You know em, you love em, and you kill em whenever you get a chance! The lovable lil looks like
That's right, the zombie, is the obvious choice for this mob.
Now I personally believe Zombies should have a wide range of loot, due to the fact they are former humans, meaning they would have various items while being alive. The appear anywhere and everywhere so items they drop should be anything. The drop table would be obviously feathers and various other items being absurdly high while diamonds, gold, weapons, and tools, so on and so forth would have a lower drop.
I checked the search option at the top, saw nothing involving the zombie like this so thought I'd see what people think about it. Also sorry for any bad grammar or shortness involving this topic, didn't seem like it needed a great amount of discussion other than what I said.
Well considering they are the least threatening mob, I would have to say that their loot should be the least helpful. But it would be helpful if they had more than just feathers. Maybe planks, flint, and rarely coal.
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Quote from Destrozo »
So you say 1.4 is fail because you don't know how to update your server? WTF
Thats like saying all cars fail because you don't know how to put gas in them.
You know em, you love em, and you kill em whenever you get a chance! The lovable lil looks like
That's right, the zombie, is the obvious choice for this mob.
Now I personally believe Zombies should have a wide range of loot, due to the fact they are former humans, meaning they would have various items while being alive. The appear anywhere and everywhere so items they drop should be anything. The drop table would be obviously feathers and various other items being absurdly high while diamonds, gold, weapons, and tools, so on and so forth would have a lower drop.
I checked the search option at the top, saw nothing involving the zombie like this so thought I'd see what people think about it. Also sorry for any bad grammar or shortness involving this topic, didn't seem like it needed a great amount of discussion other than what I said.
Drop rotten bodyparts which you can use to lure more zombies.
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Quote from Leizazure »
Those that don't search are scum , those that know the topic has been suggested , but still suggest them , are worse than scum.
I agree that they should drop items such as sticks, flint, stone, at most, iron tools/armor, but should be broken to a random point. If lucky, they could be almost fully. =)
This, if they dropped diamond the beginners could find a zombie spawn and kill them until they got diamonds.
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The Isles, an arctic Sky Dimension that should be used along with the End.
Well considering they are the least threatening mob, I would have to say that their loot should be the least helpful. But it would be helpful if they had more than just feathers. Maybe planks, flint, and rarely coal.
Well, every fight one up close after getting ambushed by a ton? Instadeath.
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Quote from GoombaGeek »
My dog will be named Cat. I will only provide milk buckets for it to eat and will not be its friend until it becomes a cat.
Yeah, multiple times I've been jumped by a rush of zombies, skeletons, and a creeper or two. Normally the creeper and skeleton damage me a good bit and the zombies finish me off by just bum rushing it.
Firstly, there would need to be a few new zombie types that pose a bit more of a threat (more damage, more health, armored zombies?). As of now they're a weak mob and they shouldn't get some new items just because they were us.
Secondly they should only drop the higher goods if you kill them personally;no daylight fire, no drowning, no fire, no lava. No punch, no loot. This is so that:
a)You cannot simply create a mob tower and get iron.
b)You don't just walk out in the morning and get some fr33 stuff pl0x.
c)So you're encouraged to go out and beat zombies. High risk but high return.
NO! zombies are easy as anything and extremely easy to farm. There drop has to be junk or it would be op.Helpfull tip: anything killed can be easily abused, and farm at thousands of kills a hour. And you don't even need to be at the computer.
love the idea but like others said, no diamonds or anything better than damaged iron tools/armour.
they should only give tools and higher end products (still no higher than iron tools) on hard mode, so the noobs cant easily get items. depending on the difficulty setting, they drop diff. items (dunno if thats possible [i know nothing about game programming])
Maybe make a new item "coins" and make zombies drop them. And there will be merchants spawned occasionally, so that you can use the coins to buy apples, cookies etc.
Just had idea. Since zombies are kind of everywhere, and not too hard to kill everything should be pretty rare, but none-the-less:
Zombies should drop a wide variety of items that would be impossible to get if, for example, you have a special world covered in just dirt. special grass seeds, saplings, dirt, mushrooms and reed.
Maybe make a new item "coins" and make zombies drop them. And there will be merchants spawned occasionally, so that you can use the coins to buy apples, cookies etc.
Thats just like terraria XD. Anyways, thats a bad idea because NPCs shouldn't be added (see thread under suggjestions, "Why your RPG ideas will never work for minecraft"). The whole game in my opinion is kind of like waking up in a place untouched by society and you try to survive and live. Bringing money and merchants would make it a completely different game which would kind of ruin other aspects.
Pulling together some of the better suggestions I've seen in this thread, mixed with my own thoughts...
Better Drops, but Capped
Flint
Coal
Mushrooms
Sticks
Damaged Tools (Wood, Stone) (Axe, Pick, Shovel, and Hoe)
Damaged Armour (Leather and Chainmail on Easy/Normal + Iron on Hard and up.)
Flint and Steel (At least 50% used up)
Limit Drops Caused by "Natural Causes"
Tricky, but necessary. I say that burning (including in sunlight) would automatically destroy manufactured items, as would fall damage of five hearts or more. If the zombie would have dropped one of the last three items above, it drops nothing instead.
Fall damage would apply cumulatively, written to a separate value to track it.
With Greater Reward Comes Greater Risk
Getting free manufactured items for killing something with no challenge isn't fair, so to justify those better drops, two new added challenges come into play.
Armour: The ability to have armoured Zombies already exists. Just that it hasn't been implemented and doesn't currently effect their stats. That would change. Zombies would now wear and gain the damage reduction of any armour they carry. Only armoured Zombies will drop armour. (Suggested spawn rate, between 3-10%)
Regeneration: In movies, Zombies rot, lose limbs, have their chests blown open, and just keep coming. Now the Zombies of Minecraft will too. If a Zombie hasn't taken damage for at least three seconds, they will begin to regenerate half a heart per second. (Regenerated hearts are subtracted from total fall damage.)
Lightning Zombies: Just like the Creeper, a Zombie struck by lightning will now recieve superpowers. Lightning Zombies do not burn in sunlight and regenerate continuously. (Being struck by lightning also destroys whatever armour the Zombie was wearing, however.)
That's right, the zombie, is the obvious choice for this mob.
Now I personally believe Zombies should have a wide range of loot, due to the fact they are former humans, meaning they would have various items while being alive. The appear anywhere and everywhere so items they drop should be anything. The drop table would be obviously feathers and various other items being absurdly high while diamonds, gold, weapons, and tools, so on and so forth would have a lower drop.
I checked the search option at the top, saw nothing involving the zombie like this so thought I'd see what people think about it. Also sorry for any bad grammar or shortness involving this topic, didn't seem like it needed a great amount of discussion other than what I said.
YES.
'Nuff said.
Drop rotten bodyparts which you can use to lure more zombies.
This, if they dropped diamond the beginners could find a zombie spawn and kill them until they got diamonds.
Well, every fight one up close after getting ambushed by a ton? Instadeath.
Firstly, there would need to be a few new zombie types that pose a bit more of a threat (more damage, more health, armored zombies?). As of now they're a weak mob and they shouldn't get some new items just because they were us.
Secondly they should only drop the higher goods if you kill them personally;no daylight fire, no drowning, no fire, no lava. No punch, no loot. This is so that:
a)You cannot simply create a mob tower and get iron.
b)You don't just walk out in the morning and get some fr33 stuff pl0x.
c)So you're encouraged to go out and beat zombies. High risk but high return.
they should only give tools and higher end products (still no higher than iron tools) on hard mode, so the noobs cant easily get items. depending on the difficulty setting, they drop diff. items (dunno if thats possible [i know nothing about game programming])
Zombies should drop a wide variety of items that would be impossible to get if, for example, you have a special world covered in just dirt. special grass seeds, saplings, dirt, mushrooms and reed.
Thats just like terraria XD. Anyways, thats a bad idea because NPCs shouldn't be added (see thread under suggjestions, "Why your RPG ideas will never work for minecraft"). The whole game in my opinion is kind of like waking up in a place untouched by society and you try to survive and live. Bringing money and merchants would make it a completely different game which would kind of ruin other aspects.
The pen is mightier than the sword, or in this case, the text is mightier than the troll.
Better Drops, but Capped
Limit Drops Caused by "Natural Causes"
Tricky, but necessary. I say that burning (including in sunlight) would automatically destroy manufactured items, as would fall damage of five hearts or more. If the zombie would have dropped one of the last three items above, it drops nothing instead.
Fall damage would apply cumulatively, written to a separate value to track it.
With Greater Reward Comes Greater Risk
Getting free manufactured items for killing something with no challenge isn't fair, so to justify those better drops, two new added challenges come into play.
I wish I was in this :C