There are a few things that have been angering me about how the mobs work in the game. Previously, there was a nessesity to each one. Now, they all feel cookie-cutter and irrelevant to the players wellbeing. There are a few things that can be done to fix these problems, though. Without further adue, here they are:
Take out all meat other then Porkchops. Now, this may seem radical, however having other animals drop meat takes away any sense of need for pigs. It goes away from the gameplay machanics of each mob being a necessity to the game. I wouldn't mind it if Pork had a benefit over other meats; but chickens always drop one, and cows can drop 3, so Pigs are now near to useless. If you covert every meat in the save files to Pork, then the game would be much more balanced in terms of value placed on each mob.
Second, make it so wolves and ocelots drop something. It would be serving the gameplay if the player had some benefit to killing the mob. This would give the player a desicion when confronting a wild wolf or ocelot. Do they Tame them for an easy friend, or would they kill them so they can have an :Insert Arbitrary Mob Drop Here: to help them with their endevers? It would add an extra layer of depth to the taming system.
Lastly, make the enderman drop an ender pearl 100% of the time. I feel cheated when I chase one around the cave, or barley escape a hoard of them, and get nothing in return. Imagine if when you tamed wolves, only half of them would allow you to tame them. Wouldn't be that fun, would it?
Those are all my suggestions about mobs. They can be fixed easily, and won't hurt gameplay. Any critisms of the idea is well accepted.
I do agree that pigs are now almost useless (exapt for riding :P), but I don't think making all other animals not drop meat isn't the way to go. If you could controll them while riding them, they could be used as a mount.
Wolves/ocelots don't need drops, their key uses are to be tamed. I don't know what they could drop to make them worth-while to kill, being that they are so rare.
I think every mob should have a random, rare drop. You may feel cheated when you kill an enderman and get no pearl, but what about when you spend hours getting up 30 levels and get power II on your diamond sword, that REALLY sucks.
I don't think that pigs should be the only mob that drops meat, but at the same time you have a good point that pigs aren't unique anymore and they have (in a way) been replaced. So what I suggest is adding something new to them that makes them unique like they used to be. Some ideas include:
Drops pig tale for brewing, heals more than other meats, and breeding pigs could result in a litter rather than a single pig making them ideal for farming.
As for wolves and ocelots dropping items I think that it should be a rare and powerful brewing item (The wolf potion could somehow lead you to sheep and drinking the ocelot potion could make you much faster or cause creepers to run away from you).
I hope this helps in the further development of this idea.
Take out all meat other then Porkchops. Now, this may seem radical, however having other animals drop meat takes away any sense of need for pigs. It goes away from the gameplay machanics of each mob being a necessity to the game. I wouldn't mind it if Pork had a benefit over other meats; but chickens always drop one, and cows can drop 3, so Pigs are now near to useless. If you covert every meat in the save files to Pork, then the game would be much more balanced in terms of value placed on each mob. Not really. In many of my worlds, pigs are rare. It's very hard to survive without beef and chicken. In fact, a few days ago, beef saved my life and a day later, rotten flesh did it again. More meats don't necessarily take away from gameplay, especially since there's only three meats you can eat that don't poison you, they more sort of make it less impossible to live in survival. In particular because of the hunger bar and the fact that pigs, chickens, and cows no longer spawn.
Second, make it so wolves and ocelots drop something. It would be serving the gameplay if the player had some benefit to killing the mob. This would give the player a desicion when confronting a wild wolf or ocelot. Do they Tame them for an easy friend, or would they kill them so they can have an :Insert Arbitrary Mob Drop Here: to help them with their endevers? It would add an extra layer of depth to the taming system. Well, besides bones and fish for wolves and ocelots respectively, there isn't really a point to make them drop anything. Since wolves and ocelots are mostly for taming. I mostly think of them more along the lines of Minecraft-themed familiars (like in Maplestory); you get one and it helps you fight. It's useful, and that's all there is to it. Not saying having them drop something is bad, just a lack of a real point.
Lastly, make the enderman drop an ender pearl 100% of the time. I feel cheated when I chase one around the cave, or barley escape a hoard of them, and get nothing in return. Imagine if when you tamed wolves, only half of them would allow you to tame them. Wouldn't be that fun, would it? The other two were almost ok, but this one I say absolutely no. Ender pearls aren't supposed to be common. If they dropped them 100% of the time, it wouldn't really be that fun. It'd be, "Oh, I want to find a stronghold. *Stay out your very first night with a stone sword* All done." At least as it is now you have to be more patient.
Take out all meat other then Porkchops. Now, this may seem radical, however having other animals drop meat takes away any sense of need for pigs. It goes away from the gameplay machanics of each mob being a necessity to the game. I wouldn't mind it if Pork had a benefit over other meats; but chickens always drop one, and cows can drop 3, so Pigs are now near to useless. If you covert every meat in the save files to Pork, then the game would be much more balanced in terms of value placed on each mob.
Second, make it so wolves and ocelots drop something. It would be serving the gameplay if the player had some benefit to killing the mob. This would give the player a desicion when confronting a wild wolf or ocelot. Do they Tame them for an easy friend, or would they kill them so they can have an :Insert Arbitrary Mob Drop Here: to help them with their endevers? It would add an extra layer of depth to the taming system.
Lastly, make the enderman drop an ender pearl 100% of the time. I feel cheated when I chase one around the cave, or barley escape a hoard of them, and get nothing in return. Imagine if when you tamed wolves, only half of them would allow you to tame them. Wouldn't be that fun, would it?
Those are all my suggestions about mobs. They can be fixed easily, and won't hurt gameplay. Any critisms of the idea is well accepted.
Wolves/ocelots don't need drops, their key uses are to be tamed. I don't know what they could drop to make them worth-while to kill, being that they are so rare.
Drops pig tale for brewing, heals more than other meats, and breeding pigs could result in a litter rather than a single pig making them ideal for farming.
As for wolves and ocelots dropping items I think that it should be a rare and powerful brewing item (The wolf potion could somehow lead you to sheep and drinking the ocelot potion could make you much faster or cause creepers to run away from you).
I hope this helps in the further development of this idea.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<