When rare mob drops came out I was excited but not all mobs have a rare drop I had some idea's for rare mob drops I first think that all passive mobs have a 1/75 chance to drop there spawn egg.(this would make it easier moveing an animal farm). For endermen music disc 11 1/80 chance (considering endermen are rarer in the over world and it is hard to get to the end this would be very rare). For spiders and cave spiders cobwebs 1/50 chance (cobwebs could be used for decoration or traps) For creepers TNT 1/60 chance (tnt yay.)
say if you like it or don't like it and why
if you don't like it make a legit reason not something stupid like where is a creeper going to get sand and more gunpowder to make TNT? well the same place a zombie got iron.
I agree with you on the spiders (although that chance should be lowered) and endermen but that's it the spawn egg is a little weird to me but it could work
I agree with you on the spiders (although that chance should be lowered) and endermen but that's it the spawn egg is a little weird to me but it could work
there called rare drops for a reason i think that all rare drops as of 1.2.5 have a 1/40 chance and spiders only need 1 rare drop and its really easy to find a spider cave spider spawner that's why its a little higher.
No to the spawn eggs as I believe they belong in creative.
No to the music disc drop from enderman as their current drop is extremely useful and music discs are already a drop for a different mob(creepers when killed by skeletons).
The idea of spiders dropping cobwebs as a rare drop has been made before. I am more for the idea of cobwebs being able to be picked up with shears. I just don't think it really fits that a spider would drop a cobweb.
I don't really like the idea of creepers dropping tnt. They drop gun powder, that's good enough. Besides, though it is not considered an official rare drop, they actually do drop music discs if killed by a skeleton which makes that drop somewhat of a rarity.
Your ideas don't seem to follow the rare drops that are currently implemented. They were mostly given to mobs who's drops currently have very few uses, or who's uses are not extremely useful. This keeps good balance in the game.
Also, your numbers are a tad off and wouldn't work for the current rare drop system. "Rare drops have a 2.5% chance of occurring when a monster dies" - from the wiki. That number is not effected by the type of mob or the drop unless in the case of enchanted items.
I am for the idea of more rare drops for mobs that have none, but I do not like these particular ideas.
Therefore, no support from me.
Rollback Post to RevisionRollBack
Kingdoms rise and fall. Just don't burn the paintings in the Louvre, that's all.
There should never be spawn eggs in survival. Ever.
Otherwise, I like the idea of more rare drops. But it is my belief that rare drops should consist of brand new consumable items that give beneficial potion effects for a short time.
For example, a "dwarf beer" item that gives you mining haste for 3 minutes, or a "silver carrot" that gives jump boost.
11 needs to be added to survival. Quite frankly, I'd love to see it either as a rare drop for Endermen or a rare item for Pyramids, Jungle Temples, or random loot chests in general. (namely the ones in Strongholds and/ or Mineshafts) Honestly, how does that work? Are they the same or different? I probably should look that up, but if they're seperate (Stronghold random loot chests aren't the same thing as Mineshaft ones), I'd prefer 11 to be in Strongholds or Jungle Temples more. Oh, and the other disks could use randomizing to. Why should we get almost every disk the same exact way.
Maybe, Stal could be a new Skele/ maybe undead rare loot drop, playing on the term of it's name and the disk color. Mellohi could be another Endermen rare mob drop. (purple and white disk)
Another rare drop idea, Skeles rarely drop Infinity bows (as in at least 1 in 1,000), because it makes sense (how do you think they only drop 2 arrows tops and shoot infinite arrows you can't pick up lol) and I'd like to see more than Power 1.
Oh, and I'll say the same thing I've said in other threads like this. Rare drops should only be obtained if the mob is killed by a player. That means your grinders would at least have to hurt the mobs to near death, not outright kill them.
"I don't plan to add a new dimension at the moment. It's just to performance heavy on servers, and the current dimensions need more attention before we start adding new ones." < Yeah, like biomes or actual varied terrain in the nether. Nether ruins didn't do the trick at all.
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For endermen music disc 11 1/80 chance (considering endermen are rarer in the over world and it is hard to get to the end this would be very rare).
For spiders and cave spiders cobwebs 1/50 chance (cobwebs could be used for decoration or traps)
For creepers TNT 1/60 chance (tnt yay.)
say if you like it or don't like it and why
if you don't like it make a legit reason not something stupid like where is a creeper going to get sand and more gunpowder to make TNT? well the same place a zombie got iron.
Edited.
No to the music disc drop from enderman as their current drop is extremely useful and music discs are already a drop for a different mob(creepers when killed by skeletons).
The idea of spiders dropping cobwebs as a rare drop has been made before. I am more for the idea of cobwebs being able to be picked up with shears. I just don't think it really fits that a spider would drop a cobweb.
I don't really like the idea of creepers dropping tnt. They drop gun powder, that's good enough. Besides, though it is not considered an official rare drop, they actually do drop music discs if killed by a skeleton which makes that drop somewhat of a rarity.
Your ideas don't seem to follow the rare drops that are currently implemented. They were mostly given to mobs who's drops currently have very few uses, or who's uses are not extremely useful. This keeps good balance in the game.
Also, your numbers are a tad off and wouldn't work for the current rare drop system. "Rare drops have a 2.5% chance of occurring when a monster dies" - from the wiki. That number is not effected by the type of mob or the drop unless in the case of enchanted items.
I am for the idea of more rare drops for mobs that have none, but I do not like these particular ideas.
Therefore, no support from me.
Other than that I support you.
http://www.minecraftforum.net/topic/1401777-earn-a-good-or-evil-reputation-with-the-villagers/
Click here if you support more interaction with the Villagers!
Otherwise, I like the idea of more rare drops. But it is my belief that rare drops should consist of brand new consumable items that give beneficial potion effects for a short time.
For example, a "dwarf beer" item that gives you mining haste for 3 minutes, or a "silver carrot" that gives jump boost.
Maybe, Stal could be a new Skele/ maybe undead rare loot drop, playing on the term of it's name and the disk color. Mellohi could be another Endermen rare mob drop. (purple and white disk)
Another rare drop idea, Skeles rarely drop Infinity bows (as in at least 1 in 1,000), because it makes sense (how do you think they only drop 2 arrows tops and shoot infinite arrows you can't pick up lol) and I'd like to see more than Power 1.
Oh, and I'll say the same thing I've said in other threads like this. Rare drops should only be obtained if the mob is killed by a player. That means your grinders would at least have to hurt the mobs to near death, not outright kill them.