OK, right now monsters drop one or two items. Kinda boring, right?
My first thought was having monster randomly drop one of several items, but that leads to "bad luck," drops, you know, you want bones, and kill 15 skellies, but don't get a single bone.
But what if there was a list? Here are some examples:
Skeleton
1. bone and arrow
2. 2 bones
3. 2 arrows
4. bone and arrow
5. bow
6. 2 bones and an arrow
7. 2 arrows and a bone
8. 1 iron ore
9. same as 1
10. same as 2...
Zombie
1. feather
2. rotten flesh
3. wool (scraps of cloth)
4. rotten flesh and feather
5. 1 coal
6. feather
7. rotten flesh
8. same as 1...
As you can see, you get a different reward each time (until you cycle the list), but you get each reward reliably. Also, mobs can drop valuable items without being spammed, for instance, Endermen might drop a diamond every 10 kills, low enough to make it not too worth while to hunt them...
I would prefer it if they had a larger list to choose from for each mob, but the items chosen and the amount were calculated via percents.
Killing 10 Enderman for an diamond seems... Ungodly easy. We know water hurts them, we know they are 3 blocks tall, we know all we have to do to get them close is look at them. I can think of a dozen ways to manipulate that.
Also, Endermen won't drop diamonds. That was a placeholder drop for PAX and won't be in the final release. Or even 1.8 for that matter.
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I would prefer it if they had a larger list to choose from for each mob, but the items chosen and the amount were calculated via percents.
Killing 10 Enderman for an diamond seems... Ungodly easy. We know water hurts them, we know they are 3 blocks tall, we know all we have to do to get them close is look at them. I can think of a dozen ways to manipulate that.
Also, Endermen won't drop diamonds. That was a placeholder drop for PAX and won't be in the final release. Or even 1.8 for that matter.
I can certainly agree to a longer list, the longer the list, the more it will seem random. I realize that one diamond per enderman is not in the cards, and that it was just for PAX, that said, a small source of diamonds from mob killing is reasonable. Maybe it should be one/50, and maybe it should be a drop from skellies or creapers instead of endermen, I don't care which mob, just that the items that survival/combat folks like should be available to them from fighting, rather than forcing those folks to mine.
I don't like percents because you run into bad luck. Already miners get to play the russian roulette game of digging all the way to bedrock then seeing if you find diamonds or lapus... Granted, just dig more, but still. I'd rather have it be a list, maybe you get a random item from the list, then that entry goes away until you have cleared the list? Still, if you had a 50 item list, I doubt anyone would memorize it.
Still, do we agree that more options for mob drops is better than the current "1-2 possible types of items," drop?
Yes i agree i think there should be more drops but a going systematicly through seems not that fun but i can also see your point of needing a bone and hitting bad luck of not getting any bones. so maby just having a mob have a really high percent of droping each one like 50% to drop a bone 25% to drop arrows and 25% to drop bow but then another 2% on top to drop a diamond (i know it doesnt add to 100 but i gtg)
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My first thought was having monster randomly drop one of several items, but that leads to "bad luck," drops, you know, you want bones, and kill 15 skellies, but don't get a single bone.
But what if there was a list? Here are some examples:
Skeleton
1. bone and arrow
2. 2 bones
3. 2 arrows
4. bone and arrow
5. bow
6. 2 bones and an arrow
7. 2 arrows and a bone
8. 1 iron ore
9. same as 1
10. same as 2...
Zombie
1. feather
2. rotten flesh
3. wool (scraps of cloth)
4. rotten flesh and feather
5. 1 coal
6. feather
7. rotten flesh
8. same as 1...
As you can see, you get a different reward each time (until you cycle the list), but you get each reward reliably. Also, mobs can drop valuable items without being spammed, for instance, Endermen might drop a diamond every 10 kills, low enough to make it not too worth while to hunt them...
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ModeratorKilling 10 Enderman for an diamond seems... Ungodly easy. We know water hurts them, we know they are 3 blocks tall, we know all we have to do to get them close is look at them. I can think of a dozen ways to manipulate that.
Also, Endermen won't drop diamonds. That was a placeholder drop for PAX and won't be in the final release. Or even 1.8 for that matter.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I can certainly agree to a longer list, the longer the list, the more it will seem random. I realize that one diamond per enderman is not in the cards, and that it was just for PAX, that said, a small source of diamonds from mob killing is reasonable. Maybe it should be one/50, and maybe it should be a drop from skellies or creapers instead of endermen, I don't care which mob, just that the items that survival/combat folks like should be available to them from fighting, rather than forcing those folks to mine.
I don't like percents because you run into bad luck. Already miners get to play the russian roulette game of digging all the way to bedrock then seeing if you find diamonds or lapus... Granted, just dig more, but still. I'd rather have it be a list, maybe you get a random item from the list, then that entry goes away until you have cleared the list? Still, if you had a 50 item list, I doubt anyone would memorize it.
Still, do we agree that more options for mob drops is better than the current "1-2 possible types of items," drop?