 9x as many redstone dust,
but still doable. In the end unless you build a lot of complicated redstone machinery, powered rails or redstone lamps, the majority of the redstone you mined would be sitting in chests unused and abandoned.
each piece of redstone dust can be used to extend a potions effect duration of up to 8 minutes
making 10 8 minute fire resistance potions means you have more than 1 hour of lava/fire immunity
Potions alone will never be enough to deplete redstone reserves of someone who makes a habit of mining like you do.
Naaah... With thier colour, it will be super annoying in caves because the colour is close to stone. And they will be tiny? Yes, the first time you think about it, it seem to be a good idea, but I think make skeletonslike that will make players upset. And because of thier speed, it will be impossible to aproach them and without a bow, a crossbow or a trident, it will be impossible to beat them.
I oppose.
Besides baby zombies being already annoying as they are with their speed and small silhouette and skeletons with their ranged weapons, I think that in the overworld zombies are the undead civilians, while skeletons are undead soldiers. Human child soldiers became common only after invention of compact automatic firearms, so there is no logical sense for undead soldiers to have baby subtype.
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
I oppose.
Besides baby zombies being already annoying as they are with their speed and small silhouette and skeletons with their ranged weapons, I think that in the overworld zombies are the undead civilians, while skeletons are undead soldiers. Human child soldiers became common only after invention of compact automatic firearms, so there is no logical sense for undead soldiers to have baby subtype.
I oppose.
Besides baby zombies being already annoying as they are with their speed and small silhouette and skeletons with their ranged weapons, I think that in the overworld zombies are the undead civilians, while skeletons are undead soldiers. Human child soldiers became common only after invention of compact automatic firearms, so there is no logical sense for undead soldiers to have baby subtype.
It's better to not think of them as Babys and think of them as dwarfs, and it certainly makes sense that not every soldier be of the same size as each other.
You don't need to be tall to be a good archer, you just need to know how to use a bow and have experience and skill to use it properly.
I think it would be more appropriate to name them Dwarf Skeletons, however this could add an interesting challenge to the game.
Strays can be annoying, but regular Skeletons don't pose much of a threat when you've got enchanted armour, unless you're next to lava, a cliff, void (in case of End, although if one followed you in it would be your own fault) or had been recently poisoned by a Witch.
Instead of nerfing enchanted items to oblivion, effectively making enchantments a pointless feature, it would be better to just add in tougher enemies to fight, 1.17 does this with the addition of the Warden, but we could do with a little more hostile and neutral mobs in Overworld in my opinion.
Like baby zombies, they have 5% of spawning among adult skeletons. Also they run and shoot arrows faster than adults. They drop more than twice xp than adults. They can also ride spiders and chickens.
Do babyzombies attack faster then adults? If not i don't think it's necessary to make baby skeletons attack faster.
I would even upvote baby creepers but i think most people wouldn't like them. ^^
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
From a development perspective? Yeah, this idea could be pretty interesting, even cute. From a gameplay perspective: No. Please no. More overpowered baby monsters? Why me? (Yeah, I approve of the idea, even knowing what a nuisance baby zombies already are.)
Cooking with Mindthemoods ~ Biomes ~ Archeology
---
~ My Portfolio ~ Skindex ~ Test ~ Discs ~
They wouldn't be too OP
contrary to Creepers which can insta kill you even with full iron armour and max health just by sneaking up on you, in addition to deleting some of the blocks it detonates on, which is an awful mechanic, that has a cult-like fanbase who support it. One fan even went on a thread about someone complaining about their OPness and suggested wearing armour, which was a stupid suggestion since unless you have blast protection on one armour plate, or protection 4 enchantments, it doesn't work.
baby skeletons would at least beatable even when they have a home field advantage, the wilderness or cave systems.
Yes they can fire arrows at you, but you can do the same to them, presumably with an even more powerful bow, so your fire power would be superior to skeletons that spawn naturally.
Their increased speed and rate of fire would add an extra layer of challenge for sure, but it is fair imo.
In fact this is the direction the game needs to be heading.
Baby skeletons shouldn't attack any faster, but it makes sense they move faster. I'd find them too tough for a regular monster, they sound more like vexes. Maybe if they dealt much less damage.
Baby creepers, unless their explosion is significantly weaker, would be unfair. They would entirely blend in or hide in tall grass and lush areas.
Baby endermen should definitely be weaker and it also would make sense that they have less jump height and should not be able to carry blocks. How tall would they be though?
Also since creepers and endermen are supposedly living creatures, would baby forms grow up if left alive and non-despawned over 20 minutes real time / 1 full day/night cycle in-game?
And since someone will likely point it out, baby spiders would just be cave spiders minus the poison.
Having Baby Skeletons would be better than having more enemies that would grief builds,
which with all due respect, defeats the point in building a house.
I'd much rather have more combat orientated enemies instead of ones that would destroy potentially hours of work.
I can forgive the existence of the Wither because that's something you have control over, and you have a choice where to spawn it, players who fail to kill it are simply not very good at the game.
Endermen have very limited grief capabilities, and can only remove dirt, gravel or sand blocks, and they panic when in water to the point where they warp away to somewhere non local. Endermen are forgiveable, dangerous enemies yes, but only when you look at them, hit them, or get unlucky enough that a glitch causes them to aggro you, which doesn't happen all the time.
Baby Endermen wouldn't be terrible, no one in mid to late game should be building dirt houses, I mean come on,
it's clear what is going to happen if they do, it is the weakest solid block material in the game which is why Creepers leave such large craters in it.
There are plenty of ways to prevent Endermen from spawning without peaceful difficulty, lighting, half slabs, glass etc. As long as you're in the Overworld and there aren't any dark caves beneath you, it is possible to prevent Endermen from ruining your garden or grass fields near your house.
Baby Creepers would suck, as if it's bad enough that we have charged ones that get their explosive ability buffed, making them able to destroy Endstone but not Obsidian.
If there are going to be more destructive mobs that can just randomly spawn in the worlds and pull player bases apart, they should be limited to the Nether, world options that can be disabled without cheats, or a newer difficulty mode between hard and hardcore imo.
An unfair mob doesn't stop being unfair just because Mojang decides to implement it later on.
Unlike Java edition, bedrock players don't have the option to disable updates as I said before.
It would still be possible to avoid baby Witches presumably, but you'd need to be quick on your feet to get away.
Their standard walk speed is slower than your top speed when not sprinting, but there's a good reason for this,
because they throw splash potions.
Baby Witches that had the standard walk speed of about the maximum speed of a non sprinting player,
could add a decent but fair amount of challenge.
They don't have to spawn every night,
only by chance.
Sounds OP, except maybe witches but even then. But I don't think illagers would have child soldiers, what kind of monsters are they?
Creepers in the End?....do people build overworld buildings with endstone now?
Also, a mode between hard and hardcore...this merits a thread to itself.
Witches themselves don't spawn every night.
Just sprint, easy solution. Baby witches are hard to hit though, as are all baby mobs, and that's the main difficulty in fighting them, not the speed or damage.
Omg i WANT them!! just imagine a baby ravager...
xD
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
True to both. Baby ravagers may actually be more reasonable difficulty wise because of size meaning they would be made weaker.
Maybe baby witches should throw weaker potions.
I really think baby versions should be weaker overall, not stronger. No matter how much xp you get.
Still, gotta be careful what we wish for heheh
If they did, it would defeat the point in redstone and glowstone in trades, that is supposed to be the main renewable source of redstone.
If that were from Witches it would be too easy because all you'd need to get the redstone or glowstone is to just kill them, easily done with a bow or trident at a safe distance, no bartering necessary.
But in trades you need valuables before you can get the items you want, which have to be earned so is more of a grind.
Baby Witches could also provide a renewable source of redstone or glowstone, but not without any risk.
and if they were faster than normal Witches, they'd be more dangerous because they'd be harder to hit.
One poison splash potion is enough to get you down to half a heart, so there would be balance in the reward.
Can we just make them as hard as regular witches?...
But then it would be too easy, you're adding another loot source of glowstone and redstone don't forget.
I am in favour of farmable resources, but rare ones like these shouldn't be effortless to get, or without any risk involved.
Redstone is a very important resource in Minecraft,
it is used to enhance potency and duration of potions, in addition to making redstone contraptions.
and glowstone is used to fuel Respawn Anchors in the Nether.
I don't like the idea of extra drops, and I definitely don't like the idea of rare hard enemies being too small to easily see or hit.
But it is also extremely easy to obtain in large quantities by mining:
That was collected in an hour of branch-mining, and caving can be even more lucrative (if you can find a good cave system, which is more difficult in newer versions):
That's 1200 redstone dust per hour per player if mined with Fortune (average of 6 drops, 4.5 without Fortune, which still exceeds what the other person found with branch-mining and Fortune) - the thousands of ores that I mine per play session is not an anomaly (other than that I do it every day).
Of course, you know my opinion on farming but all I've done to existing mob drops is make them "rare" drops, meaning that a player must kill the mob to get anything, which prevents large-scale automated farms (you can only "farm" them to the point where the mob cap becomes filled). I added glowstone dust as a drop to glow squid to make them more valuable (rather than just dropping glow ink sacs). Also, I'm not sure why baby witches would be broken anyway when they would be rare, 5% of all witches spawned, just like baby zombies and my own mod's baby skeletons (yes, I actually added baby skeletons and strays, which are functionally identical to baby zombies; they drop 12 XP instead of 5, move faster, don't burn in sunlight (a feature in older versions of Java which was intentionally coded in but later removed as a "bug"):
This is TMCW's equivalent of chicken jockeys - cave spider jockeys for a two-in-one punch:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I'm not bothered about redstone being easier to get by mining, oddly enough and it does give me incentive to mine for it as it would everyone else
It's only potions and extra compasses that make it worth my time for renewable redstone in my honest opinion, because renewable redstone is rare. natural redstone isn't rare.
When the potion is used up the redstone used on them vanishes from the world forever.
But as long as you're careful a redstone block or powered rail will last practically forever, as they do not decay or wear out over time.
The same is true for pistons, dispensers, redstone lamps and redstone torches etc.
I agree with you though, the Baby Witch scenario would be a rare event it wouldn't exactly be easy to farm it regardless,
with a 5% spawn rate it wouldn't be an efficient way to get a lot of redstone.
I fortune redstone by mining it,
It's not too much trouble to fill up one chest with redstone dust, blocks it gets more grindy as you need 9x as many redstone dust,
but still doable. In the end unless you build a lot of complicated redstone machinery, powered rails or redstone lamps, the majority of the redstone you mined would be sitting in chests unused and abandoned.
each piece of redstone dust can be used to extend a potions effect duration of up to 8 minutes
making 10 8 minute fire resistance potions means you have more than 1 hour of lava/fire immunity
Potions alone will never be enough to deplete redstone reserves of someone who makes a habit of mining like you do.
Naaah... With thier colour, it will be super annoying in caves because the colour is close to stone. And they will be tiny? Yes, the first time you think about it, it seem to be a good idea, but I think make skeletonslike that will make players upset. And because of thier speed, it will be impossible to aproach them and without a bow, a crossbow or a trident, it will be impossible to beat them.
I oppose.
Besides baby zombies being already annoying as they are with their speed and small silhouette and skeletons with their ranged weapons, I think that in the overworld zombies are the undead civilians, while skeletons are undead soldiers. Human child soldiers became common only after invention of compact automatic firearms, so there is no logical sense for undead soldiers to have baby subtype.
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
Well, everyone has their own canon on the lore.
It's better to not think of them as Babys and think of them as dwarfs, and it certainly makes sense that not every soldier be of the same size as each other.
You don't need to be tall to be a good archer, you just need to know how to use a bow and have experience and skill to use it properly.
I think it would be more appropriate to name them Dwarf Skeletons, however this could add an interesting challenge to the game.
Strays can be annoying, but regular Skeletons don't pose much of a threat when you've got enchanted armour, unless you're next to lava, a cliff, void (in case of End, although if one followed you in it would be your own fault) or had been recently poisoned by a Witch.
Instead of nerfing enchanted items to oblivion, effectively making enchantments a pointless feature, it would be better to just add in tougher enemies to fight, 1.17 does this with the addition of the Warden, but we could do with a little more hostile and neutral mobs in Overworld in my opinion.