I think nothing in the game should be able to insta-kill you on easy mode. Also, I think that the best way to buff the creeper would be to make it smarter. Make it seek out high terrain so it can jump on you. Maybe make it so that it hides behind blocks. I propose the following damages:
Easy: 9.5 hearts at point blank range with no armor. Weakness for thirty seconds.
Normal: 9.5 hearts at point blank range with full leather armor. Weakness for one minute.
Hard: 9.5 hearts at point blank range with full iron armor. Nausea for thirty seconds, weakness for two minutes.
I think creepers should work to get your health really low. Force you to stay fed. This in a way makes creepers more dangerous because, instead of just adding one thing that can kill you, they make it easier for anything else to kill you
Didn't Notch say that his name would be Jean? It was clearly a joke, but i think Jean would be a cool name. All my favorite Frech people are named Jean. Jean Fancois, Jean Valjean, Jean Prouvaire, etc.
Also, since we never actually see the mob names in-game, does it really matter? Eventually, a common name for the dragon will show up, and it will probably be the Enderdragon. You can call it what you'd like, as long as it's clear what you're talking about.
That arrangement of enchantments on your items is not obtainable legitimately. You cannot have a protection enchantment on a pick, nor can you have silk touch on a sword. I am fairly certain you can only enchant an item once. Those were clearly hacked, and are thus not sufficient evidence. And if someone even did obtain those legitimately, I think it's clear that they've earned it.
You see, to me, Endermen are ghosts stuck in a limbo between dimensions. That's how they teleport. They attack you, because when they notice you observing them, they believe you are a threat. They live in a miserable hollow existence, and thus, to kill them is an act of mercy which will take them out of limbo, and into some other dimension, probably back to the ender.
It seems that everyone thinks that enchantments will be completely random when you cast them. Actually, due to Notch's wording, I think it more likely that each spell will have only one result, but you will not know which spell does what until you try them. I just thought I'd bring this to everyone's attention.
I'd suggest that you could craft a stand or table easily, but for each individual spell, you would need to go through work. Like, the Magma Core spell (for example: as if walking into lava, and immediately getting out) would be found only in nether strongholds, or perhaps craftable with that magma-slime thing with ghast tears. And maybe the Heart of Ice spell (which may slow your enemy up to fifty percent) could only be found in special dungeons underneath ice.On the other end of the scale, a Locate Mob spell (identifies the nearest mob) would be simpler, perhaps requiring one gunpowder, bone, rotten flesh and spider eye (possibly with a compass?) to craft. The first two spells would be valuable in battle would only be obtainable through difficult battle, the first requiring you conquer blazes, ghasts, and slimes, the second requiring you fight hindered by ice and water (I'd presume). The third would be less valuable, only pointing out one mob, and without telling you anything else, and would only require you meet the four basic hostile mobs of the game.
A system like that, where the stand or table is simple enough, but each individual spell would need to be earned, would balance things out quite nicely in my opinion.
Edit: Related, I don't think that enchantments and spells should be random, but instead should require some sort of sacrifice or hinderance (like a delay, costing time, or a certain amount of damage taken), and with a small chance of the spell going wrong, so as to prevent abuse.
Some of the spelling and grammar turned me off quite a bit, (a desert is a biome in Minecraft, dessert is the meal you were trying to reference) and most, if not all, of your complaints have been brought up time and time again.
It's all subjective, and I'm not sure what you're getting at by comparing with what you expected it to be with what it is and has been. I'm not saying you're "wrong", nor am I saying I disagree with you, but I don't see what this post is meant to accomplish.
Also, past tense. Use it, perhaps?
Would people give the grammar a rest? She did say that she's French, so her english isn't perfect. Besides. She's a lot better (and more reasonable) than most people on the internet.
I agree with the OP. And to continue the food analogy, would you prefer one large badly cooked course, or several smaller courses ranging from average to excellent in quality.
You see, every time Mojang adds a new feature, they make the code more complicated. Suppose a glitch with the snow golem makes them attack villagers. Is the problem in the golem's code, or the villager's? If the problem is in the villager's code, what is it? Is it part of their behavior? Is it something to do with a doubly used variable? Did they somehow cross classes? Or did the hostile mob class get extended wrongly somewhere along the line so that it includes villagers? Do you see what I'm getting at? If Mojang added snow golems first, made sure they were completely perfect, and then moved on with the villagers, which they'd code one feature at a time with tests in between, it would be easier to catch bugs and fix them as soon as they come along. But doing everything at once makes it harder to identify things in a code. I know. I've made that mistake before in my coding.
I think the next few updates should primarily involve getting what we have in the game right now up to speed. Then, Mojang can continue on without making the same mistakes.
I think what's really getting Mojang is that they're becoming more public with their work. I've been playing the game since alpha, and the updates have been getting progressively worse. In that time, they've started announcing their updates long before hand, and people have been getting impatient, demanding the updates immediately. Thus, Mojang will rush to complete a half-baked version of the update so as to please people. That's how they've gotten into this mess.
What Mojang should do is they should stop announcing what's going to be in an update. If people don't expect anything in particular, they wont get as excited. Mojang will be able to release smaller, more complete updates, at a considerably quicker rate.
If that's true, notch didnt do a good job, lol... I only see 3 monsters in that picture with long noses. The guy above and below Kermit, and the pink guy in the lower right corner. And the only one with an elongated head is Bert... I'd rather he pay homage by making them look like Jimmy himself.
Oh, and I forgot Gonzo.
Um... Gonzo, Animal, Rowlf, Bert, Statler, Waldorf, Beaker, Fozzie, Dr. Teeth, Floyd, Swedish Chef, and, of course, Sweetums.
Seriously, though. I couldn't care less how ugly they look, as long as they can be made prettier in the future. Functionality and versatility before aesthetics. Notch and Jeb should work on expanding and fixing features before making them look nice.
In this post, I will be detailing why the endermen were made, what they became, and how to make them better.
Notch originally intended for the endermen to be a creepy mob, as he details here. That's why the stare blankly at you when you look at them. That's why they teleport. That's why they move blocks.
But they don't come across as creepy, nor even remotely challenging. In fact, most things in the game kill it. Then there is the big problem. The one people are always complaining about. That the endermen can move all blocks, whenever they feel like it.
Let me dispel a myth. Endermen can, in point of fact, move all (completely solid) blocks. Including bedrock and obsidian. The only blocks they cannot move are blocks such as half-slabs and stairs. Mojang originally intended for them to only move natural blocks, but that obviously didn't work out.
Now when people complain about this, other people always say stuff like "light the area," or "build a moat." But that's not the only problem. Endermen can move, first of all. And light won't keep them away. But also, endermen wreck the natural landscape. Who wants a forest of floating trees? Not me, for sure. This could easily be fixed by simply coding in a list of blocks which endermen can move. Blocks like dirt, sand and clay I think would be acceptable. Also, so the blocks they remove won't look completely horrible, make it so that they can only move blocks with out any solid block above it. The second change alone would keep them from annihilating walls and making trees hover.
Another thing people say about moving blocks is "it's a challenge and you can't deal with it." Endermen moving blocks is not a challenge, because there is nothing you can do to stop it, short of preventing all endermen from spawning anywhere, which is impossible. A challenge must present a problem which the player can solve, instead of one that will repeat itself time after time again. As notch himself said,
One of the biggest game design decisions in Minecraft is that all (well, most) negative things that affect the world or the player should happen near the player, and be clear to the player. That’s why creepers only explode near players, and that’s why fires stopped spreading indefinitely. This is somewhat related to my dislike of mazes in game design, where the player has no way of knowing or figuring out before hand what decision is the correct decision. Don’t penalize the player for things they can’t control.
I conclude, endermen should only move blocks if the player is aware it is happening, and the player understands why.
And there's another problem. Endermen aren't interesting. Apart from the teleporting and block moving, they're pretty much like every other mob. They might freak you out the first couple of times, but that wears off quickly. So why don't we rework endermen behavior?
We need to make the enderman a more interesting and challenging enemy. We should make the mob much rarer, and they should only spawn one at a time instead of in packs. Once spawned, and enderman should survey the area. It should be smart. It will not wander into water. It will look for the darkest area nearby and stay there. It will stay on the border of darkness, just beyond where light level zero begins, and stay in that general area. This will also make endermen avoid the sunlight. Now the player comes by, and sees the enderman. He looks directly at the enderman, and the enderman stands still. It slowly turns to look at the player, and now its eyes are glowing a bright white. The player looks away, the fight begins.
We should prolong the fight, so as to allow the use of more intricate battle tactics. We can start by giving the enderman more health. Fifteen hearts, perhaps?
Now we get into the battle. The new enderman has three attacks. It can no longer teleport, but can sprint at twice the speed of a player sprinting. Its first attack, which it may use if the player is close enough, and is right in front of the enderman, involves sprinting for the player, and using its powerful arms to launch the player backwards. The player will take a base damage of two hearts, and will also take falling damage when he lands. If the player is far enough away from the enderman, or best path to the player is not clear, the enderman will launch his second attack. He will unhinge his jaw, and breath a dense particle smoke at the player, obscuring his vision for a while. The enderman will now survey the area. An enderman's computations should be hindered in the code, and when an enderman is checking a block, it should look in the direction of that block, so as to give the illusion of thought. If something is blocking the enderman from getting to the player directly, it will begin to pick up blocks, and build a way around it. Is the player on or behind a wall? Build a staircase. Is the player separated from him by water? Build a bridge. The enderman will, of course, sprint to speed up the process, but can only sprint ten to twelve blocks at a time, and only once every few seconds. Otherwise, the enderman may take a long route around the player. Once angered, the enderman will stop at nothing to kill the player. It can even open wooden doors (although it can't fit through them, because they're three blocks high). Now comes the enderman's final attack. It comes up from behind the player, and strangles him. The player can move, but as if in a cobweb. At this stage in the battle, your only reasonable option is to kill the enderman before it strangles you to death. As it kills you, instead of your health going down, your oxygen bubbles will appear on the screen, and as they deplete, the screen becomes black, and you die.
If an enderman is hit by sunlight, he will bow his head down, and stand still. He will slowly fade a way as he releases a particle cloud, not unlike the one he releases at the player. He will not drop anything if he dies in this fashion. If the player kills him, the pixels of his texture will crumble away, from the head down to the foot, and he will drop the new ender pearl, this one black.
The new ender pearl will be stackable to sixteen, and when right clicked with, will form another dense particle cloud which will spook and blind all mobs in the eight to ten block radius it hits. It will last for a few seconds, giving you a chance to escape your foes, and does not work on endermen themselves.
This new enderman, I believe, will truly be an interesting mob which, while you won't have to be constantly on guard for, you will want to avoid picking a fight with unless you walked out of your house that day prepared.
Let's identify the main problem here. I will cite Notch himself. "Don't penalize the player for things they can't control." The enderman does exactly that. Most endermen will go unheeded by the player, and will thus wreck the landscape without giving the player a chance to kill them. Creepers only explode when they player is near them. Endermen destroy things regardless of whether the player knows.
I propose the following changes. Firstly, endermen should only move soft blocks like dirt, sand and clay. Secondly, I would remove the teleporting ability, and instead make them smarter. If you are separated from them by water, they should build a bridge. If you are behind a wall, they should build a staircase. If done right, this would be much creepier. Also, endermen should only move blocks if they are actively chasing the player, and only move blocks to help them reach the player. This would mean that the player should already know that an enderman will move blocks before they do it, and the player can keep that in check.
Regarding making the endermen creepier in general, make them hide in very dark areas, and they shouldn't glow. Once you look at them, they face you and their eyes start to glow brightly. Then you look away, and the attack begins.
I think the enderman was a good idea, but the idea was realized in a bad way.
So one thing a lot of people want is a way to run two redstone wires alongside each other without them interfering, so as to save on wiring space. As of now, the only way to do that is to run both wires the whole fifteen blocks, so that each wire will be one short of the other, which takes up a lot of space, or to use repeaters, which wastes time to run.
Running a wire for the full length can also be used in certain unique logic gates. (I actually stumbled across this idea while thinking of how to make a minecraft sudoku).
With the resistor, running a wire fifteen blocks now only takes four blocks! It is very similar to the repeater. It can only run in one direction, and it has four settings. But the settings correspond to how many blocks it cuts off from the wire length.
0
Easy: 9.5 hearts at point blank range with no armor. Weakness for thirty seconds.
Normal: 9.5 hearts at point blank range with full leather armor. Weakness for one minute.
Hard: 9.5 hearts at point blank range with full iron armor. Nausea for thirty seconds, weakness for two minutes.
I think creepers should work to get your health really low. Force you to stay fed. This in a way makes creepers more dangerous because, instead of just adding one thing that can kill you, they make it easier for anything else to kill you
1
0
Also, since we never actually see the mob names in-game, does it really matter? Eventually, a common name for the dragon will show up, and it will probably be the Enderdragon. You can call it what you'd like, as long as it's clear what you're talking about.
2
0
0
I know, but based on Notch's wording, I think that this will be the most likely scenario.
0
1
A system like that, where the stand or table is simple enough, but each individual spell would need to be earned, would balance things out quite nicely in my opinion.
Edit: Related, I don't think that enchantments and spells should be random, but instead should require some sort of sacrifice or hinderance (like a delay, costing time, or a certain amount of damage taken), and with a small chance of the spell going wrong, so as to prevent abuse.
3
Would people give the grammar a rest? She did say that she's French, so her english isn't perfect. Besides. She's a lot better (and more reasonable) than most people on the internet.
2
You see, every time Mojang adds a new feature, they make the code more complicated. Suppose a glitch with the snow golem makes them attack villagers. Is the problem in the golem's code, or the villager's? If the problem is in the villager's code, what is it? Is it part of their behavior? Is it something to do with a doubly used variable? Did they somehow cross classes? Or did the hostile mob class get extended wrongly somewhere along the line so that it includes villagers? Do you see what I'm getting at? If Mojang added snow golems first, made sure they were completely perfect, and then moved on with the villagers, which they'd code one feature at a time with tests in between, it would be easier to catch bugs and fix them as soon as they come along. But doing everything at once makes it harder to identify things in a code. I know. I've made that mistake before in my coding.
I think the next few updates should primarily involve getting what we have in the game right now up to speed. Then, Mojang can continue on without making the same mistakes.
I think what's really getting Mojang is that they're becoming more public with their work. I've been playing the game since alpha, and the updates have been getting progressively worse. In that time, they've started announcing their updates long before hand, and people have been getting impatient, demanding the updates immediately. Thus, Mojang will rush to complete a half-baked version of the update so as to please people. That's how they've gotten into this mess.
What Mojang should do is they should stop announcing what's going to be in an update. If people don't expect anything in particular, they wont get as excited. Mojang will be able to release smaller, more complete updates, at a considerably quicker rate.
0
Um... Gonzo, Animal, Rowlf, Bert, Statler, Waldorf, Beaker, Fozzie, Dr. Teeth, Floyd, Swedish Chef, and, of course, Sweetums.
Seriously, though. I couldn't care less how ugly they look, as long as they can be made prettier in the future. Functionality and versatility before aesthetics. Notch and Jeb should work on expanding and fixing features before making them look nice.
0
:laugh.gif: Thanks. I know a bit of how to code, but mostly, I just know a lot about how coding works and what makes a good design.
6
Notch originally intended for the endermen to be a creepy mob, as he details here. That's why the stare blankly at you when you look at them. That's why they teleport. That's why they move blocks.
But they don't come across as creepy, nor even remotely challenging. In fact, most things in the game kill it. Then there is the big problem. The one people are always complaining about. That the endermen can move all blocks, whenever they feel like it.
Let me dispel a myth. Endermen can, in point of fact, move all (completely solid) blocks. Including bedrock and obsidian. The only blocks they cannot move are blocks such as half-slabs and stairs. Mojang originally intended for them to only move natural blocks, but that obviously didn't work out.
Now when people complain about this, other people always say stuff like "light the area," or "build a moat." But that's not the only problem. Endermen can move, first of all. And light won't keep them away. But also, endermen wreck the natural landscape. Who wants a forest of floating trees? Not me, for sure. This could easily be fixed by simply coding in a list of blocks which endermen can move. Blocks like dirt, sand and clay I think would be acceptable. Also, so the blocks they remove won't look completely horrible, make it so that they can only move blocks with out any solid block above it. The second change alone would keep them from annihilating walls and making trees hover.
Another thing people say about moving blocks is "it's a challenge and you can't deal with it." Endermen moving blocks is not a challenge, because there is nothing you can do to stop it, short of preventing all endermen from spawning anywhere, which is impossible. A challenge must present a problem which the player can solve, instead of one that will repeat itself time after time again. As notch himself said, I conclude, endermen should only move blocks if the player is aware it is happening, and the player understands why.
And there's another problem. Endermen aren't interesting. Apart from the teleporting and block moving, they're pretty much like every other mob. They might freak you out the first couple of times, but that wears off quickly. So why don't we rework endermen behavior?
We need to make the enderman a more interesting and challenging enemy. We should make the mob much rarer, and they should only spawn one at a time instead of in packs. Once spawned, and enderman should survey the area. It should be smart. It will not wander into water. It will look for the darkest area nearby and stay there. It will stay on the border of darkness, just beyond where light level zero begins, and stay in that general area. This will also make endermen avoid the sunlight. Now the player comes by, and sees the enderman. He looks directly at the enderman, and the enderman stands still. It slowly turns to look at the player, and now its eyes are glowing a bright white. The player looks away, the fight begins.
We should prolong the fight, so as to allow the use of more intricate battle tactics. We can start by giving the enderman more health. Fifteen hearts, perhaps?
Now we get into the battle. The new enderman has three attacks. It can no longer teleport, but can sprint at twice the speed of a player sprinting. Its first attack, which it may use if the player is close enough, and is right in front of the enderman, involves sprinting for the player, and using its powerful arms to launch the player backwards. The player will take a base damage of two hearts, and will also take falling damage when he lands. If the player is far enough away from the enderman, or best path to the player is not clear, the enderman will launch his second attack. He will unhinge his jaw, and breath a dense particle smoke at the player, obscuring his vision for a while. The enderman will now survey the area. An enderman's computations should be hindered in the code, and when an enderman is checking a block, it should look in the direction of that block, so as to give the illusion of thought. If something is blocking the enderman from getting to the player directly, it will begin to pick up blocks, and build a way around it. Is the player on or behind a wall? Build a staircase. Is the player separated from him by water? Build a bridge. The enderman will, of course, sprint to speed up the process, but can only sprint ten to twelve blocks at a time, and only once every few seconds. Otherwise, the enderman may take a long route around the player. Once angered, the enderman will stop at nothing to kill the player. It can even open wooden doors (although it can't fit through them, because they're three blocks high). Now comes the enderman's final attack. It comes up from behind the player, and strangles him. The player can move, but as if in a cobweb. At this stage in the battle, your only reasonable option is to kill the enderman before it strangles you to death. As it kills you, instead of your health going down, your oxygen bubbles will appear on the screen, and as they deplete, the screen becomes black, and you die.
If an enderman is hit by sunlight, he will bow his head down, and stand still. He will slowly fade a way as he releases a particle cloud, not unlike the one he releases at the player. He will not drop anything if he dies in this fashion. If the player kills him, the pixels of his texture will crumble away, from the head down to the foot, and he will drop the new ender pearl, this one black.
The new ender pearl will be stackable to sixteen, and when right clicked with, will form another dense particle cloud which will spook and blind all mobs in the eight to ten block radius it hits. It will last for a few seconds, giving you a chance to escape your foes, and does not work on endermen themselves.
This new enderman, I believe, will truly be an interesting mob which, while you won't have to be constantly on guard for, you will want to avoid picking a fight with unless you walked out of your house that day prepared.
Comments? Criticisms? What do you think?
1
I propose the following changes. Firstly, endermen should only move soft blocks like dirt, sand and clay. Secondly, I would remove the teleporting ability, and instead make them smarter. If you are separated from them by water, they should build a bridge. If you are behind a wall, they should build a staircase. If done right, this would be much creepier. Also, endermen should only move blocks if they are actively chasing the player, and only move blocks to help them reach the player. This would mean that the player should already know that an enderman will move blocks before they do it, and the player can keep that in check.
Regarding making the endermen creepier in general, make them hide in very dark areas, and they shouldn't glow. Once you look at them, they face you and their eyes start to glow brightly. Then you look away, and the attack begins.
I think the enderman was a good idea, but the idea was realized in a bad way.
0
(Crafting recipe subject to change)
So one thing a lot of people want is a way to run two redstone wires alongside each other without them interfering, so as to save on wiring space. As of now, the only way to do that is to run both wires the whole fifteen blocks, so that each wire will be one short of the other, which takes up a lot of space, or to use repeaters, which wastes time to run.
Running a wire for the full length can also be used in certain unique logic gates. (I actually stumbled across this idea while thinking of how to make a minecraft sudoku).
With the resistor, running a wire fifteen blocks now only takes four blocks! It is very similar to the repeater. It can only run in one direction, and it has four settings. But the settings correspond to how many blocks it cuts off from the wire length.
Response? Improvements? Criticisms?