This is a repost of a discussion in another topic but I feel it can add to the fundemental 'storyarc' of Minecraft in single and multiplayer mode.
One BiomeBoss in each biome and have different methods of unlocking Biomebosses. Initially BiomeBosses will be hidden from the players for ease of play (except for the rare 'waiting' BiomeBoss).
1.) Killing off all of the Minions.
2.) Sacrificing a particular item.
3.) The Biomeboss is just waiting for you.
4.) Bringing the 'trophy' of one Biomeboss to another.
5.) Destroying/Placing blocks of its biome.
6.) Im sure there are more unlocking methods that could be thought of....
After the Biomeboss is defeated any number of triggers can be implemented...
1.) Mobs get stronger/weaken or can 'stalk' you.
2.) Biome is transformed... (i don't know if this is possible coding-wise)
3.) Brings about an apocolyptic event that the Player must save lest the entire world is nearly destroyed.. (think grey goo, water/lava source blocks 'rising/falling', random meteors....)
4.) Opens a portal...
5.) Allows players to craft new items to represent an 'upgrade'
6.) and there are more.
If there are multiple biomebosses of the same kind-since eventually biomes will repeat-make redundant biomebosses tougher by some factor. You did kill off its spawn/sibling. Now it is engraged. Of course not all BiomeBosses are evil.
Biomebosses would require an extensive amount of programming/modelling but I feel it could be a next step in making a pre-generated world have something akin to a plot. At least there would be something to do or perhaps special artifacts can be generated from the semi-unique nature of Biomebosses.
Artifacts can be combined in the crafting table which would be able to create a unique item or block that is utilized solely for a novel crafting hierarchy. Think Crafting Bench Deux...
Also it would be interesting to add readable tomes that give hints on how to unlock Biomebosses that may give specifics or a map to follow.
Now this is my first topic in Minecraft and in the Suggestions forum I did not want this to become a mere wish list. I sincerely believe that this will improve multiplayer survival greatly (but in small baby steps). At least this can be turned into a mod.
You do got some originality, creativity and overall good points in this suggestion, but I'm not really on board for having bosses in biomes. In fact, I believe the Overworld should never have bosses in it, because the Overworld is our starting/growing point. This would probably make an excellent mod, as something like this could be a bit of a pain for some players. Especially newer ones.
This being your first suggestion - you should feel good right now. You aren't like many other newcomers here who post things that people have been posting for months, such as paint, Herobrine or some sort of unfitting vehicle.
You make a good point Zippy. I've edited to clarify and will do so here...
BiomeBosses should be trigger conditions initialized by the player.... except for the rare occurance of the 'waiting' BiomeBoss. I feel that would add a sort of... 'Oh Snap' kind of feel to it. Also, can be connected to structures...
I have an Idea for the beach biome (yes there is one)
there can be a shack
with a fisherman
he asks you," can you help me? something is eating all my fish."
he lets you use his boat and when you go out a little bit a warpool
pulls you down the boat breaks and you have to face a sea monster (the warpool is the portal so not saying IT'S IN THE OVERWORLD!!)
I don't know what the battle should be like so could some one fill that in?
after you kill the sea monster you get the golden fishing rod. This gives you a 75% chance each cast to get a fish and 10% of that 75% would be to get a half used weapon or amor
Also after the battle the fisherman is friendly to you and you can by fish from him for 1 emerald for 3 fish
I have an Idea for the beach biome (yes there is one)
there can be a shack
with a fisherman
he asks you," can you help me? something is eating all my fish."
he lets you use his boat and when you go out a little bit a warpool
pulls you down the boat breaks and you have to face a sea monster (the warpool is the portal so not saying IT'S IN THE OVERWORLD!!)
I don't know what the battle should be like so could some one fill that in?
after you kill the sea monster you get the golden fishing rod. This gives you a 75% chance each cast to get a fish and 10% of that 75% would be to get a half used weapon or amor
Also after the battle the fisherman is friendly to you and you can by fish from him for 1 emerald for 3 fish
You have to keep in mind that players won't do whats intended, like filling the pool up with gravel, coming from underneath, placing lava everywere, etc.
Though I like this idea because of it's uniqueness I feel it is just too much for Minecraft. I also do not believe there should be bosses in the main world of minecraft.
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Kingdoms rise and fall. Just don't burn the paintings in the Louvre, that's all.
I have to say that I think that bosses shouldn't be restricted due to biome, but to structure. Biome bosses like you described means that it's all together possible, if not overly-likely that a player would accidentally trigger the boss to spawn by killing the minions or just finding the boss randomly, multiple times if you have two different plain biomes or something. Structures means that the player only enters when they want, and the number can be restricted so that there aren't theoretically infinite bosses in the world.
So, no support.
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[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. >_<
If it boosts morale with your idea, It could be possible to code a terrain change, if chunks were to reload and change. It is a good idea, but it needs some work.
You have to keep in mind that players won't do whats intended, like filling the pool up with gravel, coming from underneath, placing lava everywere, etc.
Ah but that is a good point. The open ended-ness can allow different methods of dispatching bosses... though I do not know how this particular battle would work...
I have to say that I think that bosses shouldn't be restricted due to biome, but to structure. Biome bosses like you described means that it's all together possible, if not overly-likely that a player would accidentally trigger the boss to spawn by killing the minions or just finding the boss randomly, multiple times if you have two different plain biomes or something. Structures means that the player only enters when they want, and the number can be restricted so that there aren't theoretically infinite bosses in the world.
So, no support.
I can agree that if BiomeBosses were directly linked to structures it would reduce the chances of Players encountering Bosses when they don't want to. I guess this tome can increase the rate of triggering a Boss. If you don't want to do so as easily then don't carry the book. Still I would like to see some element of "I should have not done that, these minions drop some good loot but the boss is a beast..." or "Disturbing these gravestones could cause a Draugr (undead viking ghost) to curse me until I kill him (perhaps with a ghost spawn stalking you). Too bad sneaking doesn't let you sneak.... cause that would be another way to work around a boss.
I do not know what the ratio of triggers should be... but Minecraft is not infinite. Theoretically... yes. But there is an end and while it is LARGE when does anyone ever explore an entire world?
I believe BiomeBosses should be 1 per Biome but their preference is structures and difficult to trigger unless you know what you are doing with the hint tome. Which can effectively halve specific requirements (like killing minions). They should drop artifacts and have their own post-battle trigger... which can be any number of things.
But Why? Why have bosses in the overworld?
It can add a further element of surprise and more things to do. It can also establish a sense of politics (imagine the 'defeat' condition of a witch BiomeBoss in a swamp is to bring the artifact of a Beastly jungle BiomeBoss to her to gain an artifact that gives you a runecrafting paintbrush...) and give not only breathing space but a sense of purpose. I can also imagine that these artifacts can also impart 'Class' abilities (that Beastly artifact you just sacrificed to the witch... it was an item you could of placed in your inventory to make striking with an axe 1.3 times more effective).
Also it can reduce loading times... always going through a portal to defeat a boss can be a bit 'loady'.
In summation: I agree with making trigger conditions difficult with biomes and easier with Structures. Also I agree with limiting the number of these bosses. I disagree with not having these MiniBosses in the Overworld. There needs to be a sense of agency in the world that is not my own. I'm tired of my greatest enemy being lava and getting frustrated at gravel. I need to feel like I gained a new challenge after visiting a stronghold and opening a tome that lets me know of some dastardly thing far off in the north. I need to be able to make a sacrifice between crafting "Magic" or "Tech".
If it boosts morale with your idea, It could be possible to code a terrain change, if chunks were to reload and change. It is a good idea, but it needs some work.
Okay and thank you. I'm learning java as I go and can't wait to make mods for Minecraft. Even my silly little ideas.
Edited to add: One thing I did think of is gaining the ability to encounter these BiomeBosses AFTER the EnderDragon is slain once. That way... the player will be experienced and fully stocked to deal with these threats.
One BiomeBoss in each biome and have different methods of unlocking Biomebosses. Initially BiomeBosses will be hidden from the players for ease of play (except for the rare 'waiting' BiomeBoss).
1.) Killing off all of the Minions.
2.) Sacrificing a particular item.
3.) The Biomeboss is just waiting for you.
4.) Bringing the 'trophy' of one Biomeboss to another.
5.) Destroying/Placing blocks of its biome.
6.) Im sure there are more unlocking methods that could be thought of....
After the Biomeboss is defeated any number of triggers can be implemented...
1.) Mobs get stronger/weaken or can 'stalk' you.
2.) Biome is transformed... (i don't know if this is possible coding-wise)
3.) Brings about an apocolyptic event that the Player must save lest the entire world is nearly destroyed.. (think grey goo, water/lava source blocks 'rising/falling', random meteors....)
4.) Opens a portal...
5.) Allows players to craft new items to represent an 'upgrade'
6.) and there are more.
If there are multiple biomebosses of the same kind-since eventually biomes will repeat-make redundant biomebosses tougher by some factor. You did kill off its spawn/sibling. Now it is engraged. Of course not all BiomeBosses are evil.
Biomebosses would require an extensive amount of programming/modelling but I feel it could be a next step in making a pre-generated world have something akin to a plot. At least there would be something to do or perhaps special artifacts can be generated from the semi-unique nature of Biomebosses.
Artifacts can be combined in the crafting table which would be able to create a unique item or block that is utilized solely for a novel crafting hierarchy. Think Crafting Bench Deux...
Also it would be interesting to add readable tomes that give hints on how to unlock Biomebosses that may give specifics or a map to follow.
Now this is my first topic in Minecraft and in the Suggestions forum I did not want this to become a mere wish list. I sincerely believe that this will improve multiplayer survival greatly (but in small baby steps). At least this can be turned into a mod.
This being your first suggestion - you should feel good right now. You aren't like many other newcomers here who post things that people have been posting for months, such as paint, Herobrine or some sort of unfitting vehicle.
Good original idea you have there, could use some work though
BiomeBosses should be trigger conditions initialized by the player.... except for the rare occurance of the 'waiting' BiomeBoss. I feel that would add a sort of... 'Oh Snap' kind of feel to it. Also, can be connected to structures...
there can be a shack
with a fisherman
he asks you," can you help me? something is eating all my fish."
he lets you use his boat and when you go out a little bit a warpool
pulls you down the boat breaks and you have to face a sea monster (the warpool is the portal so not saying IT'S IN THE OVERWORLD!!)
I don't know what the battle should be like so could some one fill that in?
after you kill the sea monster you get the golden fishing rod. This gives you a 75% chance each cast to get a fish and 10% of that 75% would be to get a half used weapon or amor
Also after the battle the fisherman is friendly to you and you can by fish from him for 1 emerald for 3 fish
SUPPORT THEM!!!!! (also if your a new please click on the picture)
You have to keep in mind that players won't do whats intended, like filling the pool up with gravel, coming from underneath, placing lava everywere, etc.
So, no support.
[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. >_<
Ah but that is a good point. The open ended-ness can allow different methods of dispatching bosses... though I do not know how this particular battle would work...
I can agree that if BiomeBosses were directly linked to structures it would reduce the chances of Players encountering Bosses when they don't want to. I guess this tome can increase the rate of triggering a Boss. If you don't want to do so as easily then don't carry the book. Still I would like to see some element of "I should have not done that, these minions drop some good loot but the boss is a beast..." or "Disturbing these gravestones could cause a Draugr (undead viking ghost) to curse me until I kill him (perhaps with a ghost spawn stalking you). Too bad sneaking doesn't let you sneak.... cause that would be another way to work around a boss.
I do not know what the ratio of triggers should be... but Minecraft is not infinite. Theoretically... yes. But there is an end and while it is LARGE when does anyone ever explore an entire world?
I believe BiomeBosses should be 1 per Biome but their preference is structures and difficult to trigger unless you know what you are doing with the hint tome. Which can effectively halve specific requirements (like killing minions). They should drop artifacts and have their own post-battle trigger... which can be any number of things.
But Why? Why have bosses in the overworld?
It can add a further element of surprise and more things to do. It can also establish a sense of politics (imagine the 'defeat' condition of a witch BiomeBoss in a swamp is to bring the artifact of a Beastly jungle BiomeBoss to her to gain an artifact that gives you a runecrafting paintbrush...) and give not only breathing space but a sense of purpose. I can also imagine that these artifacts can also impart 'Class' abilities (that Beastly artifact you just sacrificed to the witch... it was an item you could of placed in your inventory to make striking with an axe 1.3 times more effective).
Also it can reduce loading times... always going through a portal to defeat a boss can be a bit 'loady'.
In summation: I agree with making trigger conditions difficult with biomes and easier with Structures. Also I agree with limiting the number of these bosses. I disagree with not having these MiniBosses in the Overworld. There needs to be a sense of agency in the world that is not my own. I'm tired of my greatest enemy being lava and getting frustrated at gravel. I need to feel like I gained a new challenge after visiting a stronghold and opening a tome that lets me know of some dastardly thing far off in the north. I need to be able to make a sacrifice between crafting "Magic" or "Tech".
Okay and thank you. I'm learning java as I go and can't wait to make mods for Minecraft. Even my silly little ideas.
Edited to add: One thing I did think of is gaining the ability to encounter these BiomeBosses AFTER the EnderDragon is slain once. That way... the player will be experienced and fully stocked to deal with these threats.