Yes, I always wanted some camping kid to headshot me from 50 blocks away. Adding all that crap would turn Minecraft into Rust. If that happened, I'd have to fly to Sweden and bludgeon every employee to death.
I'm sorry, but that would be a very stupid addition. "Here guys, here's a 'gamemode' that reverts a good chunk of the deliberate changes we made to the game!" This wouldn't even be a gamemode, it'd be like a revert-settings option disguised as a "gamemode".
If the mobs are really hassling you, just play an easier difficulty. Perhaps the changes are more balanced than you truly think. This just seems like an angry opinion-based suggestion, and this would never be something that would touch vanilla. It's so unfitting and pointless that it hurts.
Oh look, it's one of those joke thread makers that get fed without hope of rest. Fueling the person into making more obvious threads. Don't believe me? Here, let me post some quotes from this Durphead fellow.
The reason for this should be quite obvious. Turning off Endermen can be a prize for defeating the Enderdragon. I mean, I like XP and all, but a lot of people would agree that no amount can account for the hours you spent toiling with those tall, black monsters just killing one after another in hopes of one of them eventually dropping an Ender Pearl, not to mention the blazes. The fact is, you have to literally go to HeII and back in order to get there, and I think the prize should be greater.
"Guys let's turn off a mob in their own dimension. I'm pretty cool."
It's a sensible idea, but I don't see the point in programming that in. Caves can be pretty cluttered, and bats fly around erratically, so you'll have spiders not knowing what to do with themselves.
anti creeper is good bcuz u cant do any more damage on a creeper like smite or bane of atrhopods. thanks for reading pls support
You know that's funny. In some your other posts, you talk normally. Yet here, you're using crappy shorthand such as bcuz/u/pls. So what does that tell us?
It has a lot of outcomes/possibilities, but I think that's pretty cool. It's spontaneous. Also, them attacking you means you should be on the edge when dealing with them, which, again, is spontaneous and fun.
I understand what you're driving at here. You're going for something that gives different outcomes so it has that "replay value". For lack of a better term. But what you described is still kind of an opinion thing. Yes, some people could see this as a fun on-the-edge thing.
However, others could see it as an unpredictable, unfun nuisance. Especially the parts where your travelers could start attacking you for very minuscule reasons, which would add to the nuisance part.
What if a traveler is passing by and I don't care about him, then a troll skeleton shoots and knocks me within "aware" range of the traveler, and I get that 10% chance that the traveler attacks me? Not the best example, but again, you know where I'm going.
I think it'd die before he could clear a load of mobs (or enough for the player to really benefit from the drops).
See, again. You aren't thinking of the near infinite possibilities here. The traveler could be trapped with just one zombie. Maybe two zombies. Maybe one enderman. Maybe one slime and two zombies. The list goes on forever...
I still need to fix this. But I'm sure I will come up with something.
The only option I see there is to remove the quest. Unless the traveler had more complex backbreaking amounts of code that "detected" if he was barricaded, but that'd make no sense because the traveler would want to be barricaded. He wouldn't go "no, that's cheating! i choose to not be protected to make this quest more fair!!"
The Traveller is, in many ways, more powerful than these mobs (trading, different types of attacks [for example, you have an archer], etc.). So these things help to balance it out.
Oh wow, so this thing is actually more overpowered than an iron golem on a lead. I'm sorry, there is not a snowball's chance in hell this is balanced at all. Not if you can give it diamond armor and a diamond sword and such. On top of that, this thing is still a walking chest.
Overall, there is too much grey area for this mob. What I mean is, you have Problem A, so you give it Solution A. But Solution A now creates Problem B and C. So you come up with Solution B and C and now created Problem D, E and F. This mob is complex enough that there doesn't seem to be a happy medium unless some things get removed outright.
I know. This mob, in regards to an RPG, does not create problems. It is a mob with an RPG-ish overtone, like the game itself. The reason I said that they're not very frequent is the fact that the only way for it to start making it an "RPG problem" is if the mob spawned everywhere and you were getting "'quest' requests" all the time and such.
That's true. Mostly anyways. The quests argument is getting real old, so I'll move onto something else. These travelers being human mobs - another things that's frowned upon. Minecraft has thrived extremely well on the whole "you're alone and very close to being the only human around". And these travelers kind of spoil that. Not to mention these travelers are very similar to players and villagers mashed together.
Even if the suggestion creates no problem and can be avoided with no effort, that doesn't act as a saving grace. For example: I suggest a floating ghostly clown face that descends from the sky every now and then. Sometimes the face can appear in your house. It doesn't do anything and it barely blocks your view.
Chances are, the clown face would still be a rejected thing as it's not very fitting. Not that I'm saying your idea is that ridiculous though. But you know what I'm driving at.
This is the most valid argument to me. Could you state some ways it could be exploited please? I'll see if I can tweak the mob to fix it.
Looks like you fixed a lot of those exploit issues already, but there are still some other issues and possible exploits.
The chance thing. That's an annoying thing to memorize, and even more so since different travelers have different chances to do something. Another minus is that they could suddenly attack you because some small reason.
Simple trapping. There's infinite possibilities in trap making, and it wouldn't be hard to just leave some around for these travelers to get stuck so "they can come to you", rather than you seeking out them so much.
Mob grinding. You can trap the travelers somewhere as well as hostile mobs, and the travelers will finish off the hostile mobs so you can come in and sweep the drops. Though the traveler still has a chance of getting killed himself.
The joining part. We have enough helping mobs. An iron golem on a lead is way more than enough for us.
The "defend" part. It's still possible to surround them in something, kill the mobs, and bam, easy reward. I don't think there's a solution to that, but I hope I'm wrong there.
The dialogue options. Worded dialogue + Minecraft = still no. I know I've said a lot of times now.
The "acquaintance" stage thing. That seems to be more mechanics than what's really necessary. They also take "breaks". Note how iron golems and wolves can just keep going forever without the worry for that stuff.
Supplying the travelers. You have to worry about not only their health (as normal) but you gotta manage there armor too. More micromanaging. Not so fun. They also act like mobile chests which can be overpowered.
"Well, it would stick out." Not really. It fights the same, trades the same, etc. It depends on if you like the mobs having an extremely basic act pattern.
The fighting and trading parts is not what sticks out, it's everything else that does.
Also, how do we not need any more helpers? Yes, it is not necessary, but it's also not redundant. We have three helpers: Snow Golems, Iron Golems, and tamed wolves. This mob is unique.
You forgot Ocelots, which aren't the most useful things in the world, but hey. Your mob is only fractionally unique, as again, it has the abilities of players and villagers mashed together. The traveler as an ally is also a complete upgrade from a wolf.
I will try to think of a way to fix the "cheating" of the quest. As for him dying in lava or something... is this really that much a problem? When I think about it, how often would this happen? The mob AI isn't completely useless, it will still avoid obvious dangers (this goes for the mob in general).
You have to understand that just because you aren't being forced to use something, doesn't fix any problems. For example, if I slapped skill trees in the game but say "well you aren't forced to use them" - it wouldn't matter, they're still RPG-ish and they're there. Me choosing not to use something didn't change those factors.
This is why villagers don't perform an insane amount of tasks, because players could manipulate that into getting villagers to do stuff for them. And guess what? Villagers still don't have those tasks but they can still be trapped and possibly exploited still.
Another note. You can't really use statement such as "well I don't feel that way about my idea" because we already know that, otherwise you wouldn't have posted it. Your own opinion is always the weakest one. That applies to everyone.
If this was just a traveling villager, that'd be one thing, but you gave it escort missions and such. And we really, really don't need any more helper mobs. Especially not ones that have their own hunger bar and such - in that case, you have to take care of yourself AND these travelers. That's a nuisance.
Just because this is a good idea to you and a few others, doesn't mean the idea is good universally.
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Err console or not, spheres and minecraft will never ever mix.
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No, that's not it. Your talent is not understanding that Mojang doesn't make official texture packs.
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Hmm, let's take a look at some of your the old threads.
Yeah, I'm starting to think you're just a spammer.
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In short. No support.
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"Don't worry, that stupid post I made there was someone else in my house doing that. Sooo not me you guys."
Which is funny as that "someone else in the house" happens to type in the exact same manner as the person making the excuse.
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If the mobs are really hassling you, just play an easier difficulty. Perhaps the changes are more balanced than you truly think. This just seems like an angry opinion-based suggestion, and this would never be something that would touch vanilla. It's so unfitting and pointless that it hurts.
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"Guys let's turn off a mob in their own dimension. I'm pretty cool."
I don't think I need to continue. Let this one sink in.
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Being humble/self-pitying
"Well my idea is liek totally gonna suck but ok w/e here's goes. i suggest creepers with capes. ya i kno it sucks but auuughh whatever ok bye..."
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You know that's funny. In some your other posts, you talk normally. Yet here, you're using crappy shorthand such as bcuz/u/pls. So what does that tell us?
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I understand what you're driving at here. You're going for something that gives different outcomes so it has that "replay value". For lack of a better term. But what you described is still kind of an opinion thing. Yes, some people could see this as a fun on-the-edge thing.
However, others could see it as an unpredictable, unfun nuisance. Especially the parts where your travelers could start attacking you for very minuscule reasons, which would add to the nuisance part.
What if a traveler is passing by and I don't care about him, then a troll skeleton shoots and knocks me within "aware" range of the traveler, and I get that 10% chance that the traveler attacks me? Not the best example, but again, you know where I'm going.
See, again. You aren't thinking of the near infinite possibilities here. The traveler could be trapped with just one zombie. Maybe two zombies. Maybe one enderman. Maybe one slime and two zombies. The list goes on forever...
The only option I see there is to remove the quest. Unless the traveler had more complex backbreaking amounts of code that "detected" if he was barricaded, but that'd make no sense because the traveler would want to be barricaded. He wouldn't go "no, that's cheating! i choose to not be protected to make this quest more fair!!"
Oh wow, so this thing is actually more overpowered than an iron golem on a lead. I'm sorry, there is not a snowball's chance in hell this is balanced at all. Not if you can give it diamond armor and a diamond sword and such. On top of that, this thing is still a walking chest.
Overall, there is too much grey area for this mob. What I mean is, you have Problem A, so you give it Solution A. But Solution A now creates Problem B and C. So you come up with Solution B and C and now created Problem D, E and F. This mob is complex enough that there doesn't seem to be a happy medium unless some things get removed outright.
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That's true. Mostly anyways. The quests argument is getting real old, so I'll move onto something else. These travelers being human mobs - another things that's frowned upon. Minecraft has thrived extremely well on the whole "you're alone and very close to being the only human around". And these travelers kind of spoil that. Not to mention these travelers are very similar to players and villagers mashed together.
Even if the suggestion creates no problem and can be avoided with no effort, that doesn't act as a saving grace. For example: I suggest a floating ghostly clown face that descends from the sky every now and then. Sometimes the face can appear in your house. It doesn't do anything and it barely blocks your view.
Chances are, the clown face would still be a rejected thing as it's not very fitting. Not that I'm saying your idea is that ridiculous though. But you know what I'm driving at.
Looks like you fixed a lot of those exploit issues already, but there are still some other issues and possible exploits.
The fighting and trading parts is not what sticks out, it's everything else that does.
You forgot Ocelots, which aren't the most useful things in the world, but hey. Your mob is only fractionally unique, as again, it has the abilities of players and villagers mashed together. The traveler as an ally is also a complete upgrade from a wolf.
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My apologies, I missed that. I'll go over a few points then.
You have to understand that just because you aren't being forced to use something, doesn't fix any problems. For example, if I slapped skill trees in the game but say "well you aren't forced to use them" - it wouldn't matter, they're still RPG-ish and they're there. Me choosing not to use something didn't change those factors.
This is why villagers don't perform an insane amount of tasks, because players could manipulate that into getting villagers to do stuff for them. And guess what? Villagers still don't have those tasks but they can still be trapped and possibly exploited still.
Another note. You can't really use statement such as "well I don't feel that way about my idea" because we already know that, otherwise you wouldn't have posted it. Your own opinion is always the weakest one. That applies to everyone.
If this was just a traveling villager, that'd be one thing, but you gave it escort missions and such. And we really, really don't need any more helper mobs. Especially not ones that have their own hunger bar and such - in that case, you have to take care of yourself AND these travelers. That's a nuisance.
Just because this is a good idea to you and a few others, doesn't mean the idea is good universally.