Currently, there is no incentive to use lower-tiered armors, and even less to experiment with dyeing leather armor. This suggestion would change that.
The distance at which hostile mobs will notice the player is currently set at 16 blocks, with a few exceptions for endermen, ghasts, and zombies. This would be changed to a sliding scale, based on what tier of armor the player is wearing. Leather or no armor would lower the distance somewhat, but gold and iron, being shiny, would still be visible from the original base range. Diamond would increase the distance slightly. Enchanting your armor would further increase your visibility, since it adds a noticeable shine.
Dyed leather armor would lower or raise mobs' range based on a system similar to how maps are made. While wearing dyed armor, the game will occasionally check to see what blocks are around you. If they are close to the color of your armor, mobs' range will be reduced. If your armor stands out, mobs' range will be increased, though never more than if you were wearing gold or iron armor, to keep it balanced.
Since constantly checking the area around you would probably result in some lag, another possibility would be for each biome to have certain colors that work and certain that don't, so that the game only has to check for when you cross to a different biome. This method would be less realistic (you could cover your ocean biome in lava, but your blue armor would still make you blend in), but it wouldn't be as hard on your computer.
Armor would come with tooltips that would say how much they increase or decrease your visibility, similar to the new attack damage tooltips on weapons. These would initially be hidden, but they could be revealed by pressing F3 + H (the command to show item IDs, tool durability and map scale). These could be edited with external editors, so custom maps that require certain colors of dyed armor wouldn't be affected.
"">Some people seem to think that being more visible would work similar to the new zombie swarm mechanics; that is, when you wear higher-tiered armor, mobs will swarm you from around corners, over the crests of hill, ect. This is not the case. Being more visible just means that mobs can see you from farther away, similar to turning up your render distance. Just like in that example, it doesn't matter how far they can see if their target isn't in their line of sight. You could be wearing full enchanted diamond armor, and mobs wouldn't start chasing you from as long as there are blocks between you that block their line of sight.
Any feedback or constructive criticism is appreciated. Thanks!
I don't like the part about gold, iron and diamond attracting more mobs. But really nobody makes leather armor because its easier to just find a cave. So if leather armor could camouflage that would be interesting.. 75% Support.
I understand that higher tiered armor making you more visible would be be annoying. What if the base value was lowered, so that gold and iron make you as visible as you are now, and diamond would would only increase your visibility slightly past that? Thanks for the feedback!
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Every time you post a question without first consulting the wiki, I die a little inside.
In my opinion, this is a great idea, but some maps need colored armor, like Super Craft Bros., etc.. This also ruins the point of invisibility potions against mobs, so unfortunately, no support from me.
In my opinion, this is a great idea, but some maps need colored armor, like Super Craft Bros., etc.. This also ruins the point of invisibility potions against mobs, so unfortunately, no support from me.
Depending on the detection range, not really. Dyed leather could reduce your visibility to a point but still cause mobs to notice you after that; this would make dyed armor sort of a situational poor man's invisibility potion.
As for colors depending on area:
Brown for desert
Blue for oceans and rivers (or just generally underwater?)
Green for forests and jungles (maybe also plains and extreme hills?)
White for tundra/taiga
Gray for underground (below level 60 or so, unless underwater in an ocean or river)
Red for Nether
Black for the End (though I think the Enderdragon should be able to see you regardless)
And I guess maybe intermediate colors could be slightly effective in either area - so light blue would give you a little camouflage in either tundra or ocean biomes. At first glance, gray may seem a little OP, but consider that caves tend to involve more close quarters combat, so, even with the slight reduction in visibility, you're likely to see mobs roughly the same time they notice you.
The effect seems like it only ocurs when the dye is the same for all pieces
Oh, so you need to have all the same color armor and the whole set for it to work? If so, then I support, however, I don't think that gold and iron armor should raise visibility.
50% support. :/ eh, iron and diamond are used alot more than leather so that means you ill always have a mob swarming on you. what about if you are in a house?
"Colder than the snow that blankets the earth" "Colder than the ice that cover the stones and freezes the rivers" "Colder than the north wind blowing through a winter-bound forest" "Colder than all these is the smile of a Shade of the Dark"
Never mind colors - leather is a more "organic" material than gold, iron, or diamond so it makes sense to me that it would mask you to mobs. I purpose leather armor decrease the range in which a mob can detect you and/or gives you a chance of them ignoring you. The more leather the bigger the effect and never mind the colors and biomes bit. (It's sort of a masking of your scent rather than a color camouflage, you'd smell like a cow ) Plus, this allows the choice of colors to remain as just decoration but the use of dyed leather armor to not be so suicidal.
This gives your four modes of strategy:
1) No armor - not so smart
2) Leather armor - try to blend in
3) Iron/Diamond armor - try to fight
4) Gold armor - just for show
The same thing as if you're in a house now: nothing. Even with these changes, mobs would still need to get line of sight on you in order to start chasing you, so if you're behind a wall or over the crest of a hill it wouldn't matter what kind of armor you're wearing, because they can't see you. I'm going to try to edit the OP to make it more clear when I get the chance.
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Every time you post a question without first consulting the wiki, I die a little inside.
Can we go with checking the color blocks around the user? So it doesn't get flummoxed by interior spaces like caves.
Furthermore, we can reduce lag by making it check whenever a mob looks at you. If the background that the mob can see matches your choice of color, then you're less likely to be spotted. You'd never be invisible, but it should be fairly easy to camo yourself if you pay attention to colors.
Further more, I'd like mobs to have a vision cone instead of spotting you immediately when you reach 16 blocks, but have a longer sight range to compensate. They'd still hear you or something else if you make a noise within, say, 8 blocks, and turn to look at you, although it won't be an instant spotting(they still have to make a spot check.)
Never mind colors - leather is a more "organic" material than gold, iron, or diamond so it makes sense to me that it would mask you to mobs. I purpose leather armor decrease the range in which a mob can detect you and/or gives you a chance of them ignoring you. The more leather the bigger the effect and never mind the colors and biomes bit. (It's sort of a masking of your scent rather than a color camouflage, you'd smell like a cow ) Plus, this allows the choice of colors to remain as just decoration but the use of dyed leather armor to not be so suicidal.
This gives your four modes of strategy:
1) No armor - not so smart
2) Leather armor - try to blend in
3) Iron/Diamond armor - try to fight
4) Gold armor - just for show
i say camo and scent should be slightly combined, like leather helmet gives -0.5 visability or something and camo would deacrease the visibility even more, and to make it slightly more realistic, maybe when you move, mobs can see you better/more clearly so if a creeper is staring your way, stand as still as a log, if your in a forest
The only problem I can see here is that it would be difficult for use with texture packs, where block colours are sometimes radically different from default.
The distance at which hostile mobs will notice the player is currently set at 16 blocks, with a few exceptions for endermen, ghasts, and zombies. This would be changed to a sliding scale, based on what tier of armor the player is wearing. Leather or no armor would lower the distance somewhat, but gold and iron, being shiny, would still be visible from the original base range. Diamond would increase the distance slightly. Enchanting your armor would further increase your visibility, since it adds a noticeable shine.
Dyed leather armor would lower or raise mobs' range based on a system similar to how maps are made. While wearing dyed armor, the game will occasionally check to see what blocks are around you. If they are close to the color of your armor, mobs' range will be reduced. If your armor stands out, mobs' range will be increased, though never more than if you were wearing gold or iron armor, to keep it balanced.
Armor would come with tooltips that would say how much they increase or decrease your visibility, similar to the new attack damage tooltips on weapons. These would initially be hidden, but they could be revealed by pressing F3 + H (the command to show item IDs, tool durability and map scale). These could be edited with external editors, so custom maps that require certain colors of dyed armor wouldn't be affected.
Any feedback or constructive criticism is appreciated. Thanks!
Depending on the detection range, not really. Dyed leather could reduce your visibility to a point but still cause mobs to notice you after that; this would make dyed armor sort of a situational poor man's invisibility potion.
As for colors depending on area:
Brown for desert
Blue for oceans and rivers (or just generally underwater?)
Green for forests and jungles (maybe also plains and extreme hills?)
White for tundra/taiga
Gray for underground (below level 60 or so, unless underwater in an ocean or river)
Red for Nether
Black for the End (though I think the Enderdragon should be able to see you regardless)
And I guess maybe intermediate colors could be slightly effective in either area - so light blue would give you a little camouflage in either tundra or ocean biomes. At first glance, gray may seem a little OP, but consider that caves tend to involve more close quarters combat, so, even with the slight reduction in visibility, you're likely to see mobs roughly the same time they notice you.
"Colder than the ice that cover the stones and freezes the rivers"
"Colder than the north wind blowing through a winter-bound forest"
"Colder than all these is the smile of a Shade of the Dark"
This gives your four modes of strategy:
1) No armor - not so smart
2) Leather armor - try to blend in
3) Iron/Diamond armor - try to fight
4) Gold armor - just for show
The same thing as if you're in a house now: nothing. Even with these changes, mobs would still need to get line of sight on you in order to start chasing you, so if you're behind a wall or over the crest of a hill it wouldn't matter what kind of armor you're wearing, because they can't see you. I'm going to try to edit the OP to make it more clear when I get the chance.
Furthermore, we can reduce lag by making it check whenever a mob looks at you. If the background that the mob can see matches your choice of color, then you're less likely to be spotted. You'd never be invisible, but it should be fairly easy to camo yourself if you pay attention to colors.
Further more, I'd like mobs to have a vision cone instead of spotting you immediately when you reach 16 blocks, but have a longer sight range to compensate. They'd still hear you or something else if you make a noise within, say, 8 blocks, and turn to look at you, although it won't be an instant spotting(they still have to make a spot check.)
This gives a new reason to use item attributes. i.e Leather tunic = -1 detection range OR Diamond helmet = +3 detection range
Also, very well balanced and makes combat more interesting as you get higher armor tiers.
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It would be complicated but i may work. I dunno...I support.
i say camo and scent should be slightly combined, like leather helmet gives -0.5 visability or something and camo would deacrease the visibility even more, and to make it slightly more realistic, maybe when you move, mobs can see you better/more clearly so if a creeper is staring your way, stand as still as a log, if your in a forest
Half support.
A summary: