Your attitude annoys me. I understand why it may be necessary sometimes (there really are a lot of idiots), but over-advertising yourself before telling me what you're suggesting and writing obvious statements repeatedly in red make me want to reject your suggestion outright instead of reading it.
Anyways, onto your suggestion. I like the feel of it, and I like the idea of it, but I think it needs a few modifications for these strategies:
1. Damage potions. Lots of them.
2. Constant knockback.
3. Knocking it into a hole in which it cannot escape.
4. Digging straight to the treasure. (If it cannot get there itself, how can it defend the treasure if you can just dig to it?)
5. Hiding behind a pillar and hitting it while circling around.
I have suggestions for each of these.
1. Immunity or reduction to potion damage.
2. Make its reach longer than our reach. This makes knockback less effective as well as making it harder to fight.
3. Climbing. Combine this with number 5 so that an overhang won't stop it.
4. There is a switch on the ceiling of the temple that the gold golem pulls if you open a chest within its range. This switch detonates the TNT.
5. It can crack through something if it hits it over and over again.
Your attitude annoys me. I understand why it may be necessary sometimes (there really are a lot of idiots), but over-advertising yourself before telling me what you're suggesting and writing obvious statements repeatedly in red make me want to reject your suggestion outright instead of reading it.
Anyways, onto your suggestion. I like the feel of it, and I like the idea of it, but I think it needs a few modifications for these strategies:
1. Damage potions. Lots of them.
2. Constant knockback.
3. Knocking it into a hole in which it cannot escape.
4. Digging straight to the treasure. (If it cannot get there itself, how can it defend the treasure if you can just dig to it?)
5. Hiding behind a pillar and hitting it while circling around.
I have suggestions for each of these.
1. Immunity or reduction to potion damage.
2. Make its reach longer than our reach. This makes knockback less effective as well as making it harder to fight.
3. Climbing. Combine this with number 5 so that an overhang won't stop it.
4. There is a switch on the ceiling of the temple that the gold golem pulls if you open a chest within its range. This switch detonates the TNT.
5. It can crack through something if it hits it over and over again.
An shooting golem is fitter, as it can shoot at you when you try to outrange it, and when you get far enough, it hibernated and you can do nothing to it.
Your attitude annoys me. I understand why it may be necessary sometimes (there really are a lot of idiots), but over-advertising yourself before telling me what you're suggesting and writing obvious statements repeatedly in red make me want to reject your suggestion outright instead of reading it.
Anyways, onto your suggestion. I like the feel of it, and I like the idea of it, but I think it needs a few modifications for these strategies:
1. Damage potions. Lots of them.
2. Constant knockback.
3. Knocking it into a hole in which it cannot escape.
4. Digging straight to the treasure. (If it cannot get there itself, how can it defend the treasure if you can just dig to it?)
5. Hiding behind a pillar and hitting it while circling around.
I have suggestions for each of these.
1. Immunity or reduction to potion damage.
2. Make its reach longer than our reach. This makes knockback less effective as well as making it harder to fight.
3. Climbing. Combine this with number 5 so that an overhang won't stop it.
4. There is a switch on the ceiling of the temple that the gold golem pulls if you open a chest within its range. This switch detonates the TNT.
5. It can crack through something if it hits it over and over again.
Those few modifications aren't small at all. You found strategies to fight the boss, it's not supposed to be direct head to head combat without workarounds. You've clearly not been here long enough to realize that this suggestion has been fine tuned for a long time to be easily implemented and fit the Minecraft theme. Your adjustments would make it overpowered, be a pain to code, something that doesn't fit well into Minecraft as a simple guardian, and just seems like your trying to make it an actual direct fight (which would be useless, not to mention not worthy of the loot). You clearly did not read the whole post considering a lot of your "issues" have been addressed.
Also, I doubt anyone cares that you find something annoying, as many people have not, and it's actually quiet standard to have things like that in suggestions. It making you want to reject it right away is fine, because do notice you can't reject it since you have no authority in Mojang nor does your lack of support affect this topic whatsoever. If you had the read whole topic, you would have noticed people who actually do have some say, respect, or what-have-you have actually supported the idea. So please, stop with your authoritative attitude, since you have no authority.
Those few modifications aren't small at all. You found strategies to fight the boss, it's not supposed to be direct head to head combat without workarounds. You've clearly not been here long enough to realize that this suggestion has been fine tuned for a long time to be easily implemented and fit the Minecraft theme. Your adjustments would make it overpowered, be a pain to code, something that doesn't fit well into Minecraft as a simple guardian, and just seems like your trying to make it an actual direct fight (which would be useless, not to mention not worthy of the loot). You clearly did not read the whole post considering a lot of your "issues" have been addressed.
Also, I doubt anyone cares that you find something annoying, as many people have not, and it's actually quiet standard to have things like that in suggestions. It making you want to reject it right away is fine, because do notice you can't reject it since you have no authority in Mojang nor does your lack of support affect this topic whatsoever. If you had the read whole topic, you would have noticed people who actually do have some say, respect, or what-have-you have actually supported the idea. So please, stop with your authoritative attitude, since you have no authority.
Your second paragraph first. I do not have authority. This is obvious to everyone with rational thought. I do however wish to assert myself if something annoys me. I'm not going to say that something is good when it's not, and I'm not going to encourage a behavior I find annoying. If you'll notice, I did read the topic and had more to say than "your formatting made me not read this." The problems you're having are more likely due to you going out of your way to twist my intent.
It's supposed to be a freaking boss. A guardian! It's supposed to be the ancients' way of actually defending their treasure! You don't get eight gold blocks and sponge from an ocean monument by avoiding everything in it, and you shouldn't get treasure from a similar structure in the same way if we're going to be making a guardian-type mob at all.
"Being a pain to code" does not in any way invalidate any of my suggestions. There have been many things considered "a pain to code" that Mojang implemented anyways.
If it's overpowered, tell me how. Not telling me does not give me any idea of what you mean. Given the slow speed of the golem, I actually think it's just powered enough.
Not fitting? 2/5 suggestions make it more fitting as a guardian, and another 2/5 are things other mobs already have. 1/5 is to prevent a player from being able to take too much advantage of its slowness. It's a guardian boss-type creature, not an easy XP statue.
The issues I have brought up have not been addressed in the original post. The issues I have brought up are issues that demonstrate how easy it is to kill this thing and/or circumvent it. The original poster was clever enough to have the gold golem wake up when a chest opens, but not clever enough to have it actually do anything about it, for example.
If treasure is the problem, then just increase the treasure value, and problem solved.
Ocean Temples also force players to do things in a specific way. Does that detract as well? Either way, we should retain consistency across these structures.
Ocean Temples, again.
Yes, but either of those methods require effort, at least. Being able to take advantage of easily avoidable flaws in a creation of the ancients would be against their intention for the thing to actually be a capable guardian.
Ocean Monuments don´t force the player to navigate it in a certain way. Mining Fatigue only makes mining slower, but not impossible, and it is still possible to use Milk.
There is also the fact that some of those strategies outright make the fight seem out of place, such as 1, which cannot be done without cheating, as Splash Potions don´t stack, so spamming them is hardly an option, or 4, which just plain doesn´t make sense, considering that it is intended to protect the treasure, and destroying it would be the exact opposite to it.
2 would have the problem that it would make it impossible to fight, as melee combat would be impossible, and ranged combat would be nearly impossible due to the close distance and the bow´s charging, while 5 would have the same problem as 4, while making it able to climb would be easily fixed by simply making an overhang, and wouldn´t make much sense either, considering it´s shape and the fact that it is made out of gold.
Thank you for addressing specific points.
Ocean Monuments don't force you, but they make it more difficult to do some things. The same with my ideas.
1 is negligible. It was thought up on the spot as a result of remembering that dispenser systems exist. 4 requires rethinking, as you are correct about it. 2 is dependent on it both being slow, swinging slow, and you having armor. If one is acceptably good with a bow, one would be able to shoot several arrows before being hit. 5 is a result of people easily preventing it from reaching them, and requires the magical creature to gradually break through a block, so it is possible to delay them.
If the shape is the problem, change its shape.
This fight needs to be worth the ten levels of XP and the golems should actually be effective guardians. Suggestions like mine cannot account for anything, but I can at least trying to account for the easiest solutions everyone would go for.
Woa, hell of a discussion. i've been meaning to redo a LOT of this thred since the format, and content are over TWO YEARS OLD, i just keep putting it off. I actually think adding an attack pattern to the golem would be good. Such as, TWO bone crushing knock-back melee strikes, followed by a block crushing charge, and then ended with a burning hot LAZOR from its eyes! .......I was being satire with that, but now that i think of it. it wouldn't be too bad! What do you think Chameleonred5? Everyone?
Eh, It was classed as a boss. not sure where all the confusion came from. Most likely because of all of the Sea Guardian stuff. ((Or from the previously TERRIBLE format)) But whatever.
Ive changed things up. And Heat beams aren't much of a downside are they? I think it fits nicely. What ranged attack would be better? Because the beam fixes a lot of those "Loopholes" you mentioned.
Eh, It was classed as a boss. not sure where all the confusion came from. Most likely because of all of the Sea Guardian stuff. ((Or from the previously TERRIBLE format)) But whatever.
Ive changed things up. And Heat beams aren't much of a downside are they? I think it fits nicely. What ranged attack would be better? Because the beam fixes a lot of those "Loopholes" you mentioned.
Not really. It just gives it a Guardian-like attack. It's a lot easier to avoid above ground than in a tight, underwater maze. I think ranged attacks should be avoided altogether. Still, it's your suggestion and you should make decisions for yourself.
This is a great idea, It has a reasonable amount of health for something that spawns in a rare structure (I guess you could say its kind of like a mini boss.) I would say the idea of gold golems is overused, but these only spawn in desert temples and have those amazing lapis glyphs all over them. The fact that it will return to the temple is great, I would hate seeing gold golems sitting down 100 blocks away from their temple. And the drawing made by you is pretty good, and definitely should not be called "crappy," like you did.
It has a great texture, a great use, and reasonable stats.
Since this was posted two and a half years ago, I'm guessing they're not interested in adding it...
Well, it would need a reasonable amount of support before you somehow get in front of Mojang. This would serve as the reason for the company to add the feature.
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This will finally make desert temples a little more of a challenge (yeah I said it the TNT trap is waay to easy to bypass) and give the player a little extra reward for taking the time to defeat this very cool-looking mob. Support
and a to you!
Anyways, onto your suggestion. I like the feel of it, and I like the idea of it, but I think it needs a few modifications for these strategies:
1. Damage potions. Lots of them.
2. Constant knockback.
3. Knocking it into a hole in which it cannot escape.
4. Digging straight to the treasure. (If it cannot get there itself, how can it defend the treasure if you can just dig to it?)
5. Hiding behind a pillar and hitting it while circling around.
I have suggestions for each of these.
1. Immunity or reduction to potion damage.
2. Make its reach longer than our reach. This makes knockback less effective as well as making it harder to fight.
3. Climbing. Combine this with number 5 so that an overhang won't stop it.
4. There is a switch on the ceiling of the temple that the gold golem pulls if you open a chest within its range. This switch detonates the TNT.
5. It can crack through something if it hits it over and over again.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
An shooting golem is fitter, as it can shoot at you when you try to outrange it, and when you get far enough, it hibernated and you can do nothing to it.
Those few modifications aren't small at all. You found strategies to fight the boss, it's not supposed to be direct head to head combat without workarounds. You've clearly not been here long enough to realize that this suggestion has been fine tuned for a long time to be easily implemented and fit the Minecraft theme. Your adjustments would make it overpowered, be a pain to code, something that doesn't fit well into Minecraft as a simple guardian, and just seems like your trying to make it an actual direct fight (which would be useless, not to mention not worthy of the loot). You clearly did not read the whole post considering a lot of your "issues" have been addressed.
Also, I doubt anyone cares that you find something annoying, as many people have not, and it's actually quiet standard to have things like that in suggestions. It making you want to reject it right away is fine, because do notice you can't reject it since you have no authority in Mojang nor does your lack of support affect this topic whatsoever. If you had the read whole topic, you would have noticed people who actually do have some say, respect, or what-have-you have actually supported the idea. So please, stop with your authoritative attitude, since you have no authority.
Your second paragraph first. I do not have authority. This is obvious to everyone with rational thought. I do however wish to assert myself if something annoys me. I'm not going to say that something is good when it's not, and I'm not going to encourage a behavior I find annoying. If you'll notice, I did read the topic and had more to say than "your formatting made me not read this." The problems you're having are more likely due to you going out of your way to twist my intent.
It's supposed to be a freaking boss. A guardian! It's supposed to be the ancients' way of actually defending their treasure! You don't get eight gold blocks and sponge from an ocean monument by avoiding everything in it, and you shouldn't get treasure from a similar structure in the same way if we're going to be making a guardian-type mob at all.
"Being a pain to code" does not in any way invalidate any of my suggestions. There have been many things considered "a pain to code" that Mojang implemented anyways.
If it's overpowered, tell me how. Not telling me does not give me any idea of what you mean. Given the slow speed of the golem, I actually think it's just powered enough.
Not fitting? 2/5 suggestions make it more fitting as a guardian, and another 2/5 are things other mobs already have. 1/5 is to prevent a player from being able to take too much advantage of its slowness. It's a guardian boss-type creature, not an easy XP statue.
The issues I have brought up have not been addressed in the original post. The issues I have brought up are issues that demonstrate how easy it is to kill this thing and/or circumvent it. The original poster was clever enough to have the gold golem wake up when a chest opens, but not clever enough to have it actually do anything about it, for example.
If treasure is the problem, then just increase the treasure value, and problem solved.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
My signature is broken. I am currently fixing it
You can support my suggestions at:
Kiwi birds: -The link broke-
Every biome gets at least 1 mob: -The link broke-
Pirates: -The link broke-
Chorus apes: -The link broke
My mistake. It's not a boss.
Ocean Temples also force players to do things in a specific way. Does that detract as well? Either way, we should retain consistency across these structures.
Ocean Temples, again.
Yes, but either of those methods require effort, at least. Being able to take advantage of easily avoidable flaws in a creation of the ancients would be against their intention for the thing to actually be a capable guardian.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Thank you for addressing specific points.
Ocean Monuments don't force you, but they make it more difficult to do some things. The same with my ideas.
1 is negligible. It was thought up on the spot as a result of remembering that dispenser systems exist. 4 requires rethinking, as you are correct about it. 2 is dependent on it both being slow, swinging slow, and you having armor. If one is acceptably good with a bow, one would be able to shoot several arrows before being hit. 5 is a result of people easily preventing it from reaching them, and requires the magical creature to gradually break through a block, so it is possible to delay them.
If the shape is the problem, change its shape.
This fight needs to be worth the ten levels of XP and the golems should actually be effective guardians. Suggestions like mine cannot account for anything, but I can at least trying to account for the easiest solutions everyone would go for.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD
What.
That doesn't really fit. Only bosses have multiple attack patterns. Are we considering it a boss now? Heat-beams don't really fit the feel of the mob.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Ive changed things up. And Heat beams aren't much of a downside are they? I think it fits nicely. What ranged attack would be better? Because the beam fixes a lot of those "Loopholes" you mentioned.
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD
Not really. It just gives it a Guardian-like attack. It's a lot easier to avoid above ground than in a tight, underwater maze. I think ranged attacks should be avoided altogether. Still, it's your suggestion and you should make decisions for yourself.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I am a friend of all Snow Golem kind.
It has a great texture, a great use, and reasonable stats.
Support!
Well, it would need a reasonable amount of support before you somehow get in front of Mojang. This would serve as the reason for the company to add the feature.
I am a friend of all Snow Golem kind.
Bone app the teeth.
Support
and a to you!
Check out one of my suggestions: Seagulls!
I like being supportive! Check out some other cool suggestions I support!
Bone app the teeth.
no sig yay