• 10

    posted a message on The glow squid should be themed around XP. Here's why (and why this would be even better than giving it a unique drop).

    So first impressions of the glow squid (as a mob itself, and not the false fantasies of dynamic lighting) have been a bit disappointing, and I'd like to make it more interesting (and give it a use) by giving it a tangible theme:


    XP.


    The logic behind it is that although irl scientific explanations for bioluminescence exist, the game should have a more light hearted reasoning behind it. So, the lore is that these squids have stuck around for years, absorbing xp from adventurers, drowned, etc., compacted it under their scales and eventually starting glowing because of the xp.


    But you might not want to get too close. They've become a bit too good at absorbing xp, and will (very) slowly drain your xp too! They will also gladly pick up and store any xp orbs they find lying around. To indicate the amount of xp they have stored, their texture changes in stages, becoming glowier as they absorb more (credit to Badprenup in comments). Attacking them makes them drain xp faster (based on feedback on this thread).


      1. This mechanic is dead useful, because it allows for the creation of highly effective albeit time-inefficient XP banks. Just get one of these guys to your swimming pool, AFK for a while, and name tag your new friend! There will, of course, be balances such as a cap on max XP.
      2. Killing them will drop a lot of xp, and not necessarily anything unique apart from the normal ink sac. I'd be down for a unique ink sac, but I don't think it's necessary.
      3. This would give the mob a unique reason to exist and look for, while also negating the need for a unique drop, such as glowing ink and the like, which have been doing the rounds on Reddit, Twitter and the like.
        1. Imo, the xp bank utility is a lot more useful than any drop, which just seem forced, and don't fill a niche.
        2. Just to be clear, I am 99% sure that dynamic/coloured lighting is not happening.
        3. This is also better than other suggestions I've seen, such as them pacifying hostile mobs, specifically because this fits so well with its aesthetic and general vibes.

    An alternative is to make it a kind of "pinata" of xp, i.e., it drops a lot of xp on death. It could spawn near shipwrecks, indicating that it got its xp from the drowned sailors of the shipwreck. I personally prefer the above concept though.


    So yeah, that concludes my post. The main point of it is to link the squids' glow to XP and then build a "character" and uses around how much they love XP.


    Thanks for reading, and have a good one! :)

    Posted in: Suggestions
  • 1

    posted a message on The glow squid should be themed around XP. Here's why (and why this would be even better than giving it a unique drop).

    Imma bump this thread (sorry) to ask, what should the xp cap and the rate of drain be? The feedback site didn't approve it, so I'm trying to figure out more ideas to flesh it out.

    Posted in: Suggestions
  • 2

    posted a message on Using the chat alerts the Warden.

    No support. Chat shouldn't be a gameplay mechanic, and this is just an unnecessary addition. The fact that you've given no justification for it doesn't help your case either.

    Posted in: Suggestions
  • 1

    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)

    Reading through the replies again, I find that y'all seem to not want bees to have a way of becoming passive. Could someone explain why?

    Posted in: Suggestions
  • 1

    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)
    Quote from pierconick»

    I like the idea of more ambient mobs- the overworld, (and other dimensions for that matter) is currently much in the way of... any ambiance at all. It's almost eerily silent without modifications installed for ambient biome noise. While this could be interpreted as an intentional part of the game, I think we could certainly benefit from more smaller creatures. However, while I'd agree with insects of some sort, this does seem a little redundant in regards to bees already being a thing. (No pun intended.)

    It's clear this is a pretty heated topic- on the one hand, I like the idea of more ambiance and environments that feel more alive- but on the other hand, anything new would have to fill some sort of gameplay niche, and furthermore, might take away from the existing feel of Minecraft's world.


    ...Of course, all this is sort of subjective in terms of how you feel about the game's environments. At least in my opinion, there aren't currently too many reasons to explore the actual terrain itself as opposed to structures- aside from hunting for animals, and more recently searching for berries, (Which aren't very effective anyways), the game is currently more centered around farming, mining, and otherwise being efficient. This seems like something as a loss, seeing as how much work has gone into the terrain and biomes. It would certainly be neat if there were some sort of insect mechanic that encouraged players to hunt down rare insects... I like a lot of the ideas for this- they seem like a creature that feels very much alive. However, they are pretty similar to bees, and don't seem to fill any new niche.


    "It needs a gameplay niche" - not really, 90% of overworld mobs in vanilla don't have a gameplay niche, from ocelots to polar bears, pigs to bats, pandas to parrots.

    As I said in an earlier post, it fills a completely different niche to bees, like piglins and hoglins fill different niches despite being pig-based mobs in the Nether. That's really an irrelevant statement.

    Ambience is as much a niche as anything else in the game. Mojang has spent a ton of time on making half-assed ambient mobs, but it still shows that they do intend on trying to improve ambience.
    Quote from tow4rzysz»


    Honestly, I personally never had any affinity to mobs that are mere ambience.
    Utility mobs - good, hoarding resources is fun.
    Hostiles - excellent, I'm usually eager for some bruising.
    But something that is neither a challenge to fight with nor useful? Nah, could just as well not be added... off to ignore list the mob goes. And to be honest, I more often considered bats an annoying nuisance than something fun, and parrots were in environment open enough for me not to care.


    And? That's just you, I got thousands of votes on Reddit, with a 99% upvote rate. It's a pretty diverse subreddit, so I think I can pretty safely conclude that you're in a minority in terms of your stance on ambient mobs.

    Posted in: Suggestions
  • 1

    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)

    Read the post again. I've said that they DON'T regrow stingers, so this is a way of making bees passive.


    EDIT: The quote isn't showing up for some reason, this is directed at Puffy Pony.

    Posted in: Suggestions
  • 2

    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)
    Ok, everything you just said is objectively false.
    Quote from tow4rzysz»

    Uh... we already have flower-related insect, bees. If anything, we should make these appear way more often in flower forests.



    And? The fact that we had Nether pigs (piglins) didn't stop the devs from adding hoglins. The 2 mobs fill completely different niches (one being ambient and another being utility), and it's frankly somewhat silly to compare them. Moot point.



    Also, have in mind that single-use stinger on bees is not only realistic feature - it is also balancing feature. Otherwise the angry bees would sting you over and over, and instead of dying, they would get their weapons reloaded by these bugs.

    I literally explicitly said in as many words that they will NOT regrow the stingers. Read it again. Also moot point.



    Also, lack of active lighting means that instead of watching nighttime spectacles as you intend, you'd either be sitting in big, artificial tower made of cooled silicon oxide slag, or too busy killing everything else that moves at night to stare at some glowing bugs.
    They would also make spiders, endermen and phantoms less noticeable, further increasing the danger level in those areas, as well as decreasing visible contrast between creepers, zombies and foliage due to random bright color influx.



    What? Hostile mob spawns have a cap, and they aren't so bad. And no player is going to stop and stare for minutes on end, this isn't a Disney movie. It's a nice spectacle is all.



    And again, what? That's like saying that you can't see Endermen in the End because there are too many and their eyes glow....


    Again, both irrelevant points.



    Additionally, AFAIK the moobloom is more of delayed than canceled. Leave place for the mammal.


    They've been non-committal about it, with their general attitude being "We'll see later".


    If we need more arthropods, I think a better candidate would be water-striding spider for swamps, scorpion of the deserts or maybe some giant ant.


    No. Not one of them is original or unique in any way at all and wouldn't improve the game. If anything, their animations (for the spider) or their models (scorpion) would look out of place in vanilla.

    Posted in: Suggestions
  • 1

    posted a message on Minecraft Water Mob - The Fanfish

    And? Not every mob has to lead to an "interesting topic related to culture, history or science". Honestly, I don't think that would even be a positive if that was a property of a mob lol, it's just kinda meh.


    Take the strider, shulker, creeper, enderman or guardian for example. None of them is really connected to history or culture in any way, but the strider, shulker, guardian and probably the enderman are all good mobs in terms of game design.

    Posted in: Suggestions
  • 4

    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)
    Flutterflies are little insects with an appearance similar to a mini-flower, that serve as ambience mobs for the flower forest biome. They do so by flying around in fairly large groups, and make happy, giggling sounds, attempting to make the player feel happy when around them and making the flower forest a peaceful, almost fairyland-like biome.[/p]
    Side viewFront view

    They also have multiple mechanics to make them more interesting.

    1. They help in pollinating flowers, and will have a higher chance of doing so near beehives. This will "expand the flower forest" to other biomes, but it would be limited for obvious reasons.
    2. They will often go to flowers and suck nectar. In doing so, their colour changes to match the colour of the flower.
    3. At night (apart from new moon nights) and during thunderstorms, they will curl up into flowers and go to sleep. If the flower is broken, they come out and flutter away to try and find another flower to sleep in.
    4. During new moon nights, they stay awake and will all start glowing in one colour, making it a truly luminous sight. This is my way of implementing fireflies into the game.
    5. Lastly, they help injured bees (ones that have lost their stinger). They heal the bees so that they wouldn't die, but the bees will also not regrow their stingers.

    They drop the dye obtained from the last flower they sucked nectar from, or alternatively, the flower itself.

    Summary infographic

    Special thanks to the Minecraft Suggestions Discord server and the Minecraft Brainstorming subreddit for helping me with this concept.

    Thanks for reading, and have a good one! Be sure to like, comment and subscribe, and break your device by hitting the notification bell !!!!
    Posted in: Suggestions
  • 1

    posted a message on Minecraft Water Mob - The Fanfish

    2. The fish is purely fictional

    Why is that a negative?

    Posted in: Suggestions
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