Has mob-vs.-player combat been too easy? Are skeletons still killing more of themselves then players? The answer is YES! The 1.2 AI update was a step in the right direction, but minecraft needs a total Overhaul! I have put this list of ideas together so I could possibly see the AI update. This thread is a compendium of ideas for giving EVERY hostile and neutral mob an AI overhaul! I am now taking ideas!
Just the mobs that any dirt builder would find at night.
Skeletons
As the only ranged mob in the minecraft overworld, skeletons are more of a threat than spiders or zombies.
However, they are incredibly easy to kill and often do not pose a threat to the player.
Why? Because skeletons are programmed to always circle to the left after shooting an arrow. A player can exploit this by Running into the "blind spot" this creates. My suggestion is that instead of stupidly switching firing positions,skeletons should seek out corners and "murder holes" in order to pose more of a threat to the player. Skeletons should also not be affected by drowning, as they have no lungs.
Skeleton Ambushes:
When skeletons spawn in groups, they should seek out the player and detect the direction he/she is moving. Using this data the skeletons should purposely hide and draw the player into firing range. This adds more to the "archer" standpoint of skeletons. To prevent Overpowering of skeletons the amount of hearts they have should be dropped. (After all, they are made of dry bones!) Inter-Mob Collaboration:
On hard difficulty, skeletons will have the ability to identify other mobs, such as spiders. If a spider passes within 1 block of an existing skeleton the skeleton will have a 1 in 80 chance of mounting the spider and becoming a spider jockey. Also, skeletons will try to stop from shooting other hostile mobs on ANY difficulty.
If this is to become possible, the spider AI would have to be changed so that it detects the skeleton and
notes the changes made to it's height and width. (Spider jockeys often suffocate themselves)
Also, the spider would move away if the player is moving towards it then suddenly leap forward after the skeleton shoots Skeleton Spawners: In dungeons, Skeletons will automatically attack any mob (except spiders) that pass within 2 blocks of the spawner. (Players will be attacked normally.) Skeleton dungeons also have a chance of generating gravel over the spawner, so the skeletons have more time to attack. Rare Drops: A skeleton, when directly killed by the player, has a chance of dropping a bow. This bow shouldn't be "new" but have a random number of shots left. This amount of shots resembles how long the skeleton was alive and how many arrows it used. The Power I Enchantment:
Currently, a skeleton may drop a "Power I" bow. This should be reflected by the skeleton that will drop the bow doing a bit more damage. This is being added in 1.4.
Zombies
As the weakest mob in the minecraft overworld, zombies are supposed to be dumb and easy to kill. However, certain traits in their AI are simply useless and raise some questions about how good the AI update truly was. Zombies should have the following traits to make them more interesting and fun to fight.
Burrowing:
When in a desert or any biome with dirt or sand, zombies should be able to burrow. This means that they should have a 1 in 100 chance of spawning in a small 1x2 space underground right below where you are standing. Once you pass over the block, the block should break and the zombie could attack you. Rare Drops and Iron Zombies: Because zombies have a rare drop of iron ingots and armor, I propose that any zombie that drops a piece of armor is shown with the armor on it. The zombie should be affected by a small defense boost. Likewise, any zombie that will drop an iron sword has one in it's hand and attacks faster. This has been confirmed as true in 1.4! Zombies and skeletons can wear any type of armor and have a rare enchantment! Zombie Spawners: Zombie spawners should generate a 3x3 cube of gravel around the spawner to make dungeons more challenging. Also, the zombies should attack any mob, apart from skeletons or creepers that passes within 2 blocks of the spawner. Swamps and Oceans: First, zombies should not drown, as they are creatures that were brought back from the dead with dark magic. Next, zombies should have a small chance of spawning on ocean floors and a large spawn chance in swamps. (75% of the mobs in swamps should be zombies) Lava Flows:
One thing I dislike about the new AI update is how mobs have no way of telling if lava or water is flowing towards them. Zombies and any other mob should be able to detect flowing lava and move out of the way.
Creepers
Creepers are Notch's brainchild, with more potential than any other mob. However, because they always circle to the left. They are FAR too easy to kill. Creepers should do their job as stealthy assassins, not things that charge at you in plains biomes.
Stealth: Creepers should spawn more commonly in forest and jungle biomes, with mild reskins to fit the color of the biome's leaves and grass. These creepers would be harder to spot. But that's not all. When spotted, a creeper should attempt to find a place where the player can't see them. The AI then calculates where the player is walking and what direction the player is facing. The creeper should then come at the player from the side where the creeper can't be seen. Nether Creepers: No, I am not suggesting "Elemental Creepers" to be added. Creepers should spawn in the nether and be textured to look like netherrak. They will not spew fire out on detonation but have a "burning" special effect surrounding their bodies. Fire and Lava: If lava is flowing towards the creeper, it should calculate where the lava will stop and go around the entire flow. This is based off of the fact that in the AI update, no lava detection system was added. Rare Drops: Creepers should have a chance of dropping a TNT block as a rare drop. This should occur about as rarely as any other rare drop.
Spiders
Spiders are an interesting mob. They are completely easy to defeat if you have a good computer and impossible if you have a slow computer. Currently, the spider's jumping animation could be improved to cause less lag. Also, spiders still have their 1.8 AI, making them easy to farm, trap, and kill.
Flipping on Walls:
When a spider is climbing a wall now, they look like they are flying. This could be easily fixed by having spiders flip on their sides while climbing walls that face to the side, and having them also turn upside down when climbing on the ceiling. This way, they could get through 2X1 tunnels on their sides. Special Coloring: Depending on the biome a spider is in, it will have a mild reskin. In taiga biomes, they would be white and gray, If they spawned below layer 60 they would be the default color. This would make spiders harder to see. Spider Dungeons: Instead of having a normal dungeon, spider dungeons would generate cobwebs like a cave spider spawner. Spider eyes and fermented spider eyes would be in the chests.
Nether Mobs: Slightly more deadly than your average mob, with fire-like attacks:
Zombie Pigmen
Pigman "Tribes": This idea occured to me when I was exploring the nether fortress in my singleplayer world. Some pigmen would spawn in groups with different-colored loinclothes. These pigmen would be hostile to each other depending on color. When a pigman spawns in the overworld, it's tribe is determined by the biome it spawns in. Desert=orange, ocean/river=blue, Jungle/forest=green, Taiga=red,
Light gray, black, and purple pigmen can spawn near any portal in any biome.
Tribe Hostility Chart:
Red is hostile to Blue Green is hostile to Orange Light Gray is hostile to black Purple is hostile to all colors.
Each tribe would have 1 special ability. Red pigmen can use bows, with arrows that set you on fire. They will only become angry if you KILL a tribe member.
Blue pigmen can swim in lava and move around slightly faster than any other pigman. They will only become angry if you KILL a tribe member.
Green pigmen can infect mobs, turning pigs into pig zombies of the green tribe.
Orange pigmen have pickaxes, and will break blocks to get to the player if aggroed and within sight range.
Black and light gray pigmen are the same as regular pigmen.
Purple pigmen are passive and will follow you like an animal if you have a gold ingot in your hand.
Pigman Chiefs:
For each group of 10 pigmen that spawn. 1 chief will spawn. If he is attacked or hit in any way, the whole tribe will attack you. He looks like a zombie pigman with a loincloth the color of his tribe, a leather helmet in the color of his tribe, and war paint that is always red.
Magma Cubes: Magma cubes are easily the rarest mob in minecraft. They have an absolutely horrible AI, and will hop right into lava, making them invisible.
Spawning and Solidifying:
A magma cube will always spawn in a 1 block deep pool of lava. The cube will attempt to stay within 20 blocks of this pool at all times. When spawned, the magma cube will jump out of the pool and hop around in the area surrounding it. As soon as a player enters within 20 blocks of the pool, the cube will charge at the player. This charge attack allows the cube to move like a slime, but much faster. If the cube chases the player out of the aggro range, it will go back and float around in it's magma pool. For each 20 minutes the cube soaks in a magma pool, it grows a size.
If a player traps a magma cube, it will shrink a size every 5 minutes. Once the cube becomes tiny, it will die and a "solid magma cube" block appears. This block is mineable and when placed in a 1-block deep lava pool in the overworld, it becomes a magma cube with the pool as its "home pool." This cube IS NOT tamed, and will still attack you if you come near it's pool. If the pool is obsidianed, then the vengeful slime will chase the player until it solidifies. Magma cubes CANNOT see through glass
The "solidifyed magma cube" block can be crafted into 4 magma cream, but it is more interesting to revive the cube.
Blazes
The blaze is a completely idiotic mob. it falls very slowly and almost always spawns in the air, where it will fall and get stuck.
Spawn Detection:A blaze spawner should only be able to spawn blazes on nether brick, therefore cutting down the spawns outside of the fort and making blaze farms more efficent.
The spawner should also have a limit of 4 blazes within 16 blocks of the spawner.
Healing: If a blaze falls into lava, it should gain health back at the same speed as a player drowns. Blaze projectiles, when hitting another blaze, should heal the blaze that it hit.
Projectiles: Blaze projectiles should heal magma cubes, blazes, and ghasts. They should also break sand, dirt, and gravel.
Ghasts:
Hitbox: Really Jeb? Ghasts have had the same bug for ages now. The hitbox is a derp. Arrows simply noclip through them, and you can glitch right into them. I propose changing the hitbox to include the gas sack, and all of the tentacles.
New Drops: Instead of gunpowder, ghats should drop fire charges and ghast tears, both which fullfill the same purpose, as ghasts use fire charges as ammunition. Also, if a ghast attacks a zombie pigman with a bow (Red Tribe) the pigmen of that tribe should attack it.
Bones are actually very strong. Realistically, they would have the 3rd most health, under Zombies and Endermen, since Creepers have a brittle texture and the exoskeletons of Spiders/Silverfish are probably weaker than bone.
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Bones are actually very strong. Realistically, they would have the 3rd most health, under Zombies and Endermen, since Creepers have a brittle texture and the exoskeletons of Spiders/Silverfish are probably weaker than bone.
Noted, but wouldn't dusty, old bones be more brittle than the bones of a human (10 hearts)
I like the suggestions. I also would like if Skeletons had a melee attack they could use for some knockback against players.
The inter-mob dynamic... I'm not sure about. It would be interesting if skeletons randomly tamed spiders to ride, but really the spider jockeys are just as easy, if not easier, to kill than a normal skeleton. Quite often, it seems like the spiders end up taking fall damage or suffocating the skeleton without any player interaction. There would definitely need to be changes to spider behavior, as well.
Bones are actually very strong. Realistically, they would have the 3rd most health, under Zombies and Endermen, since Creepers have a brittle texture and the exoskeletons of Spiders/Silverfish are probably weaker than bone.
Dry bones are extremely brittle - much more brittle than living bones. Zombies have bones - possibly closer to living bones than dry bones. Striking a zombie in the head or spine should cause your sword to either be lost or broken immediately while striking them anywhere else should completely disable them. A spider's exoskeleton at the size of the spider in game would be cracked by a well-thrown pebble - a single fall, punch or trip should kill them. What does any of this have to do with OP? Well, every mob would have to be reduced to laughable difficulty if we were going for realism..... actually, none of them should even exist.....
I like the suggestions. I also would like if Skeletons had a melee attack they could use for some knockback against players.
The inter-mob dynamic... I'm not sure about. It would be interesting if skeletons randomly tamed spiders to ride, but really the spider jockeys are just as easy, if not easier, to kill than a normal skeleton. Quite often, it seems like the spiders end up taking fall damage or suffocating the skeleton without any player interaction. There would definitely need to be changes to spider behavior, as well.
Ambushes could be terrifying.
Dry bones are extremely brittle - much more brittle than living bones. Zombies have bones - possibly closer to living bones than dry bones. Striking a zombie in the head or spine should cause your sword to either be lost or broken immediately while striking them anywhere else should completely disable them. A spider's exoskeleton at the size of the spider in game would be cracked by a well-thrown pebble - a single fall, punch or trip should kill them. What does any of this have to do with OP? Well, every mob would have to be reduced to laughable difficulty if we were going for realism..... actually, none of them should even exist.....
I will probably make a section in here adding to spider behavior.
I will probably make a section in here adding to spider behavior. Bump.
No bumping unless you are adding information to the thread. And if you do edit the OP, just post saying what you changed and/or added, there is no reason to type "bump" as it just begs to get reported. I would hate to have to lock this as I like the ideas.
For the topic at hand I think the Spider Jockey AI should change so that spiders move slightly slower than they currently do (not easy to lug around a skeleton on your back), but they should also be trying to keep the skeleton out of a player's range. This includes attempting to get higher ground or climbing up walls and staying there.
Their collision data should also be changed so they can't suffocate the skeletons. That seems like an easy change that would make Spider Jockeys a lot harder to deal with.
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Removed some off topic posts. Keep it on topic people.
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Oh my, ambushing? Skeletons do that well enough already.
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I sure do wish I was at home.
I don't care what the neighbors say,
I'm gonna love you each and every day.
You can feel the beat within my heart.
Realize, sweet babe, we ain't ever gonna part.
No bumping unless you are adding information to the thread. And if you do edit the OP, just post saying what you changed and/or added, there is no reason to type "bump" as it just begs to get reported. I would hate to have to lock this as I like the ideas.
For the topic at hand I think the Spider Jockey AI should change so that spiders move slightly slower than they currently do (not easy to lug around a skeleton on your back), but they should also be trying to keep the skeleton out of a player's range. This includes attempting to get higher ground or climbing up walls and staying there.
Their collision data should also be changed so they can't suffocate the skeletons. That seems like an easy change that would make Spider Jockeys a lot harder to deal with.
Thank you Moderator, I would hate for this to be locked too. And I added the attempts to keep the skeleton out of range. Thanks for your contribution.
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I'm hoping for a better AI for most of the mobs. most of them just charge at you, with little animation. It's simple and it works, but I was hoping for something a bit better than that. I support.
I would also like it if skeletons couldn't instantly shoot you when you come around a corner. Changing this wouldn't make them more difficult, but still.
Perhaps make them shoot a bow like the player, charging the bow with the arm animation. Here is some suggestions related to this:
When the player is within range and view of the skeleton, the skeleton will always either be shooting or charging its next shot.
If the skeleton is pursuing a player, that is within range but not within view, the skeleton will keep an arrow fully charged and will fire it at the player is he comes within view. Since it has an arrow cocked, it will move slower, like the player does.
If the skeleton is pursuing a player that is not within range, it will uncock any arrow it has ready in order to move faster and will chase the player as normal.
Also, being able to pick up skeleton arrows is a bad idea. Since skeletons have infinite arrows you could just isolate a skeleton and dodge arrows for a while to get a bunch of them, or rig up something so that you don't have to dodge and the skeleton would always miss and all you have to do is sit there. It could too easily be abused which is why you can't do it currently.
Skeletons should not be able to swim (No floating!) (should be able to walk along the bottom of a lake for example)
Skeletons should be affected slightly less from current (made of bones).
Skeletons should not be drown-able
Skeletons should not be suffocate-able (Burying and unburying later? Uncovering skeletons in the sand while gathering some for glass?)
If you want to go the pick-up-able arrows route, they should have a set ammount of arrows, (15 or so?) after which they shoot their own bones (White arrows) that cannot be picked up (or can be, but cannot be shot).
No thanks. I don't think this will make them too hard, but I don't think they need improving, and, in my humble opinion, mobs aren't supposed to be sentient, or even intelligent. They have never worked together before, or been really that smart - yes, creepers go for corners, but that's much simpler than finding murder holes.
Has mob-vs.-player combat been too easy? Are skeletons still killing more of themselves then players?
The answer is YES! The 1.2 AI update was a step in the right direction, but minecraft needs a total
Overhaul! I have put this list of ideas together so I could possibly see the AI update. This thread is a compendium of ideas for giving EVERY hostile and neutral mob an AI overhaul! I am now taking ideas!
Supporter list!
Slushey
Lasko2020
Leson88
ChaseG1234567890
EnderBorn1
cheesyblack6
JohnyisAwesome
Frog81
SourishLegStraps
Overworld Mobs:
Just the mobs that any dirt builder would find at night.
Skeletons
As the only ranged mob in the minecraft overworld, skeletons are more of a threat than spiders or zombies.
However, they are incredibly easy to kill and often do not pose a threat to the player.
Why? Because skeletons are programmed to always circle to the left after shooting an arrow. A player can exploit this by Running into the "blind spot" this creates. My suggestion is that instead of stupidly switching firing positions,skeletons should seek out corners and "murder holes" in order to pose more of a threat to the player. Skeletons should also not be affected by drowning, as they have no lungs.
Skeleton Ambushes:
When skeletons spawn in groups, they should seek out the player and detect the direction he/she is moving. Using this data the skeletons should purposely hide and draw the player into firing range. This adds more to the "archer" standpoint of skeletons. To prevent Overpowering of skeletons the amount of hearts they have should be dropped. (After all, they are made of dry bones!)
Inter-Mob Collaboration:
On hard difficulty, skeletons will have the ability to identify other mobs, such as spiders. If a spider passes within 1 block of an existing skeleton the skeleton will have a 1 in 80 chance of mounting the spider and becoming a spider jockey. Also, skeletons will try to stop from shooting other hostile mobs on ANY difficulty.
If this is to become possible, the spider AI would have to be changed so that it detects the skeleton and
notes the changes made to it's height and width. (Spider jockeys often suffocate themselves)
Also, the spider would move away if the player is moving towards it then suddenly leap forward after the skeleton shoots
Skeleton Spawners:
In dungeons, Skeletons will automatically attack any mob (except spiders) that pass within 2 blocks of the spawner. (Players will be attacked normally.) Skeleton dungeons also have a chance of generating gravel over the spawner, so the skeletons have more time to attack.
Rare Drops:
A skeleton, when directly killed by the player, has a chance of dropping a bow. This bow shouldn't be
"new" but have a random number of shots left. This amount of shots resembles how long the skeleton was alive and how many arrows it used.
The Power I Enchantment:
Currently, a skeleton may drop a "Power I" bow. This should be reflected by the skeleton that will drop the bow doing a bit more damage. This is being added in 1.4.
Zombies
As the weakest mob in the minecraft overworld, zombies are supposed to be dumb and easy to kill. However, certain traits in their AI are simply useless and raise some questions about how good the AI update truly was. Zombies should have the following traits to make them more interesting and fun to fight.
Burrowing:
When in a desert or any biome with dirt or sand, zombies should be able to burrow. This means that they should have a 1 in 100 chance of spawning in a small 1x2 space underground right below where you are standing. Once you pass over the block, the block should break and the zombie could attack you.
Rare Drops and Iron Zombies:
Because zombies have a rare drop of iron ingots and armor, I propose that any zombie that drops a piece of armor is shown with the armor on it. The zombie should be affected by a small defense boost. Likewise, any zombie that will drop an iron sword has one in it's hand and attacks faster. This has been confirmed as true in 1.4! Zombies and skeletons can wear any type of armor and have a rare enchantment!
Zombie Spawners:
Zombie spawners should generate a 3x3 cube of gravel around the spawner to make dungeons more challenging. Also, the zombies should attack any mob, apart from skeletons or creepers that passes within 2 blocks of the spawner.
Swamps and Oceans:
First, zombies should not drown, as they are creatures that were brought back from the dead with dark magic. Next, zombies should have a small chance of spawning on ocean floors and a large spawn chance in swamps. (75% of the mobs in swamps should be zombies)
Lava Flows:
One thing I dislike about the new AI update is how mobs have no way of telling if lava or water is flowing towards them. Zombies and any other mob should be able to detect flowing lava and move out of the way.
Creepers
Creepers are Notch's brainchild, with more potential than any other mob. However, because they always circle to the left. They are FAR too easy to kill. Creepers should do their job as stealthy assassins, not things that charge at you in plains biomes.
Stealth: Creepers should spawn more commonly in forest and jungle biomes, with mild reskins to fit the color of the biome's leaves and grass. These creepers would be harder to spot. But that's not all. When spotted, a creeper should attempt to find a place where the player can't see them. The AI then calculates where the player is walking and what direction the player is facing. The creeper should then come at the player from the side where the creeper can't be seen.
Nether Creepers: No, I am not suggesting "Elemental Creepers" to be added. Creepers should spawn in the nether and be textured to look like netherrak. They will not spew fire out on detonation but have a "burning" special effect surrounding their bodies.
Fire and Lava: If lava is flowing towards the creeper, it should calculate where the lava will stop and go around the entire flow. This is based off of the fact that in the AI update, no lava detection system was added.
Rare Drops: Creepers should have a chance of dropping a TNT block as a rare drop. This should occur about as rarely as any other rare drop.
Spiders
Spiders are an interesting mob. They are completely easy to defeat if you have a good computer and impossible if you have a slow computer. Currently, the spider's jumping animation could be improved to cause less lag. Also, spiders still have their 1.8 AI, making them easy to farm, trap, and kill.
Flipping on Walls:
When a spider is climbing a wall now, they look like they are flying. This could be easily fixed by having spiders flip on their sides while climbing walls that face to the side, and having them also turn upside down when climbing on the ceiling. This way, they could get through 2X1 tunnels on their sides.
Special Coloring:
Depending on the biome a spider is in, it will have a mild reskin. In taiga biomes, they would be white and gray, If they spawned below layer 60 they would be the default color. This would make spiders harder to see.
Spider Dungeons:
Instead of having a normal dungeon, spider dungeons would generate cobwebs like a cave spider spawner. Spider eyes and fermented spider eyes would be in the chests.
Nether Mobs:
Slightly more deadly than your average mob, with fire-like attacks:
Zombie Pigmen
Pigman "Tribes":
This idea occured to me when I was exploring the nether fortress in my singleplayer world. Some pigmen would spawn in groups with different-colored loinclothes. These pigmen would be hostile to each other depending on color. When a pigman spawns in the overworld, it's tribe is determined by the biome it spawns in. Desert=orange, ocean/river=blue, Jungle/forest=green, Taiga=red,
Light gray, black, and purple pigmen can spawn near any portal in any biome.
Tribe Hostility Chart:
Red is hostile to Blue
Green is hostile to Orange
Light Gray is hostile to black
Purple is hostile to all colors.
Each tribe would have 1 special ability.
Red pigmen can use bows, with arrows that set you on fire.
They will only become angry if you KILL a tribe member.
Blue pigmen can swim in lava and move around slightly faster than any other pigman.
They will only become angry if you KILL a tribe member.
Green pigmen can infect mobs, turning pigs into pig zombies of the green tribe.
Orange pigmen have pickaxes, and will break blocks to get to the player if aggroed and within sight range.
Black and light gray pigmen are the same as regular pigmen.
Purple pigmen are passive and will follow you like an animal if you have a gold ingot in your hand.
Pigman Chiefs:
For each group of 10 pigmen that spawn. 1 chief will spawn. If he is attacked or hit in any way, the whole tribe will attack you. He looks like a zombie pigman with a loincloth the color of his tribe, a leather helmet in the color of his tribe, and war paint that is always red.
Magma Cubes:
Magma cubes are easily the rarest mob in minecraft. They have an absolutely horrible AI, and will hop right into lava, making them invisible.
Spawning and Solidifying:
A magma cube will always spawn in a 1 block deep pool of lava. The cube will attempt to stay within 20 blocks of this pool at all times. When spawned, the magma cube will jump out of the pool and hop around in the area surrounding it. As soon as a player enters within 20 blocks of the pool, the cube will charge at the player. This charge attack allows the cube to move like a slime, but much faster. If the cube chases the player out of the aggro range, it will go back and float around in it's magma pool. For each 20 minutes the cube soaks in a magma pool, it grows a size.
If a player traps a magma cube, it will shrink a size every 5 minutes. Once the cube becomes tiny, it will die and a "solid magma cube" block appears. This block is mineable and when placed in a 1-block deep lava pool in the overworld, it becomes a magma cube with the pool as its "home pool." This cube IS NOT tamed, and will still attack you if you come near it's pool. If the pool is obsidianed, then the vengeful slime will chase the player until it solidifies. Magma cubes CANNOT see through glass
The "solidifyed magma cube" block can be crafted into 4 magma cream, but it is more interesting to revive the cube.
Blazes
The blaze is a completely idiotic mob. it falls very slowly and almost always spawns in the air, where it will fall and get stuck.
Spawn Detection:A blaze spawner should only be able to spawn blazes on nether brick, therefore cutting down the spawns outside of the fort and making blaze farms more efficent.
The spawner should also have a limit of 4 blazes within 16 blocks of the spawner.
Healing:
If a blaze falls into lava, it should gain health back at the same speed as a player drowns. Blaze projectiles, when hitting another blaze, should heal the blaze that it hit.
Projectiles:
Blaze projectiles should heal magma cubes, blazes, and ghasts. They should also break sand, dirt, and gravel.
Ghasts:
Hitbox:
Really Jeb? Ghasts have had the same bug for ages now. The hitbox is a derp. Arrows simply noclip through them, and you can glitch right into them.
I propose changing the hitbox to include the gas sack, and all of the tentacles.
New Drops:
Instead of gunpowder, ghats should drop fire charges and ghast tears, both which fullfill the same purpose, as ghasts use fire charges as ammunition. Also, if a ghast attacks a zombie pigman with a bow (Red Tribe) the pigmen of that tribe should attack it.
Now With Signature!
Note. This account is deprecated due to past bigotry in posts that cannot be deleted.
Noted, but wouldn't dusty, old bones be more brittle than the bones of a human (10 hearts)
Note. This account is deprecated due to past bigotry in posts that cannot be deleted.
Note. This account is deprecated due to past bigotry in posts that cannot be deleted.
The inter-mob dynamic... I'm not sure about. It would be interesting if skeletons randomly tamed spiders to ride, but really the spider jockeys are just as easy, if not easier, to kill than a normal skeleton. Quite often, it seems like the spiders end up taking fall damage or suffocating the skeleton without any player interaction. There would definitely need to be changes to spider behavior, as well.
Ambushes could be terrifying.
Dry bones are extremely brittle - much more brittle than living bones. Zombies have bones - possibly closer to living bones than dry bones. Striking a zombie in the head or spine should cause your sword to either be lost or broken immediately while striking them anywhere else should completely disable them. A spider's exoskeleton at the size of the spider in game would be cracked by a well-thrown pebble - a single fall, punch or trip should kill them. What does any of this have to do with OP? Well, every mob would have to be reduced to laughable difficulty if we were going for realism..... actually, none of them should even exist.....
Note. This account is deprecated due to past bigotry in posts that cannot be deleted.
No bumping unless you are adding information to the thread. And if you do edit the OP, just post saying what you changed and/or added, there is no reason to type "bump" as it just begs to get reported. I would hate to have to lock this as I like the ideas.
For the topic at hand I think the Spider Jockey AI should change so that spiders move slightly slower than they currently do (not easy to lug around a skeleton on your back), but they should also be trying to keep the skeleton out of a player's range. This includes attempting to get higher ground or climbing up walls and staying there.
Their collision data should also be changed so they can't suffocate the skeletons. That seems like an easy change that would make Spider Jockeys a lot harder to deal with.
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Perhaps make them shoot a bow like the player, charging the bow with the arm animation. Here is some suggestions related to this: