Minecraft needs some new mobs, not just for the sake of having more variety, but in order to fulfill specific roles that are going unfulfilled right now. That's why I'm making this thread, even though I know suggestion threads already exist for some of these individual mobs. So, even if you disagree with these specific mobs that I'm going to suggest, then at least consider what other mobs you would have added to fulfill these niches.
First, we need a mob in the overworld that can fly so that people can't so easily just lamely pillar up and survive a night. I suggest that Notch simply use the wraith mob that already exists in Mo' Creatures for this. The wraith should spawn in light levels of 3 or lower. So it will only spawn in caves and in areas above ground where the moonlight is at least partially blocked by forest. Wraiths should, of course, burn up in daylight like other undead. They should drop nothing.
Second, there should be a mob that makes digging very very deep very very dangerous. "The Dwarves delved too greedily and too deep," etc. etc. Slimes do not fulfill this function, considering they are rather easy to kill. So I suggest that Notch simply use the flame wraith mob from Mo' Creatures for this. They should spawn in light levels of 3 or lower from layer 20 downwards. They should drop gunpowder. I am undecided as to whether it would make sense for them to burn up in daylight (assuming such a situation arose). I guess, maybe not, seeing as how fire would probably help it if anything.
Third, dungeons need to be occasionally more difficult. With that in mind, I think that some dungeons should come with individual dragons rather than mob spawners. The dragons should be 4x4x4 creatures that shoot fireballs that are twice as powerful as the Ghast fireballs (and thus can go through cobblestone), and they should have 100 hearts. The dragons shouldn't drop anything, but their dungeon chests should be particularly lucrative.
Fourth, we need a mob that provides at least a modicum of challenge during the night after one has achieved a cozy little base and a bed. It is quite possible to build a base and a bed by the first night and go to sleep at sunset each night thereafter, effectively never having to face monsters aside from in caves. Therefore, Notch should implement imps. They should be 1x1x1 creatures with 5 hearts that deal a weak melee attack. However, they should be able to open wooden doors. They should spawn in light levels of 7 and below. They should not burn up in daylight. They should drop wooden sticks. (Their sprite model should show them walking around holding a wooden stick).
Fifth, we need a mob that provides at least a modicum of danger in the ocean. Notch has said that he doesn't want sharks, and I agree, as that might be too threatening and make the sea totally off-limits. Therefore, a compromise: the crab, a hostile mob that inhabits the deep surface. It should be a 2x2x1 creature that is unable to swim, and that spawns in deep water and walks along the bottom. It would really only be a threat if you were building an underwater base or hunting squids. It should not drop anything.
Sixth, we need another hostile mob for the Nether--something that walks around on land. This is the one that I'm the least sure about. Here's an idea, though: the Mud Golem. It should be a 3x2x2 mob with a decent melee attack that spawns in light levels of 7 and below. It should have 20 hearts, and it should not get knocked back when hit. It should drop soul sand.
Just give zombies the ability to break blocks at the same speed as a player does with their bare hands. They would only dig when trying to get to you, so they wouldn't be randomly digging the landscape all the time.
There. That's your extra challenge. Also, no mobs from Mo's creatures please.
Just give zombies the ability to break blocks at the same speed as a player does with their bare hands. They would only dig when trying to get to you, so they wouldn't be randomly digging the landscape all the time.
There. That's your extra challenge. Also, no mobs from Mo's creatures please.
That's not a bad idea, but at best that only fulfills one of the roles I mentioned above--the imp role (a mob to provide some threat to you in dwellings). And personally, I'd rather be threatened by a mob that simply opened the door, rather than a mob that could possibly undo some of my work.
In any case, that still leaves the other roles to be fulfilled (assuming that you do not dispute those).
I am unclear about why you categorically wouldn't want any Mo' Creatures mobs in the regular game. To be sure, I think that Mo' Creatures is somewhat extravagant and overdoes it, precisely because they have multiple mobs redundantly filling the same niches, such that it becomes just an unmanageable mob zoo. That's not what I'm after. I want new gameplay threats, not re-skins of old gameplay threats.
Here are the existing niches that are filled:
Overworld:
*Cannon-fodder (zombies).
*ranged attack (skeletons).
*Stealth kamikaze (creepers).
*Can climb, fit through flat spaces (spiders).
So we don't need new mobs that redundantly serve these same gameplay niches. I don't think any of my suggestions do that. In my opinion, each one of my suggestions provides a new unique gameplay/tactical strategy element.
I agree 100% with this guy. Except the flame writhe part. Maybe add some like big mole that digs?
Do you think flame wraiths are maybe too strong? What about a balrog-like creature that has the same flint&steel type attack, but that doesn't fly, and that is also larger (3x2x2 maybe?) so that it can't fit into smaller spaces and tunnels? Because now that I think about it, I could foresee some problems with flame wraiths getting out of the deep, going up a shaft, and lighting the overworld's forests on fire (although now that fire's spreading is being nerfed as well, this wouldn't be as big of a deal).
In any case, there needs to be some strong (presumably fire-element) monster that spawns below layer 20 to make mining deep more of a threat. And accordingly, if we are going to make the deep of the overworld have a special threat, it can't exactly make sense for the Nether to be *safer* than the overworld, which is why I think there also needs to be a decently strong hostile melee mob in the Nether (like the Mud Golem I proposed).
It is actually easy to allow all current mobs to fill each role and be rewarding to fight:
Zombie: as they are slow, it is very reasonable for them to have exceptional health (were talking 20 hearts) and have their melee attacks deal 4 damage at normal (this makes investing in a bow or fishing rod top priority. Zombies should drop bones 90% of the time, or sometimes drop special feathers to make faster-flying arrows
Skeleton: They should be nimble and fast, so it is reasonable to make them have less health (At least 7) and be able to jump 2 blocks upward. They should aim up and where a player is expected to be, allowing a zombie to get in front of a Skeleton without getting hurt. However, they should drop more arrows, or sometimes drop flint alongside bones and arrows, allowing flint to be renewable and adding mythos to where all these mobs came from...
Spider: Good as they are. However, they shouldn't fall when climbing, they should stay where they are (like how you can hold on to a ladder by pressing Shift).
Creeper: Fine as they are.
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Feel free to help out my dragon! Keep views to a minimum please!
imps i do not like for a few reasons: your door is to keep out monsters and if you have imps coming at you and your door dose not stop them, then your screwed. also they should not hang around during the day because the point of day is so you can prepare for night which (next to exploring caves) is the soul part of the game (to me.)
crabs good
and mud golems? seriously? Golems are made out of clay and to get clay you need water. Nether + water = nothing. but maybe a mob like it?
You should add Undead Warriors to the list (an idea I had with zombies who wield weapons and where armor). They would be an undead version of the PC.
I also had an idea for Banshees, ghosts that scream at you nonstop and attract nearby mobs, they don't attack. They fly to far away to be hit with a sword so you'll either have to use arrows or escape it.
Other than that I love all of it (maybe Fire Wraiths are killed by water (even rain) and can spawn in daylight (how about they mainly spawn on land))
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The Isles, an arctic Sky Dimension that should be used along with the End.
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First, we need a mob in the overworld that can fly so that people can't so easily just lamely pillar up and survive a night. I suggest that Notch simply use the wraith mob that already exists in Mo' Creatures for this. The wraith should spawn in light levels of 3 or lower. So it will only spawn in caves and in areas above ground where the moonlight is at least partially blocked by forest. Wraiths should, of course, burn up in daylight like other undead. They should drop nothing.
Second, there should be a mob that makes digging very very deep very very dangerous. "The Dwarves delved too greedily and too deep," etc. etc. Slimes do not fulfill this function, considering they are rather easy to kill. So I suggest that Notch simply use the flame wraith mob from Mo' Creatures for this. They should spawn in light levels of 3 or lower from layer 20 downwards. They should drop gunpowder. I am undecided as to whether it would make sense for them to burn up in daylight (assuming such a situation arose). I guess, maybe not, seeing as how fire would probably help it if anything.
Third, dungeons need to be occasionally more difficult. With that in mind, I think that some dungeons should come with individual dragons rather than mob spawners. The dragons should be 4x4x4 creatures that shoot fireballs that are twice as powerful as the Ghast fireballs (and thus can go through cobblestone), and they should have 100 hearts. The dragons shouldn't drop anything, but their dungeon chests should be particularly lucrative.
Fourth, we need a mob that provides at least a modicum of challenge during the night after one has achieved a cozy little base and a bed. It is quite possible to build a base and a bed by the first night and go to sleep at sunset each night thereafter, effectively never having to face monsters aside from in caves. Therefore, Notch should implement imps. They should be 1x1x1 creatures with 5 hearts that deal a weak melee attack. However, they should be able to open wooden doors. They should spawn in light levels of 7 and below. They should not burn up in daylight. They should drop wooden sticks. (Their sprite model should show them walking around holding a wooden stick).
Fifth, we need a mob that provides at least a modicum of danger in the ocean. Notch has said that he doesn't want sharks, and I agree, as that might be too threatening and make the sea totally off-limits. Therefore, a compromise: the crab, a hostile mob that inhabits the deep surface. It should be a 2x2x1 creature that is unable to swim, and that spawns in deep water and walks along the bottom. It would really only be a threat if you were building an underwater base or hunting squids. It should not drop anything.
Sixth, we need another hostile mob for the Nether--something that walks around on land. This is the one that I'm the least sure about. Here's an idea, though: the Mud Golem. It should be a 3x2x2 mob with a decent melee attack that spawns in light levels of 7 and below. It should have 20 hearts, and it should not get knocked back when hit. It should drop soul sand.
There. That's your extra challenge. Also, no mobs from Mo's creatures please.
That's not a bad idea, but at best that only fulfills one of the roles I mentioned above--the imp role (a mob to provide some threat to you in dwellings). And personally, I'd rather be threatened by a mob that simply opened the door, rather than a mob that could possibly undo some of my work.
In any case, that still leaves the other roles to be fulfilled (assuming that you do not dispute those).
I am unclear about why you categorically wouldn't want any Mo' Creatures mobs in the regular game. To be sure, I think that Mo' Creatures is somewhat extravagant and overdoes it, precisely because they have multiple mobs redundantly filling the same niches, such that it becomes just an unmanageable mob zoo. That's not what I'm after. I want new gameplay threats, not re-skins of old gameplay threats.
Here are the existing niches that are filled:
Overworld:
*Cannon-fodder (zombies).
*ranged attack (skeletons).
*Stealth kamikaze (creepers).
*Can climb, fit through flat spaces (spiders).
Nether:
*Ranged attack (ghasts).
*cannon-fodder (zombie pigmen).
So we don't need new mobs that redundantly serve these same gameplay niches. I don't think any of my suggestions do that. In my opinion, each one of my suggestions provides a new unique gameplay/tactical strategy element.
Do you think flame wraiths are maybe too strong? What about a balrog-like creature that has the same flint&steel type attack, but that doesn't fly, and that is also larger (3x2x2 maybe?) so that it can't fit into smaller spaces and tunnels? Because now that I think about it, I could foresee some problems with flame wraiths getting out of the deep, going up a shaft, and lighting the overworld's forests on fire (although now that fire's spreading is being nerfed as well, this wouldn't be as big of a deal).
In any case, there needs to be some strong (presumably fire-element) monster that spawns below layer 20 to make mining deep more of a threat. And accordingly, if we are going to make the deep of the overworld have a special threat, it can't exactly make sense for the Nether to be *safer* than the overworld, which is why I think there also needs to be a decently strong hostile melee mob in the Nether (like the Mud Golem I proposed).
Zombie: as they are slow, it is very reasonable for them to have exceptional health (were talking 20 hearts) and have their melee attacks deal 4 damage at normal (this makes investing in a bow or fishing rod top priority. Zombies should drop bones 90% of the time, or sometimes drop special feathers to make faster-flying arrows
Skeleton: They should be nimble and fast, so it is reasonable to make them have less health (At least 7) and be able to jump 2 blocks upward. They should aim up and where a player is expected to be, allowing a zombie to get in front of a Skeleton without getting hurt. However, they should drop more arrows, or sometimes drop flint alongside bones and arrows, allowing flint to be renewable and adding mythos to where all these mobs came from...
Spider: Good as they are. However, they shouldn't fall when climbing, they should stay where they are (like how you can hold on to a ladder by pressing Shift).
Creeper: Fine as they are.
Dragons seem a little overpowering.
imps i do not like for a few reasons: your door is to keep out monsters and if you have imps coming at you and your door dose not stop them, then your screwed. also they should not hang around during the day because the point of day is so you can prepare for night which (next to exploring caves) is the soul part of the game (to me.)
crabs good
and mud golems? seriously? Golems are made out of clay and to get clay you need water. Nether + water = nothing. but maybe a mob like it?
I think he's talking a golem made of soul sand.
The Sun rises in the North!Now these points of data make a beautiful line...
Oh! that makes much more sense :smile.gif:
I also had an idea for Banshees, ghosts that scream at you nonstop and attract nearby mobs, they don't attack. They fly to far away to be hit with a sword so you'll either have to use arrows or escape it.
Other than that I love all of it (maybe Fire Wraiths are killed by water (even rain) and can spawn in daylight (how about they mainly spawn on land))