This traveller seems unfitting with all of Minecraft's other mobs. It has extremely advanced interactions and probabilities, multiple stages and complicated mechanics, while mobs right now mostly extend to breeding and retaliating to attacks. It doesn't fit.
In addition, the possible ways to exploit it will make this horrible. The higher the AI standard is set, the more abusable and ridiculous the mob will actually be. The current game mechanics make entity behaviour awkward and buggy, such as suffocating in walls, and a (supposedly) intelligent and responsive companion walking into walls, falling into holes jumping off cliffs will rub it in even more.
The drops also make them overpowered, because with a large enough mob farm you'll get infinite drops of precious minerals. They are rare, but that didn't stop people from making witch farms, iron golem farms, gunpowder farms and slime farms. People can find a way to exploit everything, and they will.
Overall, this is overly complicated, overly awkward and overly overpowered. No support.
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Why Minecraft mobs should NEVER have multiple attacks:
- No other PC mobs do. - Mob behaviour is intended to be simple.
Why you should NOT name new "special ability" weapons as "XXX Swords":
- No other swords have special abilities. - Make a new kind of weapon.
This traveller seems unfitting with all of Minecraft's other mobs. It has extremely advanced interactions and probabilities, multiple stages and complicated mechanics, while mobs right now mostly extend to breeding and retaliating to attacks. It doesn't fit.
The Traveller isn't extremely complicated. It is more advanced than most (or all) mobs in the game, but not overly complicated. Aside from its fighting mechanics, the mob isn't that complex. Villagers are getting some better AI now, so why would this be that bad? It would be something refreshing in a game where mobs have the intelligence of a potato. I also disagree that it doesn't fit, since all it is is a more intelligent mob. It isn't miles ahead of other AI in the game. Mojang should increase the AI intelligence on the whole anyway.
In addition, the possible ways to exploit it will make this horrible. The higher the AI standard is set, the more abusable and ridiculous the mob will actually be. The current game mechanics make entity behaviour awkward and buggy, such as suffocating in walls, and a (supposedly) intelligent and responsive companion walking into walls, falling into holes jumping off cliffs will rub it in even more.
The player can avoid this by having the Traveller go idle before, say, exploring a ravine. Besides, Mojang should fix these bugs.
The drops also make them overpowered, because with a large enough mob farm you'll get infinite drops of precious minerals. They are rare, but that didn't stop people from making witch farms, iron golem farms, gunpowder farms and slime farms. People can find a way to exploit everything, and they will.
You can only get "precious minerals" if you trade get a reward from them. Their drops aren't precious.
Overall, this is overly complicated, overly awkward and overly overpowered. No support.
I like the idea.
However, other Minecraft mobs are far less complex, and it's unlikely that a mob of this complexity will fit. Maybe if it was made as a mod first, it's would more likely be accepted. Many new implements in Minecraft were originally mods, for example horses.
I like the idea. However, other Minecraft mobs are far less complex, and it's unlikely that a mob of this complexity will fit. Maybe if it was made as a mod first, it's would more likely be accepted. Many new implements in Minecraft were originally mods, for example horses.
I feel as though it wouldn't be incongruous. Maybe the fighting mechanics are a little too complex, but the rest isn't that bad. All these percentages and such may seem a little confusing, but when you think about, they're not awful. If this was ever to be created, it could be added in stages. Unfortunately, I don't have any experience with code. Also, thanks for the response!
Sorry but I didnt bother to read the post because of the name. People keep coming up with mobs named "The <mob name>", it should not be singular. And mobs should not be named after verbs! Lately all I see is "the stealer" and "the destroyer". At least try to come up with a unique name!
Sorry but I didnt bother to read the post because of the name. People keep coming up with mobs named "The <mob name>", it should not be singular. And mobs should not be named after verbs! Lately all I see is "the stealer" and "the destroyer". At least try to come up with a unique name!
You mean a unique name, like "Goliath"? Hint hint... Check it out... Hint hint...
But on a more serious note. The traveller as you call it has dialogue with the player. That won't come along well with anyone. At least not unless villagers come out with dialogue first, which I highly doubt. Minecraft is a sandbox game and is not centred around any mob, well, maybe the enderdragon. I would suggest to take away all dialogue and questing, and make him simply a roaming villager with the soldier, archer, and survivaller classes. So he would just wander and fight mobs and trade with the player. And the survivalist sucks FYI.
Sorry but I didnt bother to read the post because of the name. People keep coming up with mobs named "The <mob name>", it should not be singular. And mobs should not be named after verbs! Lately all I see is "the stealer" and "the destroyer". At least try to come up with a unique name!
So you're going to let the name dictate the quality of the suggestion? Yeah, "Traveller" isn't exactly the most imaginative name, but it has nothing to do with the mob's actual function. You should've at least read the post for a critical analysis, and have that point you made as a side note.
So you're going to let the name dictate the quality of the suggestion? Yeah, "Traveller" isn't exactly the most imaginative name, but it has nothing to do with the mob's actual function. You should've at least read the post for a critical analysis, and have that point you made as a side note.
Actually, traveller has almost everything to do with the mobs function. It travels. It trades. It explores. It's a traveller. But you should have come up with a better name.
No support.
Actually, traveller has almost everything to do with the mobs function. It travels. It trades. It explores. It's a traveller. But you should have come up with a better name.
No support.
What I meant is that its name doesn't really affect what the mob actually does in the game/the behaviour I explained.
What I meant is that its name doesn't really affect what the mob actually does in the game/the behaviour I explained.
No. Instead of actually traveling, the mob turns the game into a mini RPG where it was once a sandbox game. The mob pretty much forces you to interact with it, adds complex dialogue and AI behaviours, complex quests and missions, and even offers choices of rewards.
Bro, you should suggest this to yogbox or some other mod makers. You'll have way more chance of it getting implemented then.
No. Instead of actually traveling, the mob turns the game into a mini RPG where it was once a sandbox game. The mob pretty much forces you to interact with it, adds complex dialogue and AI behaviours, complex quests and missions, and even offers choices of rewards.
Bro, you should suggest this to yogbox or some other mod makers. You'll have way more chance of it getting implemented then.
My opinion is different, but that's fine.
Thanks for the suggestion. Maybe I will.
I'll give you credit, you put an excellent amount of detail and work into this. Not something you see often on these forums.
Sadly though, I don't support. Not because the idea is inferior in any way, but because it's just too elaborate and unfitting for Minecraft. The AI work alone on this would be absolutely painful. Even the villagers aren't complete AI wise.
Quadrabliz couldn't be more right about what he said if he was held at gunpoint. Your travelers can be exploited like hell. No matter how advanced you make them. Human mob ideas like these completely break what Minecraft is about.
Edit: Just wanna throw this extra bit in there. Given the seeds and near infinite terrain possibilities, you just know that these travelers will get stuck somewhere or maybe fall off a ravine. Which makes them open to being trapped by players.
I love this idea, like a lot of the people here, however I have one problem; why can't survivalists attack? Do you understand what 'survivalist' means? They should carry stone axes if you ask me. It's a tool as well as a weapon, which is what all survival experts want. Versatility.
I'll give you credit, you put an excellent amount of detail and work into this. Not something you see often on these forums.
Sadly though, I don't support. Not because the idea is inferior in any way, but because it's just too elaborate and unfitting for Minecraft. The AI work alone on this would be absolutely painful. Even the villagers aren't complete AI wise.
Quadrabliz couldn't be more right about what he said if he was held at gunpoint. Your travelers can be exploited like hell. No matter how advanced you make them. Human mob ideas like these completely break what Minecraft is about.
Edit: Just wanna throw this extra bit in there. Given the seeds and near infinite terrain possibilities, you just know that these travelers will get stuck somewhere or maybe fall off a ravine. Which makes them open to being trapped by players.
I see where you're coming from.
I have a question (but I'm not planning on changing it), how would you feel about this mob of it had no joining action or quest action, and when it approached the player, it simply made a Villager grunt before trading?
When making this, I imagined it as like having a wolf, just a bit more interactive. I agree that Minecraft shouldn't be an RPG, but personally I don't feel this mob will make it feel like that. They are pretty rare to begin with. Thinking about it, I may lose the dialogue/text for a visual response.
I love this idea, like a lot of the people here, however I have one problem; why can't survivalists attack? Do you understand what 'survivalist' means? They should carry stone axes if you ask me. It's a tool as well as a weapon, which is what all survival experts want. Versatility.
I was thinking of the Survivalist as more of a navigator/adventurer. It doesn't fight, but rather... "survives", using his knowledge of the world, what's good to eat, what's not... If it also fought, it'd be pretty similar to the Soldier, just worse.
I have a question (but I'm not planning on changing it), how would you feel about this mob of it had no joining action or quest action, and when it approached the player, it simply made a Villager grunt before trading?
My opinion of the mob would not change. The quest thing shouldn't really be there to begin with because Minecraft isn't about that. You can't have quests in a sandbox game like this.
When making this, I imagined it as like having a wolf, just a bit more interactive. I agree that Minecraft shouldn't be an RPG, but personally I don't feel this mob will make it feel like that. They are pretty rare to begin with. Thinking about it, I may lose the dialogue/text for a visual response.
The mob being rare has no correlation with how advanced it is. The two factors don't balance each other out or connect in any way.
The non-boss mobs we have now are pretty simplistic and straightforward, and then you have these super smart travelers that can defend themselves. It just sticks out like a sore thumb.
My post is gonna be absolutely HUGE. So I will cram all of it in a spoiler. The_Actual_Kid, if you want to reply to all or most of it, you may want to do the same.
Archer Traveller: uses bow as main weapon, on back there appears to be an arrow pouch. Can wear leather or chain armour.
'Soldier' Traveller: uses sword as main weapon, appears similar to blacksmith Villagers. Can wear any type of armour.
Survivalist Traveller: Appears similar to farmer Villagers. Has a pouch on one side of the hip. Survivalists don't use weapons, so they cannot attack. Survivalists rarely wear amour, but if they do, can wear leather armour.
These guys are complete upgrades to normal villagers. They can trade and fight?
If the Traveller is within forty blocks of the player, they are 'aware' of them. There is a 10% chance the Traveller will attack the player*, 22.5% chance they will trade, 22.5% chance they will request company if it is nighttime, 22.5% chance they will flee (run as fast as a Baby Zombie away from all players, won't attack mobs, and cannot be interacted with [which, by the way, means 'right-clicked']), and 22.5% chance they will do nothing (the Traveller will aimlessly wander, won't attack mobs, and cannot be interacted with). If it is not nighttime, the other actions' chances equally share the 'accompany action' chance. This is way, way, way, waaaaay out of the scope of Minecraft. These travelers are too advanced. These guys are also a bit of a gamble to get close to if there's a chance they just attack you out of herpy derp nowhere. That's not that bad though.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances. The complexity starts to branch out just a tad here if one variant of these travelers have different chances of doing some things.
Travellers can offer one-three different trades. When the Traveller wants to trade, they will approach the player, make the sound a Villager would make after a trade to indicate interest in trading, and the player can either interact with the traveller or move ten blocks away and allow the Traveller to flee (45% chance), do nothing (45% chance), or have a 10% chance of attacking*. Pretty much what 0_Zippy mentioned. Maps have infinite possibilities and these guys could flee or "travel" themselves right into a pitfall or some lava. Even current mobs do this.
The player can make one-two trades per offer. If the player reaches the trade limit or makes at least one trade and moves at least ten blocks away, the Traveller has a (number of trades made) x 7% chance of joining the player (this action is explained below) and a (100% - join chance) % chance of fleeing. Ehhhh... I really don't think we need any more joining/helper mobs. Wolves and Iron Golems are really more than enough. No wait, the Iron Golem on a lead is more than enough.
If the player wants to trade but does not have the specified items, they can request the Traveller to follow them as they go to their chests, for example. A Traveller has a 50% chance to accept this follow, a 10% chance to attack*, 20% chance to give the trade up and do nothing, and 20% chance to flee. Okay, now this mob is even more complex and unfitting. Now you're adding all these extra rules and chances to things that people need to memorize.
If they accept to follow, they will follow for two minutes before attacking* (40% chance) or fleeing (60% chance). If the player exceeds twenty blocks away from the Traveller while they are following the player, the Traveller will despawn. After a trade while the Traveller is following, the Traveller has a 93% chance of fleeing and a 7% chance of joining the player. That seems very annoying. I can picture players just making it to their chests as time runs out, then this traveler starts beating the hell out of the player. All of this requires deathly amounts of accurate time-consuming programming that is not worth it. Again, you're throwing more of this chance stuff.
If the Traveller requests company, they will approach the player and make a distressed sound that sounds like a Villager. The player can interact with them, getting an option saying, "Accompany me until sunrise?" If the player accepts, the player has to follow the Traveller for the night. Dude, your mob idea is straying farther and farther away from the scope of Minecraft. There's dialogue now? Dialogue + Minecraft = nope.
If the player does not accept accompanying the Traveller by moving ten blocks away after the Traveller's approach or saying no after interacting, there is a 10% chance they will attack the player*, 45% chance they will flee, and 45% chance they will do nothing. More chances that players need to get familiar with... That's not too fun there.
Accompanying the Traveller can be difficult, as the player will have to fight off mobs since it's nighttime. That sounds absolutely unfun and tedious. I'm sure players would rather just go about their own business than play "escort the NPC!"
More mobs will spawn that directly go for the party (1.5x as many). Makes this more tedious.
After the given time of accompaniment when it is daytime, the Traveller will approach the player, make the sound a Villager makes after a trade, and can be interacted with. The player can accept a reward of:
Gold, emeralds, rare chance of diamonds, higher tier tool (iron or rarely diamond), etc. and experience points** (50% chance of getting this type of reward)
The Traveller will offer to join the player (50% chance of getting this type of reward)
Or we could just leave this stuff to making effort and going underground and getting this stuff ourselves... Normal villages give us some of these trades anyway.
The item-based reward type for helping the Traveller get through the night will depend on how long the player helped for. The longer the accompaniment, the better chance of higher-tier rewards. Also, the player must accompany the Traveller for at least five minutes for the join reward to be possible. *starts an escort quest with this mob* *sets up traps and such beforehand to enjoy the increased mob drops AND reward afterward*
or...
*starts an escort quest with this mob* *surrounds the traveler with stuff so mobs can't touch him*
If the player denies acceptance or moves at least ten blocks away, the Traveller will flee.
*This action does not apply to Survivalists. The inapplicable action's chance is equally distributed among the other chances.
**More experience points are awarded from Survivalists, since they don't help with fighting the attacking mobs; accompanying them is ideally harder. MORE chances and mob rules we have to remember?!
If the Traveller offers to join the player, when the player interacts with them, a message will appear saying, "I would like to form an alliance with you." The player can choose either, "Join me!" or, "No thanks". Like I said before, dialogue should never touch Minecraft. Ever.
If, "No thanks," is selected, the Traveller will flee (50% chance) or do nothing (50% chance).
If, "Join me!" is selected, a message saying, "Please take me to your home," will appear. Now the Traveller will follow the player indefinitely, and when interacted with, they will say, "Is this your home?" If the player selects "Yes," then the Traveller will become idle in that location and wander a 10x10 block area (or inside the home; they cannot open doors). This is the Acquaintance Stage. The Traveller is still getting to know the player. I just... Do you honestly think Mojang would go through ALL of this? I mean damn. You got escort missions, action chances and now you've thrown in "getting to know the player". It took that company like a year to polish villager AI.
Over time, with wear and tear, armour and such will break, as well as food will be eaten by the Traveller. The player will have to resupply them. Travellers eat food to replenish health, but they don't have hunger. *facedesk* WE HAVE TO FEED AND CLOTHE THEM TOO?!
Travellers stick to one action type and will only interact with/focus on one player. For example, if a Traveller spawns with the "do nothing" action, that is the only thing they will do as a mob (unless attacked by the player, excluding when they have joined the player). Also, say there are two players: player Y and player Z. If the Traveller interacts with Player Z, they will completely ignore player Y unless attacked by Player Y, where they will take the action already mentioned above. More backbreaking programming needed.
Although Travellers do not spawn underground, they can trek there using things like caves and can also go there if following the player. Which they will probably get themselves stuck in said caves.
There is no way to predict which course of action a Traveller is taking when approaching you. This adds a hint of danger and unpredictability to them. And adds suicide to anyone who has to program all of that. Just wow.
So uhhhhh... Yeah. Whether you want to believe it or not. Your idea is hundreds of miles away from fitting in the game.
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The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
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Yup. The more detail, the better.
This traveller seems unfitting with all of Minecraft's other mobs. It has extremely advanced interactions and probabilities, multiple stages and complicated mechanics, while mobs right now mostly extend to breeding and retaliating to attacks. It doesn't fit.
In addition, the possible ways to exploit it will make this horrible. The higher the AI standard is set, the more abusable and ridiculous the mob will actually be. The current game mechanics make entity behaviour awkward and buggy, such as suffocating in walls, and a (supposedly) intelligent and responsive companion walking into walls, falling into holes jumping off cliffs will rub it in even more.
The drops also make them overpowered, because with a large enough mob farm you'll get infinite drops of precious minerals. They are rare, but that didn't stop people from making witch farms, iron golem farms, gunpowder farms and slime farms. People can find a way to exploit everything, and they will.
Overall, this is overly complicated, overly awkward and overly overpowered. No support.
- No other PC mobs do. - Mob behaviour is intended to be simple.
Why you should NOT name new "special ability" weapons as "XXX Swords":
- No other swords have special abilities. - Make a new kind of weapon.
However, other Minecraft mobs are far less complex, and it's unlikely that a mob of this complexity will fit. Maybe if it was made as a mod first, it's would more likely be accepted. Many new implements in Minecraft were originally mods, for example horses.
That might be a bit over-powered!
I feel as though it wouldn't be incongruous. Maybe the fighting mechanics are a little too complex, but the rest isn't that bad. All these percentages and such may seem a little confusing, but when you think about, they're not awful. If this was ever to be created, it could be added in stages. Unfortunately, I don't have any experience with code. Also, thanks for the response!
You mean a unique name, like "Goliath"? Hint hint... Check it out... Hint hint...
But on a more serious note. The traveller as you call it has dialogue with the player. That won't come along well with anyone. At least not unless villagers come out with dialogue first, which I highly doubt. Minecraft is a sandbox game and is not centred around any mob, well, maybe the enderdragon. I would suggest to take away all dialogue and questing, and make him simply a roaming villager with the soldier, archer, and survivaller classes. So he would just wander and fight mobs and trade with the player. And the survivalist sucks FYI.
So you're going to let the name dictate the quality of the suggestion? Yeah, "Traveller" isn't exactly the most imaginative name, but it has nothing to do with the mob's actual function. You should've at least read the post for a critical analysis, and have that point you made as a side note.
Actually, traveller has almost everything to do with the mobs function. It travels. It trades. It explores. It's a traveller. But you should have come up with a better name.
No support.
What I meant is that its name doesn't really affect what the mob actually does in the game/the behaviour I explained.
No. Instead of actually traveling, the mob turns the game into a mini RPG where it was once a sandbox game. The mob pretty much forces you to interact with it, adds complex dialogue and AI behaviours, complex quests and missions, and even offers choices of rewards.
Bro, you should suggest this to yogbox or some other mod makers. You'll have way more chance of it getting implemented then.
My opinion is different, but that's fine.
Thanks for the suggestion. Maybe I will.
Sadly though, I don't support. Not because the idea is inferior in any way, but because it's just too elaborate and unfitting for Minecraft. The AI work alone on this would be absolutely painful. Even the villagers aren't complete AI wise.
Quadrabliz couldn't be more right about what he said if he was held at gunpoint. Your travelers can be exploited like hell. No matter how advanced you make them. Human mob ideas like these completely break what Minecraft is about.
Edit: Just wanna throw this extra bit in there. Given the seeds and near infinite terrain possibilities, you just know that these travelers will get stuck somewhere or maybe fall off a ravine. Which makes them open to being trapped by players.
Also, I recommend they be called Travelers.
I see where you're coming from.
I have a question (but I'm not planning on changing it), how would you feel about this mob of it had no joining action or quest action, and when it approached the player, it simply made a Villager grunt before trading?
When making this, I imagined it as like having a wolf, just a bit more interactive. I agree that Minecraft shouldn't be an RPG, but personally I don't feel this mob will make it feel like that. They are pretty rare to begin with. Thinking about it, I may lose the dialogue/text for a visual response.
I was thinking of the Survivalist as more of a navigator/adventurer. It doesn't fight, but rather... "survives", using his knowledge of the world, what's good to eat, what's not...
My opinion of the mob would not change. The quest thing shouldn't really be there to begin with because Minecraft isn't about that. You can't have quests in a sandbox game like this.
The mob being rare has no correlation with how advanced it is. The two factors don't balance each other out or connect in any way.
The non-boss mobs we have now are pretty simplistic and straightforward, and then you have these super smart travelers that can defend themselves. It just sticks out like a sore thumb.
What I meant was the Traveller wouldn't be super frequent, showing up all the time, making for frequent interactions with the player.
So uhhhhh... Yeah. Whether you want to believe it or not. Your idea is hundreds of miles away from fitting in the game.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.