Yes, Zombies are now and no longer the bottom-feeder of minecraft, they actually pose a threat now. This makes the game a lot more challenging.
However, Their aggro range is horrendously wide. I have no problem with them being able to call in reinforcements, but being able to track you from 50+ blocks away is getting tedious. It also appears they've gotten the "Spider-vision" upgrade, I've found that most are able to know you're nearby without having direct line of sight to you.
One thing I was struggling with only recently was attempting to herd creepers and skeletons so I could grab a record. Zambies made a B-Line to me almost instantly from all directions, skeletons ended up shooting many of the zombies leaving the skeleton to be mauled to death by the zombie. Because of trying to kite creepers, skeletons (and the zombies which HAD to show up) I ended up with a sea of burning zombies by morning and 4fps video rate. Was kind of disappointed with that.
All in all, I like the premise of the idea, but this definitely needs some polish. The aggro range is insanely large, the amount of zombies means that even an iron sword will deplete within less than 2 minutes of a swarmed attack and hunger depletes on par with weapon degradation.
I don't think the idea needs to be done away with, but like I said. It needs some work and balancing.
Yes, Zombies are now and no longer the bottom-feeder of minecraft, they actually pose a threat now. This makes the game a lot more challenging.
However, Their aggro range is horrendously wide. I have no problem with them being able to call in reinforcements, but being able to track you from 50+ blocks away is getting tedious. It also appears they've gotten the "Spider-vision" upgrade, I've found that most are able to know you're nearby without having direct line of sight to you.
I don't think the idea needs to be done away with, but like I said. It needs some work and balancing.
I agree in general, this is overdone. As far as the "Spider-vision" and apparent long-distance tracking, are you sure those aren't reinforcement zombies, thus pre-aggro'ed and homing on their summoning?
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Personally, this feature reminds me of World War Z (the book, not the over hyped movie)...FIRST zombies could alert each other, and now they do it with MORE zombies. I find it VERY depressing that it's not as OP in the snapshot it came out in. I want it so that if there are enough zombies in the area, they can tower up a wall (hint-hint wink-wink.). But it's creepy as bleep, since one zombie dead to 7 zombies dead to 50,000 zombies devouring your flesh.
There's only one issue I have found so far, and it's mainly a situational thing. I've noticed that, in the beginning of a world where you're basically unarmored and have weak weapons, if you die in a large group of zombies, it's next to impossible to reclaim it in a timely mannor. By the time you make another stone sword to go reclaim your gear, it's despawned or was knicked by the zombies and is now hitting you.
I'm a little disappointed in it, insofar as the zombies 'zeroing in on you from extreme ranges, and I haven't experimented with whether I can adjust the "summoning" of new zombies frequency yet for my server. I'm still trying to track some of the details down.
I don't run into a lot of zombies, since I'm not out in the wilderness all that much at night. I'm either way down a mine, crafting at home, or making a city or market run much of the time.
I will say though, that the summoned zombies that appear because you're attacking a zombie should at least play by the light spawning rules. If every block in the house my buddy is locked up in has a light level of 10+ my killing zombies on his front porch shouldn't spawn a zombie inside his house. Outside, you probably are not going to have total light coverage, but in your home, if they can't spawn normally, why should they get to spawn because someone hit a zombie outside?
I do think it should be a little more configurable, and maybe them detecting you at great distances should at least be variable. Like at 60 blocks they have 1/3 the chance of detecting you as they do at 40, etc. so maybe at 10-20 blocks very likely, 21-40 likely, 41-60 maybe, 61-80 unlikely, and 81+ you're not there at all?
Yes, Zombies are now and no longer the bottom-feeder of minecraft, they actually pose a threat now. This makes the game a lot more challenging.
However, Their aggro range is horrendously wide. I have no problem with them being able to call in reinforcements, but being able to track you from 50+ blocks away is getting tedious. It also appears they've gotten the "Spider-vision" upgrade, I've found that most are able to know you're nearby without having direct line of sight to you.
One thing I was struggling with only recently was attempting to herd creepers and skeletons so I could grab a record. Zambies made a B-Line to me almost instantly from all directions, skeletons ended up shooting many of the zombies leaving the skeleton to be mauled to death by the zombie. Because of trying to kite creepers, skeletons (and the zombies which HAD to show up) I ended up with a sea of burning zombies by morning and 4fps video rate. Was kind of disappointed with that.
All in all, I like the premise of the idea, but this definitely needs some polish. The aggro range is insanely large, the amount of zombies means that even an iron sword will deplete within less than 2 minutes of a swarmed attack and hunger depletes on par with weapon degradation.
I don't think the idea needs to be done away with, but like I said. It needs some work and balancing.
I'm pretty sure Zombies still don't have the ability to see through walls. The reinforcements are automatically aggro'd on you, so that could be it. But a normal spawned Zombie in the distance won't aggro on you if he has no line of sight.
It does need some polishing, though. I've had times where the reinforcements simply spawn right next to the Zombie I damage, instead of off screen like it's supposed to.
Actually, after a bit of exploration by boat, they really do seem to have expanded aggro range. I've seen them come off a coast after my boat from at least 50 blocks away (while none of the other monsters budged). Possibly 100, but that one caught me almost-AFK, and it might have spawned on an islet I hadn't noticed.
I will say though, that the summoned zombies that appear because you're attacking a zombie should at least play by the light spawning rules. If every block in the house my buddy is locked up in has a light level of 10+ my killing zombies on his front porch shouldn't spawn a zombie inside his house. Outside, you probably are not going to have total light coverage, but in your home, if they can't spawn normally, why should they get to spawn because someone hit a zombie outside?
Waitasec, I've been slaughtering them in my moat, and occasionally just through a doorway, for a lot of nights, and the only times I've had one in my house were when I'd left one of the other doors/gates open.
Never had one spawn indoors. I do have a lot of stairs, but the rest is carpeted blocks, and that's not supposed to block spawning. (Unless they muffed that in special-casing the spawn, or something.)
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Waitasec, I've been slaughtering them in my moat, and occasionally just through a doorway, for a lot of nights, and the only times I've had one in my house were when I'd left one of the other doors/gates open.
Never had one spawn indoors. I do have a lot of stairs, but the rest is carpeted blocks, and that's not supposed to block spawning. (Unless they muffed that in special-casing the spawn, or something.)
Same here. I have been 'evicting' zombies nightly from the 'party' outside the Villager Inn (pic on first page) and I never have had a zombie spawn in any of the lighted areas in the town nor inside any of the houses. We're running 1.6.1 on the server with none of those problems.
Same here. I have been 'evicting' zombies nightly from the 'party' outside the Villager Inn (pic on first page) and I never have had a zombie spawn in any of the lighted areas in the town nor inside any of the houses. We're running 1.6.1 on the server with none of those problems.
May have been a fluke, but that's part of why all my floors are half slabs. Only one instance I know of that it happened, but since they couldn't open his iron door to get in, and he was crafting away in his one room 'cozy cottage' (no basement) and 4 torches in a 7x9 interior ( and the torches spaced so that by the time light travelled more than 4 blocks it was a wall or another torch). I don't see how it could spawn in there otherwise.
But if I see it again, I'll definitely be making notes of anything that could be involved. Might've been some kind of hiccup. If that's not intended behavior than that part of my concern is put to rest. But is still think it seems the aggro range and frequency of additional spawns should have some kind of configuration control.
I don't really care for it. I still don't see them as a -threat-, just more of an annoyance. Like my friend and I found horses in the distance but it was getting night. We wanted to go get them anyways. My God it took forever to finally get zombies to stop coming. I'm at the point where I'm relieved to see a Creeper.
I don't really care for it. I still don't see them as a -threat-, just more of an annoyance. Like my friend and I found horses in the distance but it was getting night. We wanted to go get them anyways. My God it took forever to finally get zombies to stop coming. I'm at the point where I'm relieved to see a Creeper.
They are more of an annoyance, especially when you're trying to secure a village. I started to block off doors when I noticed that zombie reinforcements can spawn inside of villager houses because of their low light level. So not only do you need to make sure the doors can't be broken down, but also make sure everywhere is lit properly so they can't get cheap kills on villagers.
Rollback Post to RevisionRollBack
"The Universe is trying to kill you. Outsmart the Universe."
--Neil deGrasse Tyson
I LOVE the new zombies! Finally some fear at night. It forced me to tighten down my base and wall off the village whereas I didn't really need to before. It took a few nights (after a few "oh damn, I didn't realize they could get in that way") but I finally got my base and village secured. Also the extra XP is sweet. Instead of having to camp out at a mob spawner, I built a simple trap and can gain XP fairly fast.
I actually have to plan around nighttime whereas before it was like, "Oh it's night, I guess I should wander inside" now it's "Uh oh.. it's night... I gotta get inside now!"
Basically it's this : "Oh hey a zombie spotted you. Hope you weren't doing anything fun because you'll be fighting for the next ten minutes!"
I feel like this when I'm trying to build something and haven't lit up the surrounding area. Off topic: I like your "Location", and I've been in that situation too.
Rollback Post to RevisionRollBack
"The Universe is trying to kill you. Outsmart the Universe."
--Neil deGrasse Tyson
Most people hate the new AI with the zombies, but I love them. I felt that survival was A LOT easier before the buffs to the skeletons and zombies. Skeletons are now a lot harder, and zombies actually act like zombies in the sense of them hording together. It adds a fun challenge, and also a good amount of xp :D.
On consideration, I'm shifting against the new changes -- power boost and reinforcements is too much, especially with the new baby zombies in the mix. It's one thing to fear the night, it's another to make night forays unsurvivable.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Yes, Zombies are now and no longer the bottom-feeder of minecraft, they actually pose a threat now. This makes the game a lot more challenging.
However, Their aggro range is horrendously wide. I have no problem with them being able to call in reinforcements, but being able to track you from 50+ blocks away is getting tedious. It also appears they've gotten the "Spider-vision" upgrade, I've found that most are able to know you're nearby without having direct line of sight to you.
One thing I was struggling with only recently was attempting to herd creepers and skeletons so I could grab a record. Zambies made a B-Line to me almost instantly from all directions, skeletons ended up shooting many of the zombies leaving the skeleton to be mauled to death by the zombie. Because of trying to kite creepers, skeletons (and the zombies which HAD to show up) I ended up with a sea of burning zombies by morning and 4fps video rate. Was kind of disappointed with that.
All in all, I like the premise of the idea, but this definitely needs some polish. The aggro range is insanely large, the amount of zombies means that even an iron sword will deplete within less than 2 minutes of a swarmed attack and hunger depletes on par with weapon degradation.
I don't think the idea needs to be done away with, but like I said. It needs some work and balancing.
I agree in general, this is overdone. As far as the "Spider-vision" and apparent long-distance tracking, are you sure those aren't reinforcement zombies, thus pre-aggro'ed and homing on their summoning?
You do know Notch doesn't develop the game any more. Right?
--Neil deGrasse Tyson
I don't run into a lot of zombies, since I'm not out in the wilderness all that much at night. I'm either way down a mine, crafting at home, or making a city or market run much of the time.
I will say though, that the summoned zombies that appear because you're attacking a zombie should at least play by the light spawning rules. If every block in the house my buddy is locked up in has a light level of 10+ my killing zombies on his front porch shouldn't spawn a zombie inside his house. Outside, you probably are not going to have total light coverage, but in your home, if they can't spawn normally, why should they get to spawn because someone hit a zombie outside?
I do think it should be a little more configurable, and maybe them detecting you at great distances should at least be variable. Like at 60 blocks they have 1/3 the chance of detecting you as they do at 40, etc. so maybe at 10-20 blocks very likely, 21-40 likely, 41-60 maybe, 61-80 unlikely, and 81+ you're not there at all?
Just my thoughts...
Get this resource pack: http://www.eminecraft.net/elements-rpg-resource-pack/ turn your sound supper high.
And be scared out of your mind.
Every time I hit the zombie, two more spawn; they just keep coming back, until I can take it no longer.
Youtube: https://www.youtube....gyDsxmk1-1ZmztA
Yes I stream on twitch and yes you can check it out <3
http://www.twitch.tv/captainkush0042
I'm pretty sure Zombies still don't have the ability to see through walls. The reinforcements are automatically aggro'd on you, so that could be it. But a normal spawned Zombie in the distance won't aggro on you if he has no line of sight.
It does need some polishing, though. I've had times where the reinforcements simply spawn right next to the Zombie I damage, instead of off screen like it's supposed to.
ETA:
Waitasec, I've been slaughtering them in my moat, and occasionally just through a doorway, for a lot of nights, and the only times I've had one in my house were when I'd left one of the other doors/gates open.
Never had one spawn indoors. I do have a lot of stairs, but the rest is carpeted blocks, and that's not supposed to block spawning. (Unless they muffed that in special-casing the spawn, or something.)
Same here. I have been 'evicting' zombies nightly from the 'party' outside the Villager Inn (pic on first page) and I never have had a zombie spawn in any of the lighted areas in the town nor inside any of the houses. We're running 1.6.1 on the server with none of those problems.
May have been a fluke, but that's part of why all my floors are half slabs. Only one instance I know of that it happened, but since they couldn't open his iron door to get in, and he was crafting away in his one room 'cozy cottage' (no basement) and 4 torches in a 7x9 interior ( and the torches spaced so that by the time light travelled more than 4 blocks it was a wall or another torch). I don't see how it could spawn in there otherwise.
But if I see it again, I'll definitely be making notes of anything that could be involved. Might've been some kind of hiccup. If that's not intended behavior than that part of my concern is put to rest. But is still think it seems the aggro range and frequency of additional spawns should have some kind of configuration control.
They are more of an annoyance, especially when you're trying to secure a village. I started to block off doors when I noticed that zombie reinforcements can spawn inside of villager houses because of their low light level. So not only do you need to make sure the doors can't be broken down, but also make sure everywhere is lit properly so they can't get cheap kills on villagers.
--Neil deGrasse Tyson
I actually have to plan around nighttime whereas before it was like, "Oh it's night, I guess I should wander inside" now it's "Uh oh.. it's night... I gotta get inside now!"
I feel like this when I'm trying to build something and haven't lit up the surrounding area. Off topic: I like your "Location", and I've been in that situation too.
--Neil deGrasse Tyson