I'm not fond of the Glow-blob thing. I think it would be better to just make them normal Slimes. Actually, I also think it would be cool if tiny Slimes made some kind of a slime effect when they hopped, and whatever they landed on was left with a sticky surface for a short time, to make up for the fact that the tiny ones are harmless and adorable. But that might be getting too far off your idea. So...Slimes which lag alot when splitting up spams slimy trails which causes even more lag?
I guess I just don't like the aspect of a brand new mob that is only a palette swapped minion to a mini boss. I'd rather it just be a tiny Slimes and they take the role of minion. Other than that, I'd keep it pretty much the same. The only problem is then the Slimes wouldn't be fire resistant, but I've always though they should become magma cubes when exposed to fire anyways. Maybe that could be a mechanic in the boss fight. Spider likes tiny Slimes, Spider dislikes fire, fire makes Slimes into Magma Cubes, Spider focuses on them for a moment giving you a chance to take out the slimed up floor or get a few hits in. Slime + Fire = Magma? But anyway, the mini-boss is already easy enough as it is (to the poll voters as of now) and it does not seem to need another weakness
Oh and I think the part about not despawning on Peaceful should be changed. The game could somehow record if you had killed a Glow Spider at that location and if you haven't and it is not on Peaceful then it will spawn. Or something. Mainly because I don't like the fact that it could become a big, never despawning, invincible obstacle in the way of building or what have you. Why would anyone even build in there? And plus, despawn on Peaceful seems like a cheat on Singleplayer when you are about to get pwned by the mini-boss (which is unlikely) and you go to Peaceful. With the current post, the spider never wakes up on Peaceful. But if it was already awake before you switched to Peaceful, it will stay that way until you get out of the room. This, at least, still provides a challenge for some people who do this by needing to get out after switching to Peaceful
The fire cauldron, arctic spirit, creeper music, forced texture pack switching, literally everything on the first page of your topics. I commend you, sir.
The fire cauldron, arctic spirit, creeper music, forced texture pack switching, literally everything on the first page of your topics. I commend you, sir.
Well first of all, there was a breakdown in communication on my end. I meant it only has Tiny slimes in there, so there is no lag from them splitting. I assumed you would have realized this as I didn't mention any change in slime size from your OP, just that they would be Slimes instead of a renamed and reskinned mob.
As for the Glow Blob Puddles, they could be my method or yours, it doesn't really matter. I figured them making their own blobs as they hop would require you to focus on them first to prevent them from giving the Spider power during the fight. You already have that part in the OP, so them being able to replenish the Spider's power mid fight unless you kill them all would add a bit of a challenge, which you already say that most people think it is underpowered. To make them lag less, they could have a lower chance of generating new puddles, rather than it being a guarantee. That would fix quite a bit of the lag problem, although I would have imagined the lag being an insignificant amount regardless.
I also think that it fixes one of the biggest flaws in the suggestion, which is the room suddenly becoming 100% it's original state, Puddles and all if you leave the room. That just doesn't make sense. The Ender Dragon's health and area doesn't reset if you die or leave and it isn't 1995 anymore where we expect boss rooms to reset upon leaving them (excluding MMOs, which is a balance thing). If Glow Spiders caused the Slimes to spawn (limit it to however many you wish, I would say 10-16) instead of Glow Puddles magically appearing out of nowhere and making Slimes materialize out of mid-air. It (to me) follows a more logical progression:
Spider makes the Slime Minions => Minions cause the Slime Puddles => Puddles and Slimes keep player distracted while simultaneously keeping the Spider more powerful
And if the Spider itself has a chance of spawning a minion every, say, 15-30 seconds, then it is a constant threat that you have to deal with. Boss lacking challenge? There is some challenge right there. A boss that creates minions that both hinder you and strengthen itself.
The Magma Cube thing was a bit of a tangent I admit. It just made sense to me. Slimes and Magma Cubes are the same sizes, shapes, health levels (size dependent), and similar in appearance. It just kind of makes sense. Slime + Fire = Magma doesn't make sense really, but neither does a Pig on four legs becoming a Zombified Pig on 2 legs holding a Golden Sword out of nowhere after being struck by lightning. But consider this:
Because only the tiniest Slimes would generate by the boss, only the tiniest Magma Cubes could spawn by being lit on fire, so no Magma Cream farming with this (only the other two sizes drop them). They certainly aren't your allies, they wouldn't attack the Spider, the would still be going after you. But the Spider goes after them, because then it can generate more normal Slimes to keep it's power up. So you create a small distraction that dies in one hit by anything, but still goes after you, doing 3 Damage (1.5 Hearts) per hop.
So it gives the player a choice. Do they distract the Spider temporarily by creating a mob that does not generate new Puddles, but is only hostile to the player, causing damage to them? Or do they not use fire, go after the Slimes normally, and have to manage the Slimes, Puddles, and the Spider all at once? I think it adds a lot more depth and challenge than just running into the room, avoiding the boss, breaking all the puddles, then putting yourself in a tiny box of dirt with an opening to shoot the Spider that no longer has access to new Puddles because you broke them all.
The problem I have with it not despawning on Single Player is that this is something that is in the Overworld, which can be anywhere a Mineshaft is. It isn't like the Ender Dragon where you have an entire realm devoted to it that is apart from the rest of the game, keeping the Overworld safe. It isn't like the Wither, which you can build anywhere, so you can build far away from anything you want to keep safe. This is a boss that you have a decent chance of running into no matter where you are in the Overworld. And that means it has a much higher chance of interfering with a project like an underground base, tunnel system, or numerous other things and you won't even know it is there until you are halfway through the project, forcing you to reroute things or change it entirely.
It's like finding a 4x3x3 hunk of Bedrock in the middle of a cave. You can't get rid of it. And it doesn't add challenge to a person who switches to Peaceful to avoid dealing with it, just an annoyance that forces them to eventually fight something they don't want to (which is not an issue with either of the other bosses) or to remain in Peaceful near that room indefinitely. But how about a compromise? It has two states, the normal boss, and one as an invisible, 1x1x1 block entity that cannot be killed or moved. Blocks can be placed in it, so it doesn't hinder builds. This one is specifically for Peaceful mode so it isn't in the way. And it only turns back into the regular boss if it is not on Peaceful and it is in a 10x10x5 area of Air Blocks, and the player has to be 20 blocks away from it, to prevent an unwitting player from being jumped by the boss suddenly spawning on him.
So if the player wants to switch to Peaceful and build past it, they can. They just lose any opportunity to get it's drops. If they ever clear out the area again, once they get a certain distance away it will appear again. Is it the best way to deal with it? Maybe not. But I think it is a hell of a lot better than what is essentially a lump of Bedrock that you need to kill just to build where you want.
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I think its cool, but change the battle area (where it spawns). The area is way to big for something that just spawns underground, and it should be less... cubic. Thats my only criticism, but otherwise - Support.
I think its cool, but change the battle area (where it spawns). The area is way to big for something that just spawns underground, and it should be less... cubic. Thats my only criticism, but otherwise - Support.
Way too big? The spider is big too you know. And the boss needs some running space.
Well first of all, there was a breakdown in communication on my end. I meant it only has Tiny slimes in there, so there is no lag from them splitting. I assumed you would have realized this as I didn't mention any change in slime size from your OP, just that they would be Slimes instead of a renamed and reskinned mob.
As for the Glow Blob Puddles, they could be my method or yours, it doesn't really matter. I figured them making their own blobs as they hop would require you to focus on them first to prevent them from giving the Spider power during the fight. You already have that part in the OP, so them being able to replenish the Spider's power mid fight unless you kill them all would add a bit of a challenge, which you already say that most people think it is underpowered. To make them lag less, they could have a lower chance of generating new puddles, rather than it being a guarantee. That would fix quite a bit of the lag problem, although I would have imagined the lag being an insignificant amount regardless.
I also think that it fixes one of the biggest flaws in the suggestion, which is the room suddenly becoming 100% it's original state, Puddles and all if you leave the room. That just doesn't make sense. The Ender Dragon's health and area doesn't reset if you die or leave and it isn't 1995 anymore where we expect boss rooms to reset upon leaving them (excluding MMOs, which is a balance thing). If Glow Spiders caused the Slimes to spawn (limit it to however many you wish, I would say 10-16) instead of Glow Puddles magically appearing out of nowhere and making Slimes materialize out of mid-air. It (to me) follows a more logical progression:
Spider makes the Slime Minions => Minions cause the Slime Puddles => Puddles and Slimes keep player distracted while simultaneously keeping the Spider more powerful
And if the Spider itself has a chance of spawning a minion every, say, 15-30 seconds, then it is a constant threat that you have to deal with. Boss lacking challenge? There is some challenge right there. A boss that creates minions that both hinder you and strengthen itself.
The Magma Cube thing was a bit of a tangent I admit. It just made sense to me. Slimes and Magma Cubes are the same sizes, shapes, health levels (size dependent), and similar in appearance. It just kind of makes sense. Slime + Fire = Magma doesn't make sense really, but neither does a Pig on four legs becoming a Zombified Pig on 2 legs holding a Golden Sword out of nowhere after being struck by lightning. But consider this:
Because only the tiniest Slimes would generate by the boss, only the tiniest Magma Cubes could spawn by being lit on fire, so no Magma Cream farming with this (only the other two sizes drop them). They certainly aren't your allies, they wouldn't attack the Spider, the would still be going after you. But the Spider goes after them, because then it can generate more normal Slimes to keep it's power up. So you create a small distraction that dies in one hit by anything, but still goes after you, doing 3 Damage (1.5 Hearts) per hop.
So it gives the player a choice. Do they distract the Spider temporarily by creating a mob that does not generate new Puddles, but is only hostile to the player, causing damage to them? Or do they not use fire, go after the Slimes normally, and have to manage the Slimes, Puddles, and the Spider all at once? I think it adds a lot more depth and challenge than just running into the room, avoiding the boss, breaking all the puddles, then putting yourself in a tiny box of dirt with an opening to shoot the Spider that no longer has access to new Puddles because you broke them all.
The problem I have with it not despawning on Single Player is that this is something that is in the Overworld, which can be anywhere a Mineshaft is. It isn't like the Ender Dragon where you have an entire realm devoted to it that is apart from the rest of the game, keeping the Overworld safe. It isn't like the Wither, which you can build anywhere, so you can build far away from anything you want to keep safe. This is a boss that you have a decent chance of running into no matter where you are in the Overworld. And that means it has a much higher chance of interfering with a project like an underground base, tunnel system, or numerous other things and you won't even know it is there until you are halfway through the project, forcing you to reroute things or change it entirely.
It's like finding a 4x3x3 hunk of Bedrock in the middle of a cave. You can't get rid of it. And it doesn't add challenge to a person who switches to Peaceful to avoid dealing with it, just an annoyance that forces them to eventually fight something they don't want to (which is not an issue with either of the other bosses) or to remain in Peaceful near that room indefinitely. But how about a compromise? It has two states, the normal boss, and one as an invisible, 1x1x1 block entity that cannot be killed or moved. Blocks can be placed in it, so it doesn't hinder builds. This one is specifically for Peaceful mode so it isn't in the way. And it only turns back into the regular boss if it is not on Peaceful and it is in a 10x10x5 area of Air Blocks, and the player has to be 20 blocks away from it, to prevent an unwitting player from being jumped by the boss suddenly spawning on him.
So if the player wants to switch to Peaceful and build past it, they can. They just lose any opportunity to get it's drops. If they ever clear out the area again, once they get a certain distance away it will appear again. Is it the best way to deal with it? Maybe not. But I think it is a hell of a lot better than what is essentially a lump of Bedrock that you need to kill just to build where you want.
I dont know...
1: I want the slime to deal damage, I want the slime to be always tiny and I want the slime to not be a Magma Cube. That is why I decided to make a new mob.
2: I dont think there is a high probability that you would need to go that far underground just to build in Survival anyway. And if it is Creative, you can just easily kill the boss with the least effort.
And plus, I am going to remove some pointless things in the post.
I'd like the addition of more bosses, and something extra in abandoned mineshafts. A giant spider is kind of cliche, but I forgive you, because mineshafts are full of spiders and it has some uniqueness. Overall;
Support
Just a small detail about those mineshafts...
"This room would only generate in Abandoned Mineshafts. Remember those large dirt rooms? They would be replaced by this."
Those large dirt rooms are the "start" points for the mines' generation. (Kinda weird to "start" a mine from the middle of nowhere in ground, but anyway). Better term could be center room. It becomes a bit unthematic to have all the old mining places somehow have their center room to be occupied by just the same monster type. Why in the center? How did it appear there? Why the same monster? And there are quite a bit of these mines, so quite a few minibosses around.
It could be better to change it so that it would be one semi-rare cave part of the mine system generation, that would also end the generation process for that part of the mine system. Sort of, workers accidentally digged into that cave and that was the end of work in that tunnel. Oh teh horror!
Also, I would then leave all the man-made blocks out of its cave/room.
However, if really wanted to be man-made room in the mine system, leave the stone bricks out; mines are made for efficiency of work, not for decoration. When wood doesn't do it cobblestone is good enough, except perhaps near tunnel entraces and corners, which get lots of accidental damage from drunk miners pushing their minecarts etc. and thus need to be made a bit more stable.
Oh yeah... gonna do that in the next time I would feel like updating the topic. As of now, I have some new plans to suggest soon.
so i just plant tons of TNT in peaceful around the boss, then switch difficulty, then boom, take all the loot
but its a overworld boss, and is quite...unique, so yea...
Well, it does not cheat anybody but themselves anyway. It already seems easy enough to beat. And switching to Peaceful is cheating, I know but the only time this becomes a problem is when it happens in a server which is unlikely anyway.
Hmmm... I think this could be a full fledged boss, but it would need its own dimension if it were to be a full boss... I do like the theme of "glow" though, thats very original. I like the fight all around, support.
Meh, I think Cave Spiders or enough in mineshafts with cobwebs and the spawners. Both the boss and Cave Spiders can probably be brought down easily with a Diamond Sword with Sharpness IV / V and Full Diamond Armor with Protection IV for each piece.
Anyway, I respect your opinions.
Whoa, I just realised you made some of my all time favourite ideas.
Really?
Like?
The fire cauldron, arctic spirit, creeper music, forced texture pack switching, literally everything on the first page of your topics. I commend you, sir.
Woah...Thanks
SOMEONE MESSAGE jeb_ ABOUT THIS IDEA RIGHT NOW!!
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ModeratorWell first of all, there was a breakdown in communication on my end. I meant it only has Tiny slimes in there, so there is no lag from them splitting. I assumed you would have realized this as I didn't mention any change in slime size from your OP, just that they would be Slimes instead of a renamed and reskinned mob.
As for the Glow Blob Puddles, they could be my method or yours, it doesn't really matter. I figured them making their own blobs as they hop would require you to focus on them first to prevent them from giving the Spider power during the fight. You already have that part in the OP, so them being able to replenish the Spider's power mid fight unless you kill them all would add a bit of a challenge, which you already say that most people think it is underpowered. To make them lag less, they could have a lower chance of generating new puddles, rather than it being a guarantee. That would fix quite a bit of the lag problem, although I would have imagined the lag being an insignificant amount regardless.
I also think that it fixes one of the biggest flaws in the suggestion, which is the room suddenly becoming 100% it's original state, Puddles and all if you leave the room. That just doesn't make sense. The Ender Dragon's health and area doesn't reset if you die or leave and it isn't 1995 anymore where we expect boss rooms to reset upon leaving them (excluding MMOs, which is a balance thing). If Glow Spiders caused the Slimes to spawn (limit it to however many you wish, I would say 10-16) instead of Glow Puddles magically appearing out of nowhere and making Slimes materialize out of mid-air. It (to me) follows a more logical progression:
Spider makes the Slime Minions => Minions cause the Slime Puddles => Puddles and Slimes keep player distracted while simultaneously keeping the Spider more powerful
And if the Spider itself has a chance of spawning a minion every, say, 15-30 seconds, then it is a constant threat that you have to deal with. Boss lacking challenge? There is some challenge right there. A boss that creates minions that both hinder you and strengthen itself.
The Magma Cube thing was a bit of a tangent I admit. It just made sense to me. Slimes and Magma Cubes are the same sizes, shapes, health levels (size dependent), and similar in appearance. It just kind of makes sense. Slime + Fire = Magma doesn't make sense really, but neither does a Pig on four legs becoming a Zombified Pig on 2 legs holding a Golden Sword out of nowhere after being struck by lightning. But consider this:
Because only the tiniest Slimes would generate by the boss, only the tiniest Magma Cubes could spawn by being lit on fire, so no Magma Cream farming with this (only the other two sizes drop them). They certainly aren't your allies, they wouldn't attack the Spider, the would still be going after you. But the Spider goes after them, because then it can generate more normal Slimes to keep it's power up. So you create a small distraction that dies in one hit by anything, but still goes after you, doing 3 Damage (1.5 Hearts) per hop.
So it gives the player a choice. Do they distract the Spider temporarily by creating a mob that does not generate new Puddles, but is only hostile to the player, causing damage to them? Or do they not use fire, go after the Slimes normally, and have to manage the Slimes, Puddles, and the Spider all at once? I think it adds a lot more depth and challenge than just running into the room, avoiding the boss, breaking all the puddles, then putting yourself in a tiny box of dirt with an opening to shoot the Spider that no longer has access to new Puddles because you broke them all.
The problem I have with it not despawning on Single Player is that this is something that is in the Overworld, which can be anywhere a Mineshaft is. It isn't like the Ender Dragon where you have an entire realm devoted to it that is apart from the rest of the game, keeping the Overworld safe. It isn't like the Wither, which you can build anywhere, so you can build far away from anything you want to keep safe. This is a boss that you have a decent chance of running into no matter where you are in the Overworld. And that means it has a much higher chance of interfering with a project like an underground base, tunnel system, or numerous other things and you won't even know it is there until you are halfway through the project, forcing you to reroute things or change it entirely.
It's like finding a 4x3x3 hunk of Bedrock in the middle of a cave. You can't get rid of it. And it doesn't add challenge to a person who switches to Peaceful to avoid dealing with it, just an annoyance that forces them to eventually fight something they don't want to (which is not an issue with either of the other bosses) or to remain in Peaceful near that room indefinitely. But how about a compromise? It has two states, the normal boss, and one as an invisible, 1x1x1 block entity that cannot be killed or moved. Blocks can be placed in it, so it doesn't hinder builds. This one is specifically for Peaceful mode so it isn't in the way. And it only turns back into the regular boss if it is not on Peaceful and it is in a 10x10x5 area of Air Blocks, and the player has to be 20 blocks away from it, to prevent an unwitting player from being jumped by the boss suddenly spawning on him.
So if the player wants to switch to Peaceful and build past it, they can. They just lose any opportunity to get it's drops. If they ever clear out the area again, once they get a certain distance away it will appear again. Is it the best way to deal with it? Maybe not. But I think it is a hell of a lot better than what is essentially a lump of Bedrock that you need to kill just to build where you want.
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Curse PremiumWay too big? The spider is big too you know. And the boss needs some running space.
http://www.minecraft...er-new-hudfont/
I dont know...
1: I want the slime to deal damage, I want the slime to be always tiny and I want the slime to not be a Magma Cube. That is why I decided to make a new mob.
2: I dont think there is a high probability that you would need to go that far underground just to build in Survival anyway. And if it is Creative, you can just easily kill the boss with the least effort.
And plus, I am going to remove some pointless things in the post.
Support
Oh yeah... gonna do that in the next time I would feel like updating the topic. As of now, I have some new plans to suggest soon.
Well, it does not cheat anybody but themselves anyway. It already seems easy enough to beat. And switching to Peaceful is cheating, I know but the only time this becomes a problem is when it happens in a server which is unlikely anyway.
Meh, I think Cave Spiders or enough in mineshafts with cobwebs and the spawners. Both the boss and Cave Spiders can probably be brought down easily with a Diamond Sword with Sharpness IV / V and Full Diamond Armor with Protection IV for each piece.
My criticism is OVER 9000!! Oh, and by the way, ¡llum¡π@t¡ ©oπf¡rmed o3o