I was just watching the Yogscast episode where they explore the abandoned mineshaft and one of their offhand comments really interested me. They wondered if the Endermen had made the mineshaft.
So I started thinking about NPCs that aren't just humans or pigmen but ascended übermen. They would be passive, but it would be impossible to kill them. Kind of like a passive ghost mob, and there would be powerful (but useless items) that they left behind. Something like a block that randomly shoots out lighting. You can't mine it and you can't craft it. It's too random to be effective as a mob grinder. It serves no purpose, but it's interesting.
Basically, I'd like to see:
a) a new mob that hangs around settlements (NPC villages, strongholds, and maybe there could be some algorithm to determine what player structures merit their attention) and are generally passive and untouchable.
B ) some new blocks that can be found very rarely that are cool, but not particularly useful (maybe a set of "chests" that teleport items to each other but they can't be more than a few dozen blocks from each other).
I haven't really fleshed this idea out, but it really appeals to me and would fit the Adventure Update; it could even tie into the boss idea. Does anyone else like this?
Something that has no use, no interaction and is just 'interesting' is not what I'd want Mojang wasting their time on.
But that's exactly what a lot of 1.8 is. Endermen drop Enderpearls which are pretty much useless. NPC villages don't really give you anything other than wheat that you couldn't get easier from someplace else. Mineshafts don't seem to provide anything useful other than some rails.
The precursors wouldn't have no potential for interaction, I just don't want them to be farmable. What I was thinking was that they would become corporeal if you do certain things (desecrate their resting place or disturb their inventions).
I guess the useless blocks would only work if there were a lot of different kinds of them. I wouldn't mind having them be more useful, but from the posts I've read, some people get far too upset about suggestions that make the game easier.
But the crux of the idea is to encourage exploration. Rare items that do unique things would encourage exploration. NPCs for strongholds would encourage players to explore them more thoroughly.
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So I started thinking about NPCs that aren't just humans or pigmen but ascended übermen. They would be passive, but it would be impossible to kill them. Kind of like a passive ghost mob, and there would be powerful (but useless items) that they left behind. Something like a block that randomly shoots out lighting. You can't mine it and you can't craft it. It's too random to be effective as a mob grinder. It serves no purpose, but it's interesting.
Basically, I'd like to see:
a) a new mob that hangs around settlements (NPC villages, strongholds, and maybe there could be some algorithm to determine what player structures merit their attention) and are generally passive and untouchable.
B ) some new blocks that can be found very rarely that are cool, but not particularly useful (maybe a set of "chests" that teleport items to each other but they can't be more than a few dozen blocks from each other).
I haven't really fleshed this idea out, but it really appeals to me and would fit the Adventure Update; it could even tie into the boss idea. Does anyone else like this?
But that's exactly what a lot of 1.8 is. Endermen drop Enderpearls which are pretty much useless. NPC villages don't really give you anything other than wheat that you couldn't get easier from someplace else. Mineshafts don't seem to provide anything useful other than some rails.
The precursors wouldn't have no potential for interaction, I just don't want them to be farmable. What I was thinking was that they would become corporeal if you do certain things (desecrate their resting place or disturb their inventions).
I guess the useless blocks would only work if there were a lot of different kinds of them. I wouldn't mind having them be more useful, but from the posts I've read, some people get far too upset about suggestions that make the game easier.
But the crux of the idea is to encourage exploration. Rare items that do unique things would encourage exploration. NPCs for strongholds would encourage players to explore them more thoroughly.