I support, but some alternatives to the scream and aura could be slowness and blindness potions. And who cares if theres a little scary in MC? I remember when people wet themselves over creepers and endermen!
Creepers still tend to make me twitch from time to time...that silent movement and black expression, love those damn things. The Endermen never really scared me simply due to the fact that they're passive until you look at them...well, I'll take that back...they give me a bit of a fright WHEN I look at them accidentally. That fades quickly though when you get use to them, those Creepers though...they can always catch you off guard and give a fright.
Either way, as with all my concepts, whatever is balanced works. I fully understand that if ever any of my concepts were accepted, they would undoubtedly be altered a bit and tweaked for the sake of the game creators feelings of what truly fits. That's just the name of the game. So to speak.
Just because you weren't scared watching horror films as a kid, doesn't mean other kids won't be scared either. Heck, people of all ages can be scared by "The Shade."
I never said I wasn't scared by horror movies...I said that I watched them avidly.
I suffered from night terrors involving people engaged in sadomasochistic rituals of mutual disembowelment well before I ever watched my first horror movie. So "horror" was something I grew up with, and the dreams I had...really had no explanation for why I had them. That's really sugar coating it too...
That aside, a good fright is always a beneficial thing in my opinion...........builds character. ;p
So...a being who teleports, has a lot of health but can't be killed, and takes away 5-10 hearts...so this is Herobrine that sells you stuff?
In all seriousness, 60 health is a a lot, that's over half of the Ender Dragon's health!
It just might be, its a mysterious man...one can never tell who this entity truly is.
In all seriousness, its just meant to be a very shady merchant type character that you're suppose to deal with...or avoid completely. That would be the reasoning behind the high health and such...but whatever was balanced and decided upon, were it included, wouldn't be up to me. Whatever works, works...all I can do is provide a very generalized idea.
Ah I get it. But this would awesome to see, maybe as a mod more than in game, but just the thought of having a dark carnie in your game, sends shivers down your spine!
A dark carnie is -very- much the type of personality this character is suppose to have.
This seems like something Mojang would never add to Minecraft. Trading with Villagers is good enough. A new villager that has rarer stuff however would be a nice addition. But this "Marvin the Merchant" thing just seems absurd to me.
I'm running off the concept of just bringing a bit more life into the game. The name itself is, more or less, little more than humor...a play on words geared to spur a giggle. It doesn't really have to be included, nor would I ever assume it so. As for a merchant in town selling more rare goods, that's all fine and well...but a stationary, static, merchant isn't going to have the type of items I'm actually looking for within this concept. It's, essentially, a means to bring in rarities that you may not get a chance to obtain due to the randomness of these encounters...which warrant more lucrative items.
Creep level: Off the charts.
Want Level: Meh... 50-50... I'm still confused by the Deal with a Devil.
Haha.
The Deal with the Devil is simply a temporary curse, a price for making an exchange with this devilish character. It wears off after a designated duration dependent upon the price of the item you purchase.
This is something I think should have been added a long time ago, I fully support their inclusion.
The life cycle of a Jellyfish is extremely complex...and I truly think that it could provide a very interesting cultivation mechanic. Fish could be fed to Jellyfish in order to induce mating, which would then result in a polyp that develops upon the ocean floor directly under them. This polyp could then be harvested via the use of sheers, and kept within your inventory until you decide where to place it. When placed, it takes an entire day before the polyp matures into a Medusa...which will then start producing up to 3-5 Jellyfish until finally vanishing.
In a way, the mechanic would be akin to a sapling, with the polyp being the initial stage, the medusa being the intermediate stage, and the three to five resulting Jellyfish being the mature stage spawned from the medusa itself...hence why it vanishes. This would grant players a chance to utilize organic lighting and who knows what...by growing their lighting in doors. Requirements being, obviously, that they're submerged within water and living in such. Now you could light your home with a tank of water...and a living creature.
Furthermore, these Jellies would only illuminate during the night, automatically, as real Jellyfish do.
I liked the idea, it's sinister! Good texture, and good poetry in the start, i didn't like the pet zombies however, that's just, but the Sentry is good! I would like to find him out, just make sure Milk does not erases the curse, as it does with all the effects, i think his spawning spot is much of a freebie of Nether items, as he's always travelling he shouldn't have an outpost i guess, but his idea is good
Also, a suggestion, what if when you buy something, he teleports as usual, but before you hear him laughing (Correct my spelling if i'm wrong)? Would make him very spooky!
Support, but please don't bump topics, it's not allowed
Sounds good to me, and yeah...Milk wouldn't cure this curse at all.
Laugh idea is very good, I approve.
The spawning spot vanishes with him, but you're right...it shouldn't provide such easily accessible nether items.
though one change he outpost is made of un breakable blocks.
when he teleports that outpost disappears. and blood red lava behind.
also if you "kill" him you get a random item. but the next time you see him, his skin changes to make him look mad.
if you "kill him again here" he drops a lot more stuff, but if you trade he's happy again (or goes to default) IF you kill him here, he wont trade with you.
this give the player the choice of killing him twice and getting a stuff, or slowly getting even more stuff.
anyway who cares? (I do) /support!
Cheers!
Love the idea of lava left behind...so long as it's nothing major that will kill the player that deals with him. Aside from that, in regards to killing him for items, could be implemented if they choose that route. I don't see why not, but if that's the case...I feel he should be an extremely difficult boss type mob, and if you loose...he simply raises his prices.
Gliding would be an awesome addition. Maybe it's not practical in some situations, but for the sheer sake of being fun it would be awesome. However, let's just simplify things: Why not just make it a horse armor that is enchanted with a Flight or Glide Enchantment? It would work on a normal horse, but after jumping off a steep edge, you press jump again and hold it to glide. Release it again to fall. One useful function of it would be to build a very large tower facing an unexplored ocean, get the horse up there, and then glide down over the ocean hoping you both don't end up in the water. Of course this topic is REALLY about somebody wanting to put Rainbow Dash in minecraft, and others saying no because they know what kind of floodgate is going to be opened if it does.
A gliding enchantment would be alright, but not flight.
Bumping another old topic, seemed to have a bit of interest...but little feedback.
That aside, the Shade has been redesigned and no longer befitting this Biome...or maybe it would be the only Biome of which you could find the new variant of Shades in upon the surface world? Either way, bump.
Any hostile flying mob implemented into the Overworld will require a unique system of awareness that leaves the first few levels above ground ignored. That way, if you're within these first few levels...the mob won't attack and act as though you're not even there...unless you decide to pull off, and succeed, in a shot with an arrow of course...or are atop an extreme hill or mountain. When you find yourself, and tame, a Pegasus...that gift of flight comes at the cost of falling onto this new mobs attention, and chased throughout the skies...providing a bit of danger in flight, as you'll now have to worry about potential attacks from all four sides and above.
I'm in favor of an energy mechanic, a stamina bar that slowly drains while you're in flight and upon full depletion, forces the Pegasus to land until the restoration of these energy reserves. This adds some further balance to the mechanic through a limitation upon flight, and there are some other minor tweaks that could be implemented as well...such as a fatigue state for a short duration after your Pegasus becomes exhausted of energy...meaning it plots along the ground really slowly.
Keep in mind that I'm not agreeing with the OP's idea as is, I provided my variation that I feel would be a more prudent idea. I don't think that taming a Pegasus should be easy, and probably consist of a cat and mouse game between the Pegasus and player. Instead of just throwing you off...it should fly several blocks away and force you to chase it or potentially attack you and force you to flee until it calms down. If it was done this way, you may be running around the biome for a while trying to take this thing...or running away while staying within close proximity as it tries to attack so that you can wait for it to calm and attempt taming again.
Tamed Pegasus won't despawn, of course, so there's a chance that a player could obtain three or so within an ample amount of playing. That number, no matter how great, wouldn't exceed the amount of craft-able machine flying decides a player could have though.
Even if the construction process required the traversal to another realm, the time of which it would take to craft a device wouldn't be as long as it would to find a rare spawn Pegasus. You can also mass produce craft-able devices within the game...where you can't mass produce a rare spawning mob that can't be bred. The only way a craft-able device would be difficult to obtain and mass produce is if one of the elements involved in its construction followed the same concept that I'm expressing with the Pegasus........it would have to be a random, rare spawning, element.
Look at the Nether Stars, people learned...and now they farm them.
hmm sure why not... I'm kinda on the fence here. imagine you're on to of lava with 10 diamonds and you hear the scream, if that doesn't make you fall off, you can hardly move and it comes rushing towards you, but you can't really run away, since it's so dark... and it pushes you off. so there goes your ten diamonds. maybe if it was limited to an absurdly huge dungeon? but just that dungeon, not randomly running around the the caverns looking for Steves to push down the lavapits
That's just it,
Aside from the possibility of burning in Lava through some horrific accident, what's the risk of caving now days? Diamonds should be difficult to obtain, there should be a significant threat down there lurking amongst the shadows waiting for you to try your luck. Something that makes you extremely weary when you finally decide that you're going to tunnel into the depths of Minecraftia in search for the coveted material.
I have, personally, explored an entire series of caverns, and abandoned mineshaft, just by tunneling alongside such and leaving a one block gap. This method of caving decreases the difficulty substantially, leaving only the Creeper as any true problem in your exploration of a cave system. Even Cave Spiders, while capable of breaching this one block gap, seem a bit disoriented by the hindrance...as I was capable of farming them through this method when I came across a spawner. This method, however, is painstakingly slow...and befitting the relativity ease it provides...it almost completely nullifies the possibility of your example situation ever happening, if you're extremely cautious...it nullifies the possibility entirely.
New players should be caving in this manner, slowly and cautiously in their exploration of these dangerous areas...rather than without fear, bravely running throughout a pathway slamming down torches with only an insignificant degree of fear.
It would increase the difficulty, and in doing so...encourage more caution when caving. Players would now make chests to store items in the case that they -do- die...rather than horde everything on their body in the belief that there's no possible way that they could die, or the risk is simply too insignificant for it to be but a passing thought. We have the capability to make chests...but how often have you done so while caving? I know that I just toss out junk blocks and replace them with good items, because the possibility of death isn't that prominent within my mind, and I am not a avid Minecraft player...I haven't spent a lot of time in this game.
That's just my take though, I feel caving is too easy.
I watch a lot of Minecraft on Youtube, so perhaps it's because I developed a quick understanding of how to engage any given situation. Still, the fact that so few actually use chests while caving goes to show that the fear of death isn't significant enough to warrant bringing a little extra wood to fabricate a safe haven for lucrative items in the off chance that you die...people, instead, opt for the convenience of carrying everything on them...because death is but a fleeting thought, a minute worry.
Well I do like this idea how ever It seems like it would be more like a new boss mob but ay, thats just me I guess support. Oh and valster imploding is the oppisite of exploding. Something that implodes falls in on it's self.
I completely missed him correcting me on my use of implode, thank you for clearing that up for him.
I liked the idea of a implosion look over an explosion...like they're retreating into some pocket reality or something. * Shrugs *
I would, however, like to see Bull Sharks and Tiger Sharks added as a rare and hostile Ocean Mob, and those fish as a passive. The Oceans need more life.
0
Creepers still tend to make me twitch from time to time...that silent movement and black expression, love those damn things. The Endermen never really scared me simply due to the fact that they're passive until you look at them...well, I'll take that back...they give me a bit of a fright WHEN I look at them accidentally. That fades quickly though when you get use to them, those Creepers though...they can always catch you off guard and give a fright.
Either way, as with all my concepts, whatever is balanced works. I fully understand that if ever any of my concepts were accepted, they would undoubtedly be altered a bit and tweaked for the sake of the game creators feelings of what truly fits. That's just the name of the game.
I never said I wasn't scared by horror movies...I said that I watched them avidly.
I suffered from night terrors involving people engaged in sadomasochistic rituals of mutual disembowelment well before I ever watched my first horror movie. So "horror" was something I grew up with, and the dreams I had...really had no explanation for why I had them. That's really sugar coating it too...
That aside, a good fright is always a beneficial thing in my opinion...........builds character. ;p
0
It just might be, its a mysterious man...one can never tell who this entity truly is.
In all seriousness, its just meant to be a very shady merchant type character that you're suppose to deal with...or avoid completely. That would be the reasoning behind the high health and such...but whatever was balanced and decided upon, were it included, wouldn't be up to me. Whatever works, works...all I can do is provide a very generalized idea.
A dark carnie is -very- much the type of personality this character is suppose to have.
Them and their small hands... ~ Shudders ~
0
0
I'm running off the concept of just bringing a bit more life into the game. The name itself is, more or less, little more than humor...a play on words geared to spur a giggle. It doesn't really have to be included, nor would I ever assume it so. As for a merchant in town selling more rare goods, that's all fine and well...but a stationary, static, merchant isn't going to have the type of items I'm actually looking for within this concept. It's, essentially, a means to bring in rarities that you may not get a chance to obtain due to the randomness of these encounters...which warrant more lucrative items.
0
Haha.
The Deal with the Devil is simply a temporary curse, a price for making an exchange with this devilish character. It wears off after a designated duration dependent upon the price of the item you purchase.
0
0
1
The life cycle of a Jellyfish is extremely complex...and I truly think that it could provide a very interesting cultivation mechanic. Fish could be fed to Jellyfish in order to induce mating, which would then result in a polyp that develops upon the ocean floor directly under them. This polyp could then be harvested via the use of sheers, and kept within your inventory until you decide where to place it. When placed, it takes an entire day before the polyp matures into a Medusa...which will then start producing up to 3-5 Jellyfish until finally vanishing.
In a way, the mechanic would be akin to a sapling, with the polyp being the initial stage, the medusa being the intermediate stage, and the three to five resulting Jellyfish being the mature stage spawned from the medusa itself...hence why it vanishes. This would grant players a chance to utilize organic lighting and who knows what...by growing their lighting in doors. Requirements being, obviously, that they're submerged within water and living in such. Now you could light your home with a tank of water...and a living creature.
Furthermore, these Jellies would only illuminate during the night, automatically, as real Jellyfish do.
0
Sounds good to me, and yeah...Milk wouldn't cure this curse at all.
Laugh idea is very good, I approve.
The spawning spot vanishes with him, but you're right...it shouldn't provide such easily accessible nether items.
Love the idea of lava left behind...so long as it's nothing major that will kill the player that deals with him. Aside from that, in regards to killing him for items, could be implemented if they choose that route. I don't see why not, but if that's the case...I feel he should be an extremely difficult boss type mob, and if you loose...he simply raises his prices.
That would be amusing.
0
A gliding enchantment would be alright, but not flight.
0
0
That aside, the Shade has been redesigned and no longer befitting this Biome...or maybe it would be the only Biome of which you could find the new variant of Shades in upon the surface world? Either way, bump.
0
Any hostile flying mob implemented into the Overworld will require a unique system of awareness that leaves the first few levels above ground ignored. That way, if you're within these first few levels...the mob won't attack and act as though you're not even there...unless you decide to pull off, and succeed, in a shot with an arrow of course...or are atop an extreme hill or mountain. When you find yourself, and tame, a Pegasus...that gift of flight comes at the cost of falling onto this new mobs attention, and chased throughout the skies...providing a bit of danger in flight, as you'll now have to worry about potential attacks from all four sides and above.
I'm in favor of an energy mechanic, a stamina bar that slowly drains while you're in flight and upon full depletion, forces the Pegasus to land until the restoration of these energy reserves. This adds some further balance to the mechanic through a limitation upon flight, and there are some other minor tweaks that could be implemented as well...such as a fatigue state for a short duration after your Pegasus becomes exhausted of energy...meaning it plots along the ground really slowly.
Keep in mind that I'm not agreeing with the OP's idea as is, I provided my variation that I feel would be a more prudent idea. I don't think that taming a Pegasus should be easy, and probably consist of a cat and mouse game between the Pegasus and player. Instead of just throwing you off...it should fly several blocks away and force you to chase it or potentially attack you and force you to flee until it calms down. If it was done this way, you may be running around the biome for a while trying to take this thing...or running away while staying within close proximity as it tries to attack so that you can wait for it to calm and attempt taming again.
Tamed Pegasus won't despawn, of course, so there's a chance that a player could obtain three or so within an ample amount of playing. That number, no matter how great, wouldn't exceed the amount of craft-able machine flying decides a player could have though.
Even if the construction process required the traversal to another realm, the time of which it would take to craft a device wouldn't be as long as it would to find a rare spawn Pegasus. You can also mass produce craft-able devices within the game...where you can't mass produce a rare spawning mob that can't be bred. The only way a craft-able device would be difficult to obtain and mass produce is if one of the elements involved in its construction followed the same concept that I'm expressing with the Pegasus........it would have to be a random, rare spawning, element.
Look at the Nether Stars, people learned...and now they farm them.
0
I thrived off horror films as a kiddo, and I turned out fine:
That's just it,
Aside from the possibility of burning in Lava through some horrific accident, what's the risk of caving now days? Diamonds should be difficult to obtain, there should be a significant threat down there lurking amongst the shadows waiting for you to try your luck. Something that makes you extremely weary when you finally decide that you're going to tunnel into the depths of Minecraftia in search for the coveted material.
I have, personally, explored an entire series of caverns, and abandoned mineshaft, just by tunneling alongside such and leaving a one block gap. This method of caving decreases the difficulty substantially, leaving only the Creeper as any true problem in your exploration of a cave system. Even Cave Spiders, while capable of breaching this one block gap, seem a bit disoriented by the hindrance...as I was capable of farming them through this method when I came across a spawner. This method, however, is painstakingly slow...and befitting the relativity ease it provides...it almost completely nullifies the possibility of your example situation ever happening, if you're extremely cautious...it nullifies the possibility entirely.
New players should be caving in this manner, slowly and cautiously in their exploration of these dangerous areas...rather than without fear, bravely running throughout a pathway slamming down torches with only an insignificant degree of fear.
It would increase the difficulty, and in doing so...encourage more caution when caving. Players would now make chests to store items in the case that they -do- die...rather than horde everything on their body in the belief that there's no possible way that they could die, or the risk is simply too insignificant for it to be but a passing thought. We have the capability to make chests...but how often have you done so while caving? I know that I just toss out junk blocks and replace them with good items, because the possibility of death isn't that prominent within my mind, and I am not a avid Minecraft player...I haven't spent a lot of time in this game.
That's just my take though, I feel caving is too easy.
I watch a lot of Minecraft on Youtube, so perhaps it's because I developed a quick understanding of how to engage any given situation. Still, the fact that so few actually use chests while caving goes to show that the fear of death isn't significant enough to warrant bringing a little extra wood to fabricate a safe haven for lucrative items in the off chance that you die...people, instead, opt for the convenience of carrying everything on them...because death is but a fleeting thought, a minute worry.
I completely missed him correcting me on my use of implode, thank you for clearing that up for him.
I liked the idea of a implosion look over an explosion...like they're retreating into some pocket reality or something. * Shrugs *
0
I would, however, like to see Bull Sharks and Tiger Sharks added as a rare and hostile Ocean Mob, and those fish as a passive. The Oceans need more life.