Foreward: I do not know anything about coding in Java, and if you put a chimp in front of a keyboard, it has a better chance of recreating Minecraft than me, and as such I do not know if these changes are incredibly difficult, or even impossible. So please, don't use the age-old LOL NAWT POWSIBEL excuse for hating this thread. Thank you for your time.
Introduction: We've all been there: Wandering through a cave, coming face-to-face with a spider, and laughing as it gets stuck on a block just over your head, chopping it to peices, or finding a zombie, only to have it walk into flowing water instead of onto dry land, rendering it immobile and completley incapable of attacking
The Improvements First, I will address the spider. It can easily get stuck on blocks over the players head, due to its unfortunate ability to climb up, but not down. That there is my suggestion for this mob: To climb downwards. While this may seem a simple change, I belive that it will cause spiders to become a much more deadly foe.
Second, the creeper. This iconic foe will sneak up on the player, then give off its signature hiss and detonate. It is already very intelligent, with the exception of two things: It will not jump off cliffs, and acts no differintly seen or undetected. While the "Will not jump off cliffs" may seem counter-productive, think of this: Imagine your in a ravine, and in an above ledge, a creeper sits in wait, but cannot attack, for its current AI says to never jump off high cliffs. My change is for the creeper to calculate if it can reach the player if it jumps before it hits the ground, and if it can, it will jump towards him. My second change is for the creeper to become even stealthier. If you see it, and it is not already within blast radius, it will flee to somewhere that it will not be seen. It will not always do this, but it will have a 60% chance of doing this when seen. If possible, if it is below light level 6, and they are on-screen, they will stay, in hopes the player will not notice them. These shadow pockets are also considered valid places to flee to. If it ha no where to run and no shadows to hide in without running by the player, it will charge them in a final attack effort.
First, I will address the spider. It can easily get stuck on blocks over the players head, due to its unfortunate ability to climb up, but not down. That there is my suggestion for this mob: To climb downwards. While this may seem a simple change, I belive that it will cause spiders to become a much more deadly foe. Agreed, slowly climbing down when the player is out of attacking range is a good idea. Simple most of the time = better.
Second, the skeleton. It has a potent attack at long range, with incredible firing skills, hitting the player almost every time. They are one of the most feared enemies in the game. However, their marksmanship evaporates at longer ranges. My suggestion is that skeletons will attempt to stay away from the player, to the point where getting right next to it will cause it to flee entirely. It will also jump up rocks and climb vines to take higher ground at any given time. Absolutely not, since it would wreck melee combat against them and force players to craft bows to survive them. You don't want to shove a feature down the player's throats, you just want to make it so that the item isn't pointless compared to others. Currently, you don't have to craft a bow to survive, but you can craft a bow and it wont hurt you any more than a sword will.
Third, the creeper. This iconic foe will sneak up on the player, then give off its signature hiss and detonate. It is already very intelligent, with the exception of two things: It will not jump off cliffs, and acts no differintly seen or undetected. While the "Will not jump off cliffs" may seem counter-productive, think of this: Imagine your in a ravine, and in an above ledge, a creeper sits in wait, but cannot attack, for its current AI says to never jump off high cliffs. My change is for the creeper to calculate if it can reach the player if it jumps before it hits the ground, and if it can, it will jump towards him. My second change is for the creeper to become even stealthier. If you see it, and it is not already within blast radius, it will flee to somewhere that it will not be seen. If possible, if it is below light level 6, and they are on-screen, they will stay, in hopes the player will not notice them. These shadow pockets are also considered valid places to flee to. If it ha no where to run and no shadows to hide in without running by the player, it will charge them in a final attack effort. Mobs can jump one block. Most, if not all, cliffs are two blocks apart, making this relatively pointless in a way. It doesn't really need to be stealthier, since it's a monster. Monsters don't like you, monsters attack you. Sneak attacks are abadthing in any game with combat, and it's worse since the creeper blows up the landscape. And having creepers run for cover when it sees the player forces the creeper to almost always perform a sneak attack, whereas currently the only sneak attack you'll get happens when you aren't looking behind you.
Hmm... Good points, Neo. My goal with the skeletons was not to force players players to craft a bow, but instead to make the skeleton a more intelligent foe. I did not mean for it to sound as though they ran faster than the player, but instead at their normal speed, if that's what you thought I meant. As for creepers not jumping, I think you misunderstood. I did not mean jumping to a player across a cliff, but instead to one below the ledge. As for sneak attacks, I meant to put in about a half chance when they come into view, but must have missed that while writing this. Once again, good points, but I will keep them in the OP until I have further complaints.
I don't think the skeleton should retreat. As Neospector said it will kill the combat. To be honest i liked the AI before the adventure update, which MCX360 has.
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I do not know anything about coding in Java, and if you put a chimp in front of a keyboard, it has a better chance of recreating Minecraft than me, and as such I do not know if these changes are incredibly difficult, or even impossible. So please, don't use the age-old LOL NAWT POWSIBEL excuse for hating this thread. Thank you for your time.
Introduction:
We've all been there: Wandering through a cave, coming face-to-face with a spider, and laughing as it gets stuck on a block just over your head, chopping it to peices, or finding a zombie, only to have it walk into flowing water instead of onto dry land, rendering it immobile and completley incapable of attacking
The Improvements
First, I will address the spider. It can easily get stuck on blocks over the players head, due to its unfortunate ability to climb up, but not down. That there is my suggestion for this mob: To climb downwards. While this may seem a simple change, I belive that it will cause spiders to become a much more deadly foe.
Second, the creeper. This iconic foe will sneak up on the player, then give off its signature hiss and detonate. It is already very intelligent, with the exception of two things: It will not jump off cliffs, and acts no differintly seen or undetected. While the "Will not jump off cliffs" may seem counter-productive, think of this: Imagine your in a ravine, and in an above ledge, a creeper sits in wait, but cannot attack, for its current AI says to never jump off high cliffs. My change is for the creeper to calculate if it can reach the player if it jumps before it hits the ground, and if it can, it will jump towards him. My second change is for the creeper to become even stealthier. If you see it, and it is not already within blast radius, it will flee to somewhere that it will not be seen. It will not always do this, but it will have a 60% chance of doing this when seen. If possible, if it is below light level 6, and they are on-screen, they will stay, in hopes the player will not notice them. These shadow pockets are also considered valid places to flee to. If it ha no where to run and no shadows to hide in without running by the player, it will charge them in a final attack effort.
[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. >_<
Edit: Alright, removing skeletons it is!