This. Minecraft should be balanced both in enemy AI as well as PvP.
If people like using archery to bounce each other into the Void, they have that option in PVP already. Only difference is it's a game mode that is entirely left up to player discretion as some things in video games should be, you can play PVP or PVE, and on any difficulty in Minecraft, on servers that are PVP they knew the risk and the rules are clearly laid out for players who join, that doesn't discredit Bedwars from existing though, I'm sure it's a fun PVP server for people who play it, just not my cup of tea. Skyblock also has a risk of falling into the Void, and this does not feature the End dimension either.
You can even use Villager trades to replace lost diamond gear, but you don't get renewable netherite armour, so constantly losing netherite equipment in the Void for the sake of PVP in End would waste resources on the world, whether you or your friends lose the gear, the result is the same.
OP wants players to build pipeline bridges to get across the Void safely, but some players already do this to avoid the possibility of Endermen forcing them off, only difference is Endermen are neutral mobs until the player looks at their faces or hits them. You have more control in this situation, with flying snakes that are hostile mobs you can't predict whether or not one will attack, other than if you encounter the biomes they would exist in.
OP needs to reconsider this one. Because the pipeline bridge still has to be built, during that time, the possibility of being pushed into the Void, even with Netherite armour, as netherite armour does not prevent all knockback, it only reduces it, it still exists. If players lose this gear in the Void from something that was impossible to prevent, as you can't exactly stop flying snakes from spawning other than using peaceful mode which amounts to cheating, according to OP's suggestion, they have just lost something that is not easy to replace, nor is it renewable. And for what? because a small number of people wanted a new hostile mob introduced? sorry, but this isn't how game development should work.
I'm sure getting the right balance between ridiculously easy, and unfair and cheap isn't easy for developers to accomplish,
If people like using archery to bounce each other into the Void, they have that option in PVP already. Only difference is it's a game mode that is entirely left up to player discretion as some things in video games should be, you can play PVP or PVE, and on any difficulty in Minecraft, on servers that are PVP they knew the risk and the rules are clearly laid out for players who join, that doesn't discredit Bedwars from existing though, I'm sure it's a fun PVP server for people who play it, just not my cup of tea. Skyblock also has a risk of falling into the Void, and this does not feature the End dimension either.
You can even use Villager trades to replace lost diamond gear, but you don't get renewable netherite armour, so constantly losing netherite equipment in the Void for the sake of PVP in End would waste resources on the world, whether you or your friends lose the gear, the result is the same.
OP wants players to build pipeline bridges to get across the Void safely, but some players already do this to avoid the possibility of Endermen forcing them off, only difference is Endermen are neutral mobs until the player looks at their faces or hits them. You have more control in this situation, with flying snakes that are hostile mobs you can't predict whether or not one will attack, other than if you encounter the biomes they would exist in.
OP needs to reconsider this one. Because the pipeline bridge still has to be built, during that time, the possibility of being pushed into the Void, even with Netherite armour, as netherite armour does not prevent all knockback, it only reduces it, it still exists. If players lose this gear in the Void from something that was impossible to prevent, as you can't exactly stop flying snakes from spawning other than using peaceful mode which amounts to cheating, according to OP's suggestion, they have just lost something that is not easy to replace, nor is it renewable. And for what? because a small number of people wanted a new hostile mob introduced? sorry, but this isn't how game development should work.
I'm sure getting the right balance between ridiculously easy, and unfair and cheap isn't easy for developers to accomplish,
that doesn't excuse trolling players though.
However, the fact is that skywars and bedwars have one thing in common with the AI settings of this end mob, which is how to avoid falling into the void and counterattack the opponent as much as possible. In the same way, no matter how high the cost is, as long as it is beneficial to you, it is worth spending. Although netherite armors are non-renewable, you can greatly reduce the possibility of falling into the void, and if you really fall into the void, you deserve to pay more attention to the monsters around you. It stands to reason that if there are flying snakes, you should kill as many as you want first, and wait until the nearby flying snakes are almost cleaned up, and then build the pipeline bridge, so that you can protect yourself to a great extent, instead of letting the flying snake attack you. In the same way, when building a bridge in the soul sand valley ecological domain, you should pay more attention to the surrounding hostile mobs, otherwise you will be unlucky if you are shot by skeletons and ghasts.
However, the fact is that skywars and bedwars have one thing in common with the AI settings of this end mob, which is how to avoid falling into the void and counterattack the opponent as much as possible. In the same way, no matter how high the cost is, as long as it is beneficial to you, it is worth spending. Although netherite armors are non-renewable, you can greatly reduce the possibility of falling into the void, and if you really fall into the void, you deserve to pay more attention to the monsters around you. It stands to reason that if there are flying snakes, you should kill as many as you want first, and wait until the nearby flying snakes are almost cleaned up, and then build the pipeline bridge, so that you can protect yourself to a great extent, instead of letting the flying snake attack you. In the same way, when building a bridge in the soul sand valley ecological domain, you should pay more attention to the surrounding hostile mobs, otherwise you will be unlucky if you are shot by skeletons and ghasts.
This isn't how mob spawns work in Minecraft and you know it. You can't just "clean out" an area, because a few seconds later more will spawn and continue to harass you, it's RNG that determines mob spawns, as well as how far away you are from any given area.
Players can't just rely on a one and done job before continuing to build their bridge, the only real reason Endermen aren't too much of a problem is because they start out neutral, and they were designed this way for a good reason, it wouldn't be a fair fight if they started out hostile and then pushed you off the bridge you were building over the Void.
It makes no difference how much attention you pay to hostile mobs in a situation like that, some things are simply unavoidable.
Good thing you're not in the development team, because it's quite obvious Mojang knows more about balance than you do here.
This isn't how mob spawns work in Minecraft and you know it. You can't just "clean out" an area, because a few seconds later more will spawn and continue to harass you, it's RNG that determines mob spawns, as well as how far away you are from any given area.
Players can't just rely on a one and done job before continuing to build their bridge, the only real reason Endermen aren't too much of a problem is because they start out neutral, and they were designed this way for a good reason, it wouldn't be a fair fight if they started out hostile and then pushed you off the bridge you were building over the Void.
It makes no difference how much attention you pay to hostile mobs in a situation like that, some things are simply unavoidable.
Good thing you're not in the development team, because it's quite obvious Mojang knows more about balance than you do here.
This isn't how mob spawns work in Minecraft and you know it. You can't just "clean out" an area, because a few seconds later more will spawn and continue to harass you, it's RNG that determines mob spawns, as well as how far away you are from any given area.
Players can't just rely on a one and done job before continuing to build their bridge, the only real reason Endermen aren't too much of a problem is because they start out neutral, and they were designed this way for a good reason, it wouldn't be a fair fight if they started out hostile and then pushed you off the bridge you were building over the Void.
It makes no difference how much attention you pay to hostile mobs in a situation like that, some things are simply unavoidable.
Good thing you're not in the development team, because it's quite obvious Mojang knows more about balance than you do here.
I can guarantee that you can pass the small end islands and end barrens with the process of "clean up the flying snakes around → build a pipeline bridge at a distance → pay attention to the flying snakes around → clean up the flying snakes around →...", it is definitely safer than blindly passing through. The hostile mob's non-spawning range around the player also has a certain distance, you can even judge the number of monsters around by the sound, and each mob has a corresponding spawning weight. So even if there are these hostile mobs spawning, it won't be too much to clean up, movement speed won't be too fast, it's even less likely that you don't know there will be this monster around. I have clearly explained the coping methods before, and these methods will ensure security.
If you are still stubborn and have to use your own way, unfortunately, you can't play, you can't blame the game settings.
I can guarantee that you can pass the small end islands and end barrens with the process of "clean up the flying snakes around → build a pipeline bridge at a distance → pay attention to the flying snakes around → clean up the flying snakes around →...", it is definitely safer than blindly passing through. The hostile mob's non-spawning range around the player also has a certain distance, you can even judge the number of monsters around by the sound, and each mob has a corresponding spawning weight. So even if there are these hostile mobs spawning, it won't be too much to clean up, movement speed won't be too fast, it's even less likely that you don't know there will be this monster around. I have clearly explained the coping methods before, and these methods will ensure security.
If you are still stubborn and have to use your own way, unfortunately, you can't play, you can't blame the game settings.
Doesn't prevent them from coming over when they spot you and then pushing you off while you have your back turned after they had respawned after killing all the ones that would've spawned in a given area.
Your suggestion would rob players of many hours of work, you don't have a solution because you admitted it yourself that the potential of being forced into the Void exists, no matter how careful the player is. This is not balanced at all, enemies having knockback effect combined with bottomless pits is already an unpopular game mechanic, and there's a good reason why a lot of games don't use this anymore.
If people like using archery to bounce each other into the Void, they have that option in PVP already. Only difference is it's a game mode that is entirely left up to player discretion as some things in video games should be, you can play PVP or PVE, and on any difficulty in Minecraft, on servers that are PVP they knew the risk and the rules are clearly laid out for players who join, that doesn't discredit Bedwars from existing though, I'm sure it's a fun PVP server for people who play it, just not my cup of tea. Skyblock also has a risk of falling into the Void, and this does not feature the End dimension either.
You can even use Villager trades to replace lost diamond gear, but you don't get renewable netherite armour, so constantly losing netherite equipment in the Void for the sake of PVP in End would waste resources on the world, whether you or your friends lose the gear, the result is the same.
OP wants players to build pipeline bridges to get across the Void safely, but some players already do this to avoid the possibility of Endermen forcing them off, only difference is Endermen are neutral mobs until the player looks at their faces or hits them. You have more control in this situation, with flying snakes that are hostile mobs you can't predict whether or not one will attack, other than if you encounter the biomes they would exist in.
OP needs to reconsider this one. Because the pipeline bridge still has to be built, during that time, the possibility of being pushed into the Void, even with Netherite armour, as netherite armour does not prevent all knockback, it only reduces it, it still exists. If players lose this gear in the Void from something that was impossible to prevent, as you can't exactly stop flying snakes from spawning other than using peaceful mode which amounts to cheating, according to OP's suggestion, they have just lost something that is not easy to replace, nor is it renewable. And for what? because a small number of people wanted a new hostile mob introduced? sorry, but this isn't how game development should work.
I'm sure getting the right balance between ridiculously easy, and unfair and cheap isn't easy for developers to accomplish,
that doesn't excuse trolling players though.
However, the fact is that skywars and bedwars have one thing in common with the AI settings of this end mob, which is how to avoid falling into the void and counterattack the opponent as much as possible. In the same way, no matter how high the cost is, as long as it is beneficial to you, it is worth spending. Although netherite armors are non-renewable, you can greatly reduce the possibility of falling into the void, and if you really fall into the void, you deserve to pay more attention to the monsters around you. It stands to reason that if there are flying snakes, you should kill as many as you want first, and wait until the nearby flying snakes are almost cleaned up, and then build the pipeline bridge, so that you can protect yourself to a great extent, instead of letting the flying snake attack you. In the same way, when building a bridge in the soul sand valley ecological domain, you should pay more attention to the surrounding hostile mobs, otherwise you will be unlucky if you are shot by skeletons and ghasts.
This isn't how mob spawns work in Minecraft and you know it. You can't just "clean out" an area, because a few seconds later more will spawn and continue to harass you, it's RNG that determines mob spawns, as well as how far away you are from any given area.
Players can't just rely on a one and done job before continuing to build their bridge, the only real reason Endermen aren't too much of a problem is because they start out neutral, and they were designed this way for a good reason, it wouldn't be a fair fight if they started out hostile and then pushed you off the bridge you were building over the Void.
It makes no difference how much attention you pay to hostile mobs in a situation like that, some things are simply unavoidable.
Good thing you're not in the development team, because it's quite obvious Mojang knows more about balance than you do here.
I can guarantee that you can pass the small end islands and end barrens with the process of "clean up the flying snakes around → build a pipeline bridge at a distance → pay attention to the flying snakes around → clean up the flying snakes around →...", it is definitely safer than blindly passing through. The hostile mob's non-spawning range around the player also has a certain distance, you can even judge the number of monsters around by the sound, and each mob has a corresponding spawning weight. So even if there are these hostile mobs spawning, it won't be too much to clean up, movement speed won't be too fast, it's even less likely that you don't know there will be this monster around. I have clearly explained the coping methods before, and these methods will ensure security.
If you are still stubborn and have to use your own way, unfortunately, you can't play, you can't blame the game settings.
Doesn't prevent them from coming over when they spot you and then pushing you off while you have your back turned after they had respawned after killing all the ones that would've spawned in a given area.
Your suggestion would rob players of many hours of work, you don't have a solution because you admitted it yourself that the potential of being forced into the Void exists, no matter how careful the player is. This is not balanced at all, enemies having knockback effect combined with bottomless pits is already an unpopular game mechanic, and there's a good reason why a lot of games don't use this anymore.