Not sure why fish is what meerkats want... I can't say I know too much about that animal, but what I'm finding is that they enjoy insects, small rodents, fruits and eggs.
I think it would've been better if you at least copy and pasted the text from the link. Anyway, it seems like a complete upgrade of absorption. Not to mention the potion effect seems like it would be easier to get than absorption from golden apples/totem of undying.
All the ideas are... alright, but the vultures should have more going for them than just circling items. I don't know what to say about these prickly pears because their uses aren't described.
So these are like Flint & Steel but throwable? I guess that's alright. It's not something I'd use personally, but the idea isn't terrible. It's hard to explain, but I think this idea would land a bit better if it was in a different form, rather than a potion. Potions are usually for buffing yourself, or weakening enemies in some way, and your potion is just for spreading fire around - which doesn't make your idea bad, but still.
when killed they would drop 0-2 flower petals that could be used in potions.
What kind of potions..? Seriously dude, you need to slow down a bit with these threads and think out your suggestions. Not to mention you're calling yourself mcsuggester. These quickly typed 2-3 sentence threads are coming off as horribly rushed. People are gonna need more details if you want to convince them your ideas are good, and these quick short sentences aren't doing it.
The oasis and palm tree are fine, but I don't see what the meerkat remotely provides. If a mob is being suggested, it has to be explained better than that. Adding a mob that exists just to... poke its head out doesn't seem like it's worth the code.
they could be tamed and have a hunting mode which would make them go hunt food for you. Also, you could play fetch with them if you have a stick on hand.
This doesn't save the idea. It's also awkward that bobcats would do this and not wolves, not that I'd want them to, as it seems like it could mess up balance.
> Creepers also look whack in tundras, mesas, stone mountains and caves; and that's just naming a few biomes.
And why not have those be retextured too?
I'd be curious to see what that looks like, but I think this was suggested before. People said stuff like "it could be too annoying identifying creepers at a distance or at a quick glance because of all the different colors". Not something I fully agreed with, but I saw where they were coming from. Also, I'm sure that would make players complain that other mobs should get the skin-change treatment (which would be perfectly fine, in my opinion), because they'll complain with something like "why just creepers?"
> Creepers are also the explosive, building-ruining trolls of the game, and I don't know if making them blend in would be the best idea. Having them change colors slightly to match the biome they're in would be... fine, I guess, but making them blend in completely would be a no from me.
Slightly is fine, at that point we're debating semantics instead of ideas.
Making them bright-colored but still matching the biome is one thing, but making them perfectly blend in, so they're hard to see would be an issue. I think that's important enough to be more than semantics.
> And there are a lot of good reasons for that.
Reshading a mob is a small change. I'm not asking to make creepers invisible. I want to make them seem adaptable, like a wild animal in nature adapts to its surroundings.
I think the Creeper color thing would be excellent for Hard or Hardcore, but I don't think the entire playerbase would agree with that.
I think managing one's inventory is a skill you learn in the first hour of a world. You can afford two more spaces, and it keeps it real. Realistically ores will drop all sorts of things.
"It keeps things real" is not a strong argument for a game like this. It also doesn't make this idea sound any better.
As I see it, nuggets have no sense being in the game unless they appear naturally. They are not 'mini ingots' as a technical item meant just for crafting gilded tools/foods, they are designed in reference to nuggets which in real life do get found in ore rock.
All true, but these are still not statements that make the idea convincing.
I find it feels really weird to have a smaller version of a bigger item when the bigger item spawns naturally while the smaller one does not. Why even bother having the small one if you can get so much of the big one without ever encountering the small one? It's unnatural. I'd rather have no nuggets at all if ingots are so much more common naturally, because it's redundant. Or, have no ingots at all, and just lots and lots of nuggets.
It seems like the basis of your argument is "it's realistic, it's natural, so it should exist in the game." Of course, gameplay > realism. I'm not saying this idea is bad in any sense, nor am I pulling down your opinion, but the arguments you're using here don't seem like something that make this idea sound that much better.
By that logic, shouldn't quartz also drop smaller quartz shards? Or coal ore sometimes dropping coal pebbles? Diamond ore --> diamond shards? Lapis ore --> lapis shards? And so on?
It's akin to a game giving you a powerful weapon or skill and then giving you a weaker version of it later. What were the devs thinking?! It's wasteful, you don't need the weaker item at all, gameplay from it is lost along with resources to make it and time and space spent using it when a better option exists.
Imagine if Minecraft gave you iron or diamond tools in bonus chests instead of wood or stone. That's what it feels like. And wood stuff barely gets used as is because all you need for stone is one wood pickaxe.
I absolutely hate the "getting the weaker weapon later" trope, though sometimes that happens because the player did something in the wrong/different order. You kind of lost me here. I'm not getting how this ties in with the suggestion.
If I saw "iron and gold ore sometimes drop respective nuggets" in the changelog, I'd just shrug my shoulders. At best, I'd think to myself, "Well, more iron and gold for me, I guess." It's realistic, sure, but it still feels unnecessary and a pinch cluttery. Players would find themselves having to slap down a chest a little more often just to craft the nuggets into the ingots to make inventory space (if they didn't want to drop something). Then they'd have to do that all over again once more ore veins are found, which wouldn't be the end of the world, but still.
Look, creepers are green because it lets them camouflage. They look whack in deserts. Flavouring an enemy to a location shows you take the location and the enemy seriously.
I don't know about the whole "taking something seriously" thing. Bright lime green hardly qualifies as camouflage, and I'm sticking by that statement regardless of what Notch's intent was. By that logic, Creepers also look whack in tundras, mesas, stone mountains and caves; and that's just naming a few biomes.
Creepers are also the explosive, building-ruining trolls of the game, and I don't know if making them blend in would be the best idea. Having them change colors slightly to match the biome they're in would be... fine, I guess, but making them blend in completely would be a no from me.
I'm trying to cut out the Big Lipped Alligator Moments that are things like having a plant-like mob in a plant-less biome. It's easier on the eyes and makes more sense lore and realism wise.
I'd never thought I'd see a Nostalgia Critic joke be used as a comparison for something like this. Is there anything that makes Creepers "plant-like" besides Notch saying their texture was like dry leaves? Also, "making more sense lore and realism wise"...? Okay? Minecraft has little to no lore whatsoever, and I have no idea how a Creeper matching a biome's color is realism. It would look better sure, but I wouldn't call it realistic.
On top of that, a small change like this is easier to make and thus more likely to make it in. Mojang resists big changes.
Okay look, did people care about dead bushes before they dropped sticks? Probably no.
Why is this even a comparison? An important ore and something that acts as an aesthetic for deserts (that now drops some sticks) are not something that just go side-by-side. That's like comparing bats and the Wither.
If you're going to add an item, it's best to make it well-roundedly useful. The clutter is a non argument, drop something else.
I'd hold off on quickly calling someone's post a "non-argument", then following that with just three words. "The nuggets are gonna be in your inventory, deal with it bro. Make room for it." You're walking around with both the actual primary drop of the ore, and also a tiny fraction of that ore at the same time. I can't call it the worst idea out there, but seems like kind of a senseless setup.
The spawn egg can be played up as mysterious in the same manner that rare loot is.
This topic didn't really go anywhere. The spawn egg is still just "there bcuz it's there just go with it". This witch mob is still unexplained nothingness. I'm pretty sure I'm not gonna get any good explanations anytime soon, so I'm hesitantly moving on.
And desert creepers would make deserts feel more unique - tame a common mob to its location. In fact it'd be nice if all mobs did this, not just villagers and zombies, but eh.
Not really, no (to the red part). Both you and the guy who made this thread have a very awkward view on what makes good game design. I'm also sure your use of the word "unique" doesn't fit here very well. Adding another Creeper with a new coat of paint and making it desert-only spawn wise is not how one makes deserts unique. Also, does sand really need to be renewable..?
If you want to make deserts unique, this would be a better way of going about it: adding a completely new and unique desert mob that has its own thing going on. Hell, even a weird Creeper scorpion hybrid would be better than this current desert creeper. Who wants another Creeper that's weaker and gives sand? There's nothing exciting or interesting about that. Just no.
I also like having items be renewable even if it's trivial. Dirt is renewable through wandering traders. That's important in spirit even if in practice it never matters.
Not sure why Mojang made it like that, but I guess it's not the end of the world.
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Not sure why fish is what meerkats want... I can't say I know too much about that animal, but what I'm finding is that they enjoy insects, small rodents, fruits and eggs.
1
I think it would've been better if you at least copy and pasted the text from the link. Anyway, it seems like a complete upgrade of absorption. Not to mention the potion effect seems like it would be easier to get than absorption from golden apples/totem of undying.
0
Alright, so I guess people suggesting that you slow down with the threads were completely ignored...
I'm gonna say... no support. I don't think we need knew golems, and this mob would be pretty useless during weather that isn't a thunderstorm.
0
All the ideas are... alright, but the vultures should have more going for them than just circling items. I don't know what to say about these prickly pears because their uses aren't described.
0
So these are like Flint & Steel but throwable? I guess that's alright. It's not something I'd use personally, but the idea isn't terrible. It's hard to explain, but I think this idea would land a bit better if it was in a different form, rather than a potion. Potions are usually for buffing yourself, or weakening enemies in some way, and your potion is just for spreading fire around - which doesn't make your idea bad, but still.
I don't know, maybe... very light support.
1
What kind of potions..? Seriously dude, you need to slow down a bit with these threads and think out your suggestions. Not to mention you're calling yourself mcsuggester. These quickly typed 2-3 sentence threads are coming off as horribly rushed. People are gonna need more details if you want to convince them your ideas are good, and these quick short sentences aren't doing it.
0
The oasis and palm tree are fine, but I don't see what the meerkat remotely provides. If a mob is being suggested, it has to be explained better than that. Adding a mob that exists just to... poke its head out doesn't seem like it's worth the code.
2
This doesn't save the idea. It's also awkward that bobcats would do this and not wolves, not that I'd want them to, as it seems like it could mess up balance.
1
This is just another "add a new mob just because" thread. What is unique about these bobcats?
0
Vague, not needed and just an overall rushed suggestion. No support, this doesn't even make any sense.
1
I'd be curious to see what that looks like, but I think this was suggested before. People said stuff like "it could be too annoying identifying creepers at a distance or at a quick glance because of all the different colors". Not something I fully agreed with, but I saw where they were coming from. Also, I'm sure that would make players complain that other mobs should get the skin-change treatment (which would be perfectly fine, in my opinion), because they'll complain with something like "why just creepers?"
Making them bright-colored but still matching the biome is one thing, but making them perfectly blend in, so they're hard to see would be an issue. I think that's important enough to be more than semantics.
I think the Creeper color thing would be excellent for Hard or Hardcore, but I don't think the entire playerbase would agree with that.
0
"It keeps things real" is not a strong argument for a game like this. It also doesn't make this idea sound any better.
All true, but these are still not statements that make the idea convincing.
It seems like the basis of your argument is "it's realistic, it's natural, so it should exist in the game." Of course, gameplay > realism. I'm not saying this idea is bad in any sense, nor am I pulling down your opinion, but the arguments you're using here don't seem like something that make this idea sound that much better.
By that logic, shouldn't quartz also drop smaller quartz shards? Or coal ore sometimes dropping coal pebbles? Diamond ore --> diamond shards? Lapis ore --> lapis shards? And so on?
I absolutely hate the "getting the weaker weapon later" trope, though sometimes that happens because the player did something in the wrong/different order. You kind of lost me here. I'm not getting how this ties in with the suggestion.
If I saw "iron and gold ore sometimes drop respective nuggets" in the changelog, I'd just shrug my shoulders. At best, I'd think to myself, "Well, more iron and gold for me, I guess." It's realistic, sure, but it still feels unnecessary and a pinch cluttery. Players would find themselves having to slap down a chest a little more often just to craft the nuggets into the ingots to make inventory space (if they didn't want to drop something). Then they'd have to do that all over again once more ore veins are found, which wouldn't be the end of the world, but still.
0
I don't know about the whole "taking something seriously" thing. Bright lime green hardly qualifies as camouflage, and I'm sticking by that statement regardless of what Notch's intent was. By that logic, Creepers also look whack in tundras, mesas, stone mountains and caves; and that's just naming a few biomes.
Creepers are also the explosive, building-ruining trolls of the game, and I don't know if making them blend in would be the best idea. Having them change colors slightly to match the biome they're in would be... fine, I guess, but making them blend in completely would be a no from me.
I'd never thought I'd see a Nostalgia Critic joke be used as a comparison for something like this. Is there anything that makes Creepers "plant-like" besides Notch saying their texture was like dry leaves? Also, "making more sense lore and realism wise"...? Okay? Minecraft has little to no lore whatsoever, and I have no idea how a Creeper matching a biome's color is realism. It would look better sure, but I wouldn't call it realistic.
And there are a lot of good reasons for that.
0
Why is this even a comparison? An important ore and something that acts as an aesthetic for deserts (that now drops some sticks) are not something that just go side-by-side. That's like comparing bats and the Wither.
I'd hold off on quickly calling someone's post a "non-argument", then following that with just three words. "The nuggets are gonna be in your inventory, deal with it bro. Make room for it." You're walking around with both the actual primary drop of the ore, and also a tiny fraction of that ore at the same time. I can't call it the worst idea out there, but seems like kind of a senseless setup.
0
This topic didn't really go anywhere. The spawn egg is still just "there bcuz it's there just go with it". This witch mob is still unexplained nothingness. I'm pretty sure I'm not gonna get any good explanations anytime soon, so I'm hesitantly moving on.
Not really, no (to the red part). Both you and the guy who made this thread have a very awkward view on what makes good game design. I'm also sure your use of the word "unique" doesn't fit here very well. Adding another Creeper with a new coat of paint and making it desert-only spawn wise is not how one makes deserts unique. Also, does sand really need to be renewable..?
If you want to make deserts unique, this would be a better way of going about it: adding a completely new and unique desert mob that has its own thing going on. Hell, even a weird Creeper scorpion hybrid would be better than this current desert creeper. Who wants another Creeper that's weaker and gives sand? There's nothing exciting or interesting about that. Just no.
Not sure why Mojang made it like that, but I guess it's not the end of the world.