The Meaning of Life, the Universe, and Everything.
Location:
Europa
Join Date:
4/10/2015
Posts:
95
Location:
Some where you're not.
Minecraft:
Cardinal Dogma
Xbox:
Virulent Ending
Member Details
Once a warden detects a smell it will quickly begin pursuing the source. In medium to close range swift sneak is rendered completely ineffective against it, so I think there should be some ways to mitigate the warden's sense of smell.
Water Sources:
When a player or mob enters water it will take significantly longer for the warden to sniff out the target.
Additionally, to prevent buckets of water from becoming an Ancient City hall pass, placing water will create a lot of noise and have the opposite effect instead luring in the warden via sound.
Bundle of Spices:
A bundle of spices would be crafted by using blaze powder and a combination of plant materials. The bundle of spices would be a thrown item that would burst into a cloud upon impact. If a warden is caught within it's area of effect it will briefly disable the warden's ability to smell.
Scent Dampening:
Blaze powder can be applied to a block similar to wax to stop the warden from being able to smell through it. As a countermeasure to deter exploitation in Ancient cities if a player is standing directly beside, or under/ on top of a block that has had blaze powder applied to it the warden will eventually be able to detect them.
Less so for Ancient City exploration, but more for creative uses like mob zoos.
As the wardens behavior is now it will attack any entity within an 8 block radius of itself even if the target is in a separate cave system that is not attached. While okay for Ancient Cities it makes any creative use of the mob unnecessarily limiting.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2014
Posts:
136
Member Details
IMO the first idea is good, but the other two require a crafted single-purpose item and mechanic respectively. Since there's a lot of talk about Rotten Flesh being nearly useless, what about using it as a dropped item to lure with the Warden's smell by exploiting the fact that it definitely stinks to high heaven?
The Meaning of Life, the Universe, and Everything.
Location:
Europa
Join Date:
4/10/2015
Posts:
95
Location:
Some where you're not.
Minecraft:
Cardinal Dogma
Xbox:
Virulent Ending
Member Details
Yeah, the second one does seem incomplete although I do like the idea of a quick throwable that isn't super common. If a player has a large stockpile of rotten flesh it could become a hall pass assuming that the lure effect lasts as long as the item takes to despawn in addition to how common it is as well as its stack size. In hindsight I think the stack size would need to be reduced for better balancing. A stack size of 16 with a smell disabling effect lasting maybe 3 seconds seems ideal. I think keeping rotten flesh as is would be preferable as rebalancing it for combating the Warden could have some negative trade offs in regards to the storage rotten flesh.
Perhaps other uses to the bundle besides disabling the Wardens ability to smell could be applied to it. Here's some ideas:
1. If thrown near fire the bundle will explode in a burst of flames lighting surfaces within it's proximity on fire.
I could see this being useful for making traps, clearing thick forests for establishing a build site, or being handy for PvP.
2. If thrown at a creeper the creeper will temporarily retreat.
Mainly for that odd creeper that idles in front of your door although there are other ways of handling that situation already.
As for the third feature it would only require that you be holding blaze powder and right clicking on a block, so crafting a new item would not be required.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/2/2018
Posts:
63
Member Details
If you're worried about rotten flesh lures lasting too long, why not just have the Warden pick up and eat the lure if it reaches it, or ignore it if it realizes it can't path to it?
Once a warden detects a smell it will quickly begin pursuing the source. In medium to close range swift sneak is rendered completely ineffective against it, so I think there should be some ways to mitigate the warden's sense of smell.
Water Sources:
When a player or mob enters water it will take significantly longer for the warden to sniff out the target.
Additionally, to prevent buckets of water from becoming an Ancient City hall pass, placing water will create a lot of noise and have the opposite effect instead luring in the warden via sound.
Bundle of Spices:
A bundle of spices would be crafted by using blaze powder and a combination of plant materials. The bundle of spices would be a thrown item that would burst into a cloud upon impact. If a warden is caught within it's area of effect it will briefly disable the warden's ability to smell.
Scent Dampening:
Blaze powder can be applied to a block similar to wax to stop the warden from being able to smell through it. As a countermeasure to deter exploitation in Ancient cities if a player is standing directly beside, or under/ on top of a block that has had blaze powder applied to it the warden will eventually be able to detect them.
Less so for Ancient City exploration, but more for creative uses like mob zoos.
As the wardens behavior is now it will attack any entity within an 8 block radius of itself even if the target is in a separate cave system that is not attached. While okay for Ancient Cities it makes any creative use of the mob unnecessarily limiting.
Nope.wav
IMO the first idea is good, but the other two require a crafted single-purpose item and mechanic respectively. Since there's a lot of talk about Rotten Flesh being nearly useless, what about using it as a dropped item to lure with the Warden's smell by exploiting the fact that it definitely stinks to high heaven?
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
Yeah, the second one does seem incomplete although I do like the idea of a quick throwable that isn't super common. If a player has a large stockpile of rotten flesh it could become a hall pass assuming that the lure effect lasts as long as the item takes to despawn in addition to how common it is as well as its stack size. In hindsight I think the stack size would need to be reduced for better balancing. A stack size of 16 with a smell disabling effect lasting maybe 3 seconds seems ideal. I think keeping rotten flesh as is would be preferable as rebalancing it for combating the Warden could have some negative trade offs in regards to the storage rotten flesh.
Perhaps other uses to the bundle besides disabling the Wardens ability to smell could be applied to it. Here's some ideas:
1. If thrown near fire the bundle will explode in a burst of flames lighting surfaces within it's proximity on fire.
I could see this being useful for making traps, clearing thick forests for establishing a build site, or being handy for PvP.
2. If thrown at a creeper the creeper will temporarily retreat.
Mainly for that odd creeper that idles in front of your door although there are other ways of handling that situation already.
As for the third feature it would only require that you be holding blaze powder and right clicking on a block, so crafting a new item would not be required.
Nope.wav
If you're worried about rotten flesh lures lasting too long, why not just have the Warden pick up and eat the lure if it reaches it, or ignore it if it realizes it can't path to it?