I've noticed that animals often get in the way. Trying to punch up a tree? A chicken'll push you around. Simple things like that are actually pretty annoying.
Sometimes, you attack them to try to get them out of the way, but it doesn't do much. If it really bothers you, you're forced to kill it, but that seems like a hassle too.
Not only that, but it's just plain silly : You hit a pig and yet it stands still, keeps looking at you, and oinks loudly.
I think when a non-hostile mob takes significant damage, it should try to run away from the player. This would really help reduce the annoyance of mobs, and would make Minecraft just a little more realistic.
What if you're actually trying to harvest items from them? Well, first of all, being weak mobs, they won't be able to outrun you, nor will they run for too far if you don't trail them.
Secondly, animals have to see you to run away from you. If you come at them from behind, you could probably land two extra hits. And once again, you could just wait for them to calm down if you want.
Or you could just use arrows, since they'd won't deduce where the attack's coming from or who's attacking. Bows would become slightly more valuable as a result.
Aside from non-hostile mobs, I think Zombies and Skeletons should also have some running away behavior.
When a skeleton is almost dead [again], it will keep attacking you, but at least try to keep some distance.
More importantly, when the sun just begins rising, both Zombies and Skeletons will completely stop attacking and run away. I think this would add some flavor to the game. With the light on your side, you'd have a little last-stretch advantage, allowing you to finish off frightened mobs in a more satisfying way.
Hum, I didn't see that thread when I searched. Even so, what did you think was better about that thread's suggestions? Or are you just saying this thread is too similar?
At least both threads have different causes for mob fear.
Hum, I didn't see that thread when I searched. Even so, what did you think was better about that thread's suggestions? Or are you just saying this thread is too similar?
At least both threads have different causes for mob fear.
The fear thread was that if you kill X amount of a mod they will be "afraid". Zombies would move slower, and skeletons might fire slower and such.
The fear thread was that if you kill X amount of a mod they will be "afraid". Zombies would move slower, and skeletons might fire slower and such.
Not a bad idea, but when you think about how that would actually look in-game, it's less like fear and more like exhaustion. It might even be more fitting gameplay-wise to have a desperation mode where the mobs actually become harder to kill if you kill too many.
I think fear is more visible when something actually tries to move away from the player. That's why I suggested skeletons simply keep their distance when they take too much damage.
As for zombies, they're supposed to be more relentless and mindless, so they're only afraid of the sunlight.
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Sometimes, you attack them to try to get them out of the way, but it doesn't do much. If it really bothers you, you're forced to kill it, but that seems like a hassle too.
Not only that, but it's just plain silly : You hit a pig and yet it stands still, keeps looking at you, and oinks loudly.
I think when a non-hostile mob takes significant damage, it should try to run away from the player. This would really help reduce the annoyance of mobs, and would make Minecraft just a little more realistic.
What if you're actually trying to harvest items from them? Well, first of all, being weak mobs, they won't be able to outrun you, nor will they run for too far if you don't trail them.
Secondly, animals have to see you to run away from you. If you come at them from behind, you could probably land two extra hits. And once again, you could just wait for them to calm down if you want.
Or you could just use arrows, since they'd won't deduce where the attack's coming from or who's attacking. Bows would become slightly more valuable as a result.
Aside from non-hostile mobs, I think Zombies and Skeletons should also have some running away behavior.
When a skeleton is almost dead [again], it will keep attacking you, but at least try to keep some distance.
More importantly, when the sun just begins rising, both Zombies and Skeletons will completely stop attacking and run away. I think this would add some flavor to the game. With the light on your side, you'd have a little last-stretch advantage, allowing you to finish off frightened mobs in a more satisfying way.
Hum, I didn't see that thread when I searched. Even so, what did you think was better about that thread's suggestions? Or are you just saying this thread is too similar?
At least both threads have different causes for mob fear.
The fear thread was that if you kill X amount of a mod they will be "afraid". Zombies would move slower, and skeletons might fire slower and such.
Not a bad idea, but when you think about how that would actually look in-game, it's less like fear and more like exhaustion. It might even be more fitting gameplay-wise to have a desperation mode where the mobs actually become harder to kill if you kill too many.
I think fear is more visible when something actually tries to move away from the player. That's why I suggested skeletons simply keep their distance when they take too much damage.
As for zombies, they're supposed to be more relentless and mindless, so they're only afraid of the sunlight.