I have an idea. Why can there not be more tameable mobs with different skills to make your life easier? For example, spiders could be added as a tameable mob, but only in daylight, and only by giving it a large amount amount of raw flesh, about 5-15, or some kind of new item that could be taken from mobs. Spiders would hate wolves and cats, making it hard to obtain every tameable creature, as well as cats hating spiders and wolves and wolves hating spiders and cats. Spiders could be fed with raw food only, and be rideable, but only after an amount of time. Which brings me to the next part. Loyalty System
So, let's say you keep a wolf army in your house. You don't use it. Eventually a huge horde comes, and your wolf army springs into action. Many die, the rest turn back to normal wolves and run. This is the loyalty system. In order to keep a pet, you must take care of it. On easy, you only need to walk it around a bit every once in a while. Medium, every day. Hard, every day, and it must be fed slightly more as often you need to eat to keep it in good shape. This would be shown as it's body slowly becomes leaner. Now, as your pet stays with you longer, you can leave it alone longer periods of time. Just Got:
Has no special skills
Will become unloyal after 1, 3, or 5 days based on difficulty(unloyal causes the creature to attempt to escape a battle once it's health is too low, can be fixed by food and spending more time with it (walks, exploring, fighting, but to a degree it doesn't run away)
On hard, will attack you almost immediately if it is starving, then run away if it runs low on health, reverting to it's original form.
Two Days:
Has it's inherrent ability (wolves attack, spiders are rideable and attack in unison with you, cats scare creepers)
Unloyal after 3,5, or 7 days
On hard, attacks you if starving for at least half a day.
One Week:
Abilities cross over to a degree (cats and spiders fight on their own, just not as well as a wolf, wolves and cats become ridable to some degree, perhaps short distances, etc.
Unloyal after 5, 7, or 9 days
On hard attacks if starving for at least 3 days
One Month or Two Weeks
Gains a special, varied ability (think enchantments) based on different items it will now accept. (feed it obsidian/ ender pearls/ eyes of ender, it'll become sick for a day, then be able to teleport in battle, with varying degrees of effectiveness based on what it ate, (ex:obsidian: randomly teleports, ender pearl: teleports more simillar in style to a enderman and gives of similar particles, eye of ender: Gives of multi-colored particles, can dodge all projectiles near instantly(cannot be hit with a projectile whatsoever, or at least only takes partial damage if hit), cannot die from fall because it near instantly teleports to safety, teleports behind enemies often as a strategy, can dodge a creeper explosion with three-quarters of health lost.) However, this comes with a downside, or "curse". (curse of the end: Will not attack other players or any npc village related items unless attacked. Will sometimes "refuse" to fight when ordered, yet randomly attack mobs for no reason. Will rarely rampage, murdering all creatures in sight except for you. May break out of non-obsidian walled cages and join you. (Which brings another idea: enderman can't teleport onto obsidian nor touch it. If they are in danger of touching obsidian, they will teleport far away, possibly out of the entire biome.)
Unloyal after 1 week, 1 month or never.
On hard, it will not attack while starving unless it is also unloyal.
To Clarify:
In order to build loyalty, you must spend a certain amount of time each day/night cycle doing activities with it, meaning anything that includes walking a moderate amount, crafting to a moderate amount, mining to a moderate amount, or building to a moderate amount. Every day you do not do so in a row, loyalty goes down. At the highest level, it will never go down, and therefore a pet will not lose or "refuse" to do things it could a day ago if neglected, though it will still become unloyal if not watched for long enough on normal through hard. Starvation is not the same as becoming unloyal. A pet can attack after being starved, but at the same time, it will not have become unloyal, which can be fixed pretty easily. Starvation requires you to find the animal after it has calmed down and retame it. Lastly, I would like it if pets could be given armor to wear for a slight protective bonus. The armor would be made of one of the four armor materials and be called pet armor, with no separate parts to make and made in the same pattern for any pet. This would also add one day to the unloyal time period no matter what material or difficulty.
Edit;
Thought about some more. Adding a section for full loyalty abilities.
Loyalty Abilities 6/5/12:
Gunpowder line:
Fed gunpowder, tnt, or some other, more powerful type of explosive if the game is updated
Creeper's Spirit: Can explode, causing medium to deadly damage to everything around it.
Gunpowder: When pet gets to 10% health, goes for the area of most mob density and explodes, doing a damage of 5 hearts at close range, or one-half player health, killing most passives as well as silverfish and doing at least one-quarter damage to most normal mobs' health at close range. Does not die after exploding, but will die if killed before exploding. After exploding, will appear near you a two game days later. Blast radius 1/2 smaller then creeper's.
Tnt: Deal's 8.5 hearts of damage, will appear near you one game day later. Blast radius on par with creepers.
Super Tnt: Deals damage of 30, killing all but iron golems and the enderdragon. Will appear one-half of a day later. If pet dies, it will explode. Blast radius is 4 times that of creeper, similar to a charged creeper radius boost. Do not expect to escape it unless you're sniping. However, this is only if the pet dies. If it explodes itself, it wil have a creeper's blast radius.
Creeper's Insanity: Has a rare chance of exploding randomly, which goes up the stronger the item given. More likely to explode near ores, and with a 25, 50, and 100% chance of destroying an item in it's explosion based on ability power. Hurts anything near it, ignoring all armor or potion bonuses. This can make a pet the perfect killer of stronger players in pvp, but also can make it excessively dangerous to everyone. (Ex: A person could "force" an explosion by weakening the pet enough that it kills you and everyone in the radius, causing the loss of many items, as well as completely ruining a raid. This can also be used to take out your enemies, making it more of a battle changer for either side then a helpful pet for you.) also nullifies all potion effects and disables enchantments for 30 seconds.
Now, it may seem like they all have drawbacks. However, if you want to keep your pet a easy to handle one but still give it added benefits, you can give it "adaptations". here's one: Shepard:
Gained by feeding your pet wheat.
Pet, when left alone with passive farm creatures, will patrol in the same manner as an iron golem, protecting the passive creatures from attack and giving the added effect of causing them to stay closer knit. If any farm animal is attacked within it's "herding radius" (the area the mobs will attempt to stay inside, if possible) it will be able to attack the creature doing so. This includes anything except for you and creepers. This could be shown by perhaps having wolves actively kill some animals for food, or spiders and zombies attempting to kill creatures during the night 10% of the time, and only small groups of 1-4. Multiple herding radii could be put toghether to allow more vision for all shepards. Adaptation benifits:
No disadvantages
A 20% health bonus
Other pets will now not attack it no matter what mob they are (unless they have the enderman's shadow ability) , and adapted creature will not attack other pets as well unless it is attacked itself.
A one heart damage bonus.
Gains more health from foods.
Moves at a slightly faster rate.
When near owner, get's a one armor "loyalty bonus" that once depleated, stays depleated until it is no longer fighting at which poiint it will slowly regain one armor, whether or not they have pet armor.
Lastly, you can only give one special item to a creature. Weaker abilities have less dangers and less liability, but stronger abilities can be powerful if implemented correctly. This ability cannot be lost and changes the look of the mob slightly. If you have any ideas for what it should look like, please post it here.
edit:
so, new adaptations and abilities Farmhand: Item given:apple
mob doesn't trample crops
mob makes all plants grow at a faster rate in a certain radius
has inventory for crops in form of "pouches"
would pick crops when fully grown, with a maximum of 10 or 20
Guardian:
Given "nut" or "turtle shell" or maybe iron ingot
Damage recieved reduced by half
When following you, it will take 1/4 of the damage you take
unlike other abilities, would only have one level
Moves 50% slower
Does 25% less damage
Can regenerate health
Will sometimes "sleep", and all abilities will not work other than health regen and and damge reduction for self
Beneficial potions work at half the strength
all negative potions work with a 1/4 strength diminishment, with direct damage potions not working at all
Will take all the damage from a mob generated explosion for you 25% of the time
Like adaptations, can be near other pet types and not be attacked or attack
personally i think its a good idea and the whole loyalty system is great, but the whole idea of the mobs being tameable is a bit fuzzy to me, like with spiders i can see how during the day they could be tameable but to add more variety of it then more passive mobs should be put into the game. and for peaceful mode there should be an incredibly easy loyalty system for any pet, mostly because thats the easiest difficulty for the game
This doesnt seem like a vanilla minecraft feature, this whole "loyalty system". If this was implemented I would find myself staying in a little hut taking care of my pet instead of being out adventuring or building, just so my little wolf wouldnt run away. These ideas just arent minecraft, they're some sort of game that focuses on keeping pets, while building is just a little minigame.
It seems the "loyalty abilities" are rather overpowered, I.E. "Creeper Insanity":Has a rare chance of exploding randomly, which goes up the stronger the item given. More likely to explode near ores, and with a 25, 50, and 100% chance of destroying an item in it's explosion based on ability power. Hurts anything near it, ignoring all armor or potion bonuses. This can make a pet the perfect killer of stronger players in pvp, but also can make it excessively dangerous to everyone. (Ex: A person could "force" an explosion by weakening the pet enough that it kills you and everyone in the radius, causing the loss of many items, as well as completely ruining a raid. This can also be used to take out your enemies, making it more of a battle changer for either side then a helpful pet for you.) also nullifies all potion effects and disables enchantments for 30 seconds.
So, I noticed this hasn't exactly be noticed. Can anyone who reads through this please comment? I'm not trying to kiss up or anything, but the lack of noticability just leaves emptiness in my heart.
Im sorry to be the first one to tell you this, but this hasnt exactly been noticed because people dont want to read another post about basically, lets face it, changing Minecraft into some pet sim.
And just an add on, I have no clue how a cats loyalty to you would affect if it scared creepers away, its just an inherent fear not influenced by the Player.
This doesnt seem like a vanilla minecraft feature, this whole "loyalty system". If this was implemented I would find myself staying in a little hut taking care of my pet instead of being out adventuring or building, just so my little wolf wouldnt run away.
Im sorry to be the first one to tell you this, but this hasnt exactly been noticed because people dont want to read another post about basically, lets face it, changing Minecraft into some pet sim.
I think you may have skipped a bit. I specifically mentioned that loyalty is gained by doing activities with the mob following you, which often would involve going outside or long periods of time on the crafting screen. Because of this, you would have to be doing some action in order to gain the loyalty point for that day. Standing around would do nothing. Secondly, it takes a long time to get to that level of op. A month in minecraft time is something many players take hours to reach, and on multiplayer servers, raiders could easily kill your pet until it gets to higher levels. The point of this is to add a new dynamic to the gameplay itself without just changing the weapon charge times and how armor works. The loyalty system would only reward you when you are doing something, so you would be completely able to adventure or build, as you could gain loyalty points at the same time. In pvp, players would now have to prepare for different enemies and how to handle them. For example, a mob with creeper sprit would encourage the creation of parties with at least one bowman in the back or the teleportation ability would encourage group tactics and a more defensive stance to defend against behind the back assaults. Also, as far as I know, creeper sprit could possilbly never have a third form. You also never explained what would make this so overpowered when it could randomly kill you, even in the middle of a battle. If you have any better ideas on how to improve tamed animals, tell me, because it seems like you're just ignoring the main idea, which is to make having a tamed mob harder, so a person who does want a pack of wolves will have to spend a long period of time each day finding food for these wolves, similar to having to save up hundreds of iron ingots if you want to have an iron golem army. I'm not saying this is a good idea, but you really missed some of the facts stated, or at least couldn't put it all toghether.
I think you may have skipped a bit. I specifically mentioned that loyalty is gained by doing activities with the mob following you, which often would involve going outside or long periods of time on the crafting screen. Because of this, you would have to be doing some action in order to gain the loyalty point for that day. Standing around would do nothing. Secondly, it takes a long time to get to that level of op. A month in minecraft time is something many players take hours to reach, and on multiplayer servers, raiders could easily kill your pet until it gets to higher levels. The point of this is to add a new dynamic to the gameplay itself without just changing the weapon charge times and how armor works. The loyalty system would only reward you when you are doing something, so you would be completely able to adventure or build, as you could gain loyalty points at the same time. In pvp, players would now have to prepare for different enemies and how to handle them. For example, a mob with creeper sprit would encourage the creation of parties with at least one bowman in the back or the teleportation ability would encourage group tactics and a more defensive stance to defend against behind the back assaults. Also, as far as I know, creeper sprit could possilbly never have a third form. You also never explained what would make this so overpowered when it could randomly kill you, even in the middle of a battle. If you have any better ideas on how to improve tamed animals, tell me, because it seems like you're just ignoring the main idea, which is to make having a tamed mob harder, so a person who does want a pack of wolves will have to spend a long period of time each day finding food for these wolves, similar to having to save up hundreds of iron ingots if you want to have an iron golem army. I'm not saying this is a good idea, but you really missed some of the facts stated, or at least couldn't put it all toghether.
Dont worry, I "put it all together."
It doesnt matter if this "creeper spirit" kills you, the massive explosion is just OP, along with the nullifying all potion and enchantment effects. So does that mean my projectile protection III suit of armour is out? Im not saying this is a bad idea, you just dont understand the impact it will have on the game. I may be outside, but I'm walking my virtual animal so it doesnt run away. I'd ignore all tamable creatures if it took time away from other, higher priorities to keep them.
And you still havent answered how a cats loyalty affects an inherent fear.
Well drone, the point is to make sure players can't abuse tameables. You know horrible idea and everything, but still, yeah. The creeper idea was a bit op, but if this did happen, I'm pretty sure my idea would get wayyyyyyy toned down, since it really makes it hard to hold on to more than one or two mobs of the same type. Also, in reply to the cat question, it would make since to exclude cats from this entire thread. Also, maybe once they add more potions they could add a nulifying potion, allowing you to both negate effects to yourself (such as armor debuffs) and the splash version could possibly straight up negate or weaken some effects based on their power. A strong one could negate any effect, and at the same time a weak one could only weaken some effects slightly. That could possibly balance the game. Oh, and just remembered, the point is that creeper sprit isn't really controllable by anyone. It kinda is similar to exploding cars in call of duty, or the "exploding barrel effect", you could say. One person may use the barrel for cover before it explodes, as can the other if they manage to get close enough. However, if they explode the barrel, it kills the one using it, backfiring on its intended use. At the same time, if the attacker gets close enough, the defender can destroy it, killing the attacker. Or both can be in range and both die. At the same time, the barrel in some games is destined to explode no matter what after being shot a certain amount of times. It can be rushed by shooting more, but by that point, it was always too late. You could describe creeper sprit as that barrel, with it become stronger and more likely to backfire with each level. A powerful ally, but at the same time extremely dangerous.
Loyalty System
So, let's say you keep a wolf army in your house. You don't use it. Eventually a huge horde comes, and your wolf army springs into action. Many die, the rest turn back to normal wolves and run. This is the loyalty system. In order to keep a pet, you must take care of it. On easy, you only need to walk it around a bit every once in a while. Medium, every day. Hard, every day, and it must be fed slightly more as often you need to eat to keep it in good shape. This would be shown as it's body slowly becomes leaner. Now, as your pet stays with you longer, you can leave it alone longer periods of time.
Just Got:
- Has no special skills
- Will become unloyal after 1, 3, or 5 days based on difficulty(unloyal causes the creature to attempt to escape a battle once it's health is too low, can be fixed by food and spending more time with it (walks, exploring, fighting, but to a degree it doesn't run away)
- On hard, will attack you almost immediately if it is starving, then run away if it runs low on health, reverting to it's original form.
Two Days:- Has it's inherrent ability (wolves attack, spiders are rideable and attack in unison with you, cats scare creepers)
- Unloyal after 3,5, or 7 days
- On hard, attacks you if starving for at least half a day.
One Week:- Abilities cross over to a degree (cats and spiders fight on their own, just not as well as a wolf, wolves and cats become ridable to some degree, perhaps short distances, etc.
- Unloyal after 5, 7, or 9 days
- On hard attacks if starving for at least 3 days
One Month or Two Weeks- Gains a special, varied ability (think enchantments) based on different items it will now accept. (feed it obsidian/ ender pearls/ eyes of ender, it'll become sick for a day, then be able to teleport in battle, with varying degrees of effectiveness based on what it ate, (ex:obsidian: randomly teleports, ender pearl: teleports more simillar in style to a enderman and gives of similar particles, eye of ender: Gives of multi-colored particles, can dodge all projectiles near instantly(cannot be hit with a projectile whatsoever, or at least only takes partial damage if hit), cannot die from fall because it near instantly teleports to safety, teleports behind enemies often as a strategy, can dodge a creeper explosion with three-quarters of health lost.) However, this comes with a downside, or "curse". (curse of the end: Will not attack other players or any npc village related items unless attacked. Will sometimes "refuse" to fight when ordered, yet randomly attack mobs for no reason. Will rarely rampage, murdering all creatures in sight except for you. May break out of non-obsidian walled cages and join you. (Which brings another idea: enderman can't teleport onto obsidian nor touch it. If they are in danger of touching obsidian, they will teleport far away, possibly out of the entire biome.)
- Unloyal after 1 week, 1 month or never.
- On hard, it will not attack while starving unless it is also unloyal.
To Clarify:In order to build loyalty, you must spend a certain amount of time each day/night cycle doing activities with it, meaning anything that includes walking a moderate amount, crafting to a moderate amount, mining to a moderate amount, or building to a moderate amount. Every day you do not do so in a row, loyalty goes down. At the highest level, it will never go down, and therefore a pet will not lose or "refuse" to do things it could a day ago if neglected, though it will still become unloyal if not watched for long enough on normal through hard. Starvation is not the same as becoming unloyal. A pet can attack after being starved, but at the same time, it will not have become unloyal, which can be fixed pretty easily. Starvation requires you to find the animal after it has calmed down and retame it. Lastly, I would like it if pets could be given armor to wear for a slight protective bonus. The armor would be made of one of the four armor materials and be called pet armor, with no separate parts to make and made in the same pattern for any pet. This would also add one day to the unloyal time period no matter what material or difficulty.
Edit;
Thought about some more. Adding a section for full loyalty abilities.
Loyalty Abilities 6/5/12:
Gunpowder line:
- Fed gunpowder, tnt, or some other, more powerful type of explosive if the game is updated
- Creeper's Spirit: Can explode, causing medium to deadly damage to everything around it.
- Gunpowder: When pet gets to 10% health, goes for the area of most mob density and explodes, doing a damage of 5 hearts at close range, or one-half player health, killing most passives as well as silverfish and doing at least one-quarter damage to most normal mobs' health at close range. Does not die after exploding, but will die if killed before exploding. After exploding, will appear near you a two game days later. Blast radius 1/2 smaller then creeper's.
- Tnt: Deal's 8.5 hearts of damage, will appear near you one game day later. Blast radius on par with creepers.
- Super Tnt: Deals damage of 30, killing all but iron golems and the enderdragon. Will appear one-half of a day later. If pet dies, it will explode. Blast radius is 4 times that of creeper, similar to a charged creeper radius boost. Do not expect to escape it unless you're sniping. However, this is only if the pet dies. If it explodes itself, it wil have a creeper's blast radius.
- Creeper's Insanity: Has a rare chance of exploding randomly, which goes up the stronger the item given. More likely to explode near ores, and with a 25, 50, and 100% chance of destroying an item in it's explosion based on ability power. Hurts anything near it, ignoring all armor or potion bonuses. This can make a pet the perfect killer of stronger players in pvp, but also can make it excessively dangerous to everyone. (Ex: A person could "force" an explosion by weakening the pet enough that it kills you and everyone in the radius, causing the loss of many items, as well as completely ruining a raid. This can also be used to take out your enemies, making it more of a battle changer for either side then a helpful pet for you.) also nullifies all potion effects and disables enchantments for 30 seconds.
Now, it may seem like they all have drawbacks. However, if you want to keep your pet a easy to handle one but still give it added benefits, you can give it "adaptations". here's one:Shepard:
- Gained by feeding your pet wheat.
Pet, when left alone with passive farm creatures, will patrol in the same manner as an iron golem, protecting the passive creatures from attack and giving the added effect of causing them to stay closer knit. If any farm animal is attacked within it's "herding radius" (the area the mobs will attempt to stay inside, if possible) it will be able to attack the creature doing so. This includes anything except for you and creepers. This could be shown by perhaps having wolves actively kill some animals for food, or spiders and zombies attempting to kill creatures during the night 10% of the time, and only small groups of 1-4. Multiple herding radii could be put toghether to allow more vision for all shepards.Adaptation benifits:
- No disadvantages
- A 20% health bonus
- Other pets will now not attack it no matter what mob they are (unless they have the enderman's shadow ability) , and adapted creature will not attack other pets as well unless it is attacked itself.
- A one heart damage bonus.
- Gains more health from foods.
- Moves at a slightly faster rate.
- When near owner, get's a one armor "loyalty bonus" that once depleated, stays depleated until it is no longer fighting at which poiint it will slowly regain one armor, whether or not they have pet armor.
Lastly, you can only give one special item to a creature. Weaker abilities have less dangers and less liability, but stronger abilities can be powerful if implemented correctly. This ability cannot be lost and changes the look of the mob slightly. If you have any ideas for what it should look like, please post it here.edit:
so, new adaptations and abilities
Farmhand: Item given:apple
- mob doesn't trample crops
- mob makes all plants grow at a faster rate in a certain radius
- has inventory for crops in form of "pouches"
- would pick crops when fully grown, with a maximum of 10 or 20
Guardian:It seems the "loyalty abilities" are rather overpowered, I.E. "Creeper Insanity":Has a rare chance of exploding randomly, which goes up the stronger the item given. More likely to explode near ores, and with a 25, 50, and 100% chance of destroying an item in it's explosion based on ability power. Hurts anything near it, ignoring all armor or potion bonuses. This can make a pet the perfect killer of stronger players in pvp, but also can make it excessively dangerous to everyone. (Ex: A person could "force" an explosion by weakening the pet enough that it kills you and everyone in the radius, causing the loss of many items, as well as completely ruining a raid. This can also be used to take out your enemies, making it more of a battle changer for either side then a helpful pet for you.) also nullifies all potion effects and disables enchantments for 30 seconds.
Im sorry to be the first one to tell you this, but this hasnt exactly been noticed because people dont want to read another post about basically, lets face it, changing Minecraft into some pet sim.
And just an add on, I have no clue how a cats loyalty to you would affect if it scared creepers away, its just an inherent fear not influenced by the Player.
I think you may have skipped a bit. I specifically mentioned that loyalty is gained by doing activities with the mob following you, which often would involve going outside or long periods of time on the crafting screen. Because of this, you would have to be doing some action in order to gain the loyalty point for that day. Standing around would do nothing. Secondly, it takes a long time to get to that level of op. A month in minecraft time is something many players take hours to reach, and on multiplayer servers, raiders could easily kill your pet until it gets to higher levels. The point of this is to add a new dynamic to the gameplay itself without just changing the weapon charge times and how armor works. The loyalty system would only reward you when you are doing something, so you would be completely able to adventure or build, as you could gain loyalty points at the same time. In pvp, players would now have to prepare for different enemies and how to handle them. For example, a mob with creeper sprit would encourage the creation of parties with at least one bowman in the back or the teleportation ability would encourage group tactics and a more defensive stance to defend against behind the back assaults. Also, as far as I know, creeper sprit could possilbly never have a third form. You also never explained what would make this so overpowered when it could randomly kill you, even in the middle of a battle. If you have any better ideas on how to improve tamed animals, tell me, because it seems like you're just ignoring the main idea, which is to make having a tamed mob harder, so a person who does want a pack of wolves will have to spend a long period of time each day finding food for these wolves, similar to having to save up hundreds of iron ingots if you want to have an iron golem army. I'm not saying this is a good idea, but you really missed some of the facts stated, or at least couldn't put it all toghether.
Dont worry, I "put it all together."
It doesnt matter if this "creeper spirit" kills you, the massive explosion is just OP, along with the nullifying all potion and enchantment effects. So does that mean my projectile protection III suit of armour is out? Im not saying this is a bad idea, you just dont understand the impact it will have on the game. I may be outside, but I'm walking my virtual animal so it doesnt run away. I'd ignore all tamable creatures if it took time away from other, higher priorities to keep them.
And you still havent answered how a cats loyalty affects an inherent fear.