It would even be better if zombies sometimes spawned with swords and they did more damage to you. Imagine the tiers of mobs.
Now I find this idea to be interesting.
Allow zombies to spawn with (up to) iron armor / iron swords. Or just equip them visually with what ever they are going to drop.
(on second thought; that would require inventories and data tables to be put in the entities instead of simply tacking on some random rolls on event of monster death where player_caused_damage or something similar = true)
But lets go for the proverbial diamond here:
Allow skeletons on generation to be equipped with any leather armor piece. Killing a skeleton with a leather hat; yields a leather hat. Killing a zombie in Iron armor with an iron sword; yields an iron sword.
It allows you to visually identify which mobs to attack for greater rewards if you so choose; but also allows you to identify the stronger hostile in the case that you don't feel like tangling with them. (And would prefer taking it out from range, ignoring it, or figuring out which one you need to lure into a trap before engaging the weaker comrades)
It further develops the risk versus reward idea ('harder' mobs drop better stuffz) and allows unique rewards based on mob type. But the key requirement here needs to be the visual trigger; if any player who doesn't explicitly want to combat more durable, or more damaging enemies they need to be able to quickly identify these variants to be able to plot action accordingly.
And heck while we're at it; lets twist the story knob a bit to:
-Zombies are allowed iron armor and weapons because they were the formerly armored warriors / knights who fought the monster hordes. Their bodies are some-what intact because the armor protected their soft, squishy bits when they died.
-Skeletons to were killed in the attacks, but since archers were less armored (leather) their fleshy parts were eaten away (by the monsters or elements). Leaving them as nothing more then bones with scraps of their old uniforms in some cases (the rarer lootable variants)
Even if mobs carry armor, them giving it to you... it needs to be limited to leather. Which would make leather pretty useful in the start.
That's a great idea. Most people don't even use leather. Even when iron is rare it is still much quicker to make armor out of and it lasts longer.
If they dropped leather people would use it a lot more often as a buffer and it would make the game a little harder because they would have less protection then with iron armor.
Like I said earlier though, I have more beef with armors being obtainable in chests because if I visit one village I already get a lot of an iron set.
That's a great idea. Most people don't even use leather. Even when iron is rare it is still much quicker to make armor out of and it lasts longer.
If they dropped leather people would use it a lot more often as a buffer and it would make the game a little harder because they would have less protection then with iron armor.
Like I said earlier though, I have more beef with armors being obtainable in chests because if I visit one village I already get a lot of an iron set.
Not to mention there is 160 iron per chunk..
I posted this in another thread, but it came to be right after I posted here.
How about...
40-50% chance for a mob to wear random leather armor parts, in various stages of decay.
15-20% chance for a mob to wear chainmail, with the same things as stated above.
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I don't know really... I think chainmail would be a better drop than leather.
We don't need to increase leather dropping rates to make players use them... they would still use iron.
IMO the thing that should be done is nerfing iron armor (perhaps making the players unable to sprint?)
You would use leather in the start, since you'd kill some mobs first. Also, I updated my idea to have a 40-50% chance for a mob to wear a random part of leather armor, and a 15-20% chance for chainmail
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I'm not sure if this has been said before, but, in my honest opinion the rare drops from mobs should be all types of discs rather than armour or tools, disks are hard to get and this would make it a bit easier to obtain them, and there is no need for mobs to drop armour and tools when you can easly obtain them within a few minutes of mining. How do you like this idea, seems more logic for the rare drop to be discs like when creepers get killed by skeletons rather then tools and armour..
~Sincerly, Mihajlo.
You would use leather in the start, since you'd kill some mobs first. Also, I updated my idea to have a 40-50% chance for a mob to wear a random part of leather armor, and a 15-20% chance for chainmail
I don't know really... I think chainmail would be a better drop than leather.
We don't need to increase leather dropping rates to make players use them... they would still use iron.
IMO the thing that should be done is nerfing iron armor (perhaps making the players unable to sprint?)
I like both this ideas, if iron armor wont let you sprint leather would be as useful as iron but for other purposes, protection and speed.
But collecting that much leather takes time, so making mobs drop leather and chainmail but let us get leather armor without having to kill like 15 cows.
We don't need to increase leather dropping rates to make players use them... they would still use iron.
I would like to voice my agreement with this point.
There are several factors preventing players from using leather armor.
-Availability
-Durability
-Level of protection
Perhaps it can be the topic of another poll; but I do not think that players would use leather even if it was handed to them in full condition as a mob drop. I would foresee a lot of the pieces being thrown out or incinerated due to the low usefulness. (Be that the uselessness is with merit, or just a communal stigma is another debatable point.)
I'd say tedious to gather due to several factors. In a new world you can quite easily quickly gather up a bunch of wood; and tunnel into the ground at nightfall.
Make a table, grab some stone, make a furnace and pick; on your way to bedrock you'll more then likely be able to grab enough iron for a pick.
Save that pick for diamonds; and use the myrad of cobble gathered on the way down for stone tools. Bake the iron into ingots along the way; or when you hit the bottom. Didn't run into coal? Take some of the extra wood and make charcoal while you begin the branch mine.
Within no more then three to four day / night cycles you should have enough diamonds for an armor set. Food could be an issue if you didn't come across some mushrooms in a cave on the way down; so perhaps spend part of your first surface day slaughtering all animals you find for rations.
In theory if you bring some saplings with you; you will never actually have to return to the surface again. Dwarf mode engage!
"Dwarf mode" is probably the best reason to have caves with mobs in them -- otherwise, you could never see a mob at all underground.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
"Dwarf mode" is probably the best reason to have caves with mobs in them -- otherwise, you could never see a mob at all underground.
Also need to clarify; there is a difference between running into a cave when doing this and not.
If not: you have a perfectly safe tunnel down to best resources. If so: One can easily find more iron and coal, maybe even mushrooms for food. But this puts you at the added risk of running into monsters.
But who am I kidding? Once you get to bedrock and start your branch mine you have virtually zero chance of ever seeing a monster unless you purposely leave the safety of your well lit branch system.
-EDIT-
I just had another thought:
You could, if you really wanted to exploit mechanics, leave all of your branches dark. Then simply cobble-wall them off when you've cleared an area. You have created a pocket that monsters can spawn in; but will never be able to reach you from.
Have enough of these little pockets in an area to eat up the spawn limit; and you have effectively eliminated monsters all together.
(All the more reason the solution to the monster problem isn't "less caves", its a re-write of the algorithm that chooses an appropriate place for them to be able to spawn.)
I like both this ideas, if iron armor wont let you sprint leather would be as useful as iron but for other purposes, protection and speed.
But collecting that much leather takes time, so making mobs drop leather and chainmail but let us get leather armor without having to kill like 15 cows.
That was always one of my early ideas about armor, but...you made it even better.
What do you all like better?
Iron Armor = No Sprint.
OR
Iron Armor = 75% max speed.
Give Iron some slight limitation makes leather and chainmail seem valuable, in other aspects.
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I don't get why everyone is freaking out over this.
If you don't want the items from the mobs, throw the stuff away. If yo don't want so much iron, YOU CAN THROW SOME AWAY.
The thing about minecraft is that, if you don't like a feature, you can ignore it. I happen to like that I finally have a reason to go out and kill monsters.
Just because you don't like something doesn't mean it has to be changed. There are more opinions then just yours.
I don't get why everyone is freaking out over this.
If you don't want the items from the mobs, throw the stuff away. If yo don't want so much iron, YOU CAN THROW SOME AWAY.
The thing about minecraft is that, if you don't like a feature, you can ignore it. I happen to like that I finally have a reason to go out and kill monsters.
Just because you don't like something doesn't mean it has to be changed. There are more opinions then just yours.
No...Just NO. Stop this whole "don't use it" ********. Ignoring an issue does not make it go away.
The issue that is if they drop iron tools, it's even more unbalanced. You were never supposed to just kill mobs all willy nilly. Mobs were supposed to be very dangerous and a fight only if you have too, or fight them after practicing and learning new tricks.
Now it's run outside, slaughter 100 mobs without a second thought. Which is retarded.
If they are going to drop things, it needs to be only leather and chainmail, and never a full set. They also need to use any armor or weapons they drop
The game does NOT need to get any easier, it's beyond easy enough. Hell, let's make them have a chance to drop diamond. WHY NOT? Because mining for something in a mining game, that's a waste of my time, why mine at all?
Why even play?
My point is said
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
No...Just NO. Stop this whole "don't use it" ********. Ignoring an issue does not make it go away.
The issue that is if they drop iron tools, it's even more unbalanced. You were never supposed to just kill mobs all willy nilly. Mobs were supposed to be very dangerous and a fight only if you have too, or fight them after practicing and learning new tricks.
Now it's run outside, slaughter 100 mobs without a second thought. Which is retarded.
If they are going to drop things, it needs to be only leather and chainmail, and never a full set. They also need to use any armor or weapons they drop
The game does NOT need to get any easier, it's beyond easy enough. Hell, let's make them have a chance to drop diamond. WHY NOT? Because mining for something in a mining game, that's a waste of my time, why mine at all?
Why even play?
My point is said
I completely disagree with your opinion, on all points.
Now I find this idea to be interesting.
Allow zombies to spawn with (up to) iron armor / iron swords. Or just equip them visually with what ever they are going to drop.
(on second thought; that would require inventories and data tables to be put in the entities instead of simply tacking on some random rolls on event of monster death where player_caused_damage or something similar = true)
But lets go for the proverbial diamond here:
Allow skeletons on generation to be equipped with any leather armor piece. Killing a skeleton with a leather hat; yields a leather hat. Killing a zombie in Iron armor with an iron sword; yields an iron sword.
It allows you to visually identify which mobs to attack for greater rewards if you so choose; but also allows you to identify the stronger hostile in the case that you don't feel like tangling with them. (And would prefer taking it out from range, ignoring it, or figuring out which one you need to lure into a trap before engaging the weaker comrades)
It further develops the risk versus reward idea ('harder' mobs drop better stuffz) and allows unique rewards based on mob type. But the key requirement here needs to be the visual trigger; if any player who doesn't explicitly want to combat more durable, or more damaging enemies they need to be able to quickly identify these variants to be able to plot action accordingly.
And heck while we're at it; lets twist the story knob a bit to:
-Zombies are allowed iron armor and weapons because they were the formerly armored warriors / knights who fought the monster hordes. Their bodies are some-what intact because the armor protected their soft, squishy bits when they died.
-Skeletons to were killed in the attacks, but since archers were less armored (leather) their fleshy parts were eaten away (by the monsters or elements). Leaving them as nothing more then bones with scraps of their old uniforms in some cases (the rarer lootable variants)
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
If they dropped leather people would use it a lot more often as a buffer and it would make the game a little harder because they would have less protection then with iron armor.
Like I said earlier though, I have more beef with armors being obtainable in chests because if I visit one village I already get a lot of an iron set.
Not to mention there is 160 iron per chunk..
I posted this in another thread, but it came to be right after I posted here.
How about...
40-50% chance for a mob to wear random leather armor parts, in various stages of decay.
15-20% chance for a mob to wear chainmail, with the same things as stated above.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I don't know really... I think chainmail would be a better drop than leather.
We don't need to increase leather dropping rates to make players use them... they would still use iron.
IMO the thing that should be done is nerfing iron armor (perhaps making the players unable to sprint?)
You would use leather in the start, since you'd kill some mobs first. Also, I updated my idea to have a 40-50% chance for a mob to wear a random part of leather armor, and a 15-20% chance for chainmail
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
~Sincerly, Mihajlo.
I like both this ideas, if iron armor wont let you sprint leather would be as useful as iron but for other purposes, protection and speed.
But collecting that much leather takes time, so making mobs drop leather and chainmail but let us get leather armor without having to kill like 15 cows.
I would like to voice my agreement with this point.
There are several factors preventing players from using leather armor.
-Availability
-Durability
-Level of protection
Perhaps it can be the topic of another poll; but I do not think that players would use leather even if it was handed to them in full condition as a mob drop. I would foresee a lot of the pieces being thrown out or incinerated due to the low usefulness. (Be that the uselessness is with merit, or just a communal stigma is another debatable point.)
"Dwarf mode" is probably the best reason to have caves with mobs in them -- otherwise, you could never see a mob at all underground.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Also need to clarify; there is a difference between running into a cave when doing this and not.
If not: you have a perfectly safe tunnel down to best resources. If so: One can easily find more iron and coal, maybe even mushrooms for food. But this puts you at the added risk of running into monsters.
But who am I kidding? Once you get to bedrock and start your branch mine you have virtually zero chance of ever seeing a monster unless you purposely leave the safety of your well lit branch system.
-EDIT-
I just had another thought:
You could, if you really wanted to exploit mechanics, leave all of your branches dark. Then simply cobble-wall them off when you've cleared an area. You have created a pocket that monsters can spawn in; but will never be able to reach you from.
Have enough of these little pockets in an area to eat up the spawn limit; and you have effectively eliminated monsters all together.
(All the more reason the solution to the monster problem isn't "less caves", its a re-write of the algorithm that chooses an appropriate place for them to be able to spawn.)
That was always one of my early ideas about armor, but...you made it even better.
What do you all like better?
Iron Armor = No Sprint.
OR
Iron Armor = 75% max speed.
Give Iron some slight limitation makes leather and chainmail seem valuable, in other aspects.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
'Tis the holy sword of zombie cleansing...
Shame it has only 33 uses.
That sword broke pretty much after I posted that pic.
Well in all fairness relics are generally more decorative then actually useful.
(Still a rather lucky find, congratulations Koishi)
If you don't want the items from the mobs, throw the stuff away. If yo don't want so much iron, YOU CAN THROW SOME AWAY.
The thing about minecraft is that, if you don't like a feature, you can ignore it. I happen to like that I finally have a reason to go out and kill monsters.
Just because you don't like something doesn't mean it has to be changed. There are more opinions then just yours.
No...Just NO. Stop this whole "don't use it" ********. Ignoring an issue does not make it go away.
The issue that is if they drop iron tools, it's even more unbalanced. You were never supposed to just kill mobs all willy nilly. Mobs were supposed to be very dangerous and a fight only if you have too, or fight them after practicing and learning new tricks.
Now it's run outside, slaughter 100 mobs without a second thought. Which is retarded.
If they are going to drop things, it needs to be only leather and chainmail, and never a full set. They also need to use any armor or weapons they drop
The game does NOT need to get any easier, it's beyond easy enough. Hell, let's make them have a chance to drop diamond. WHY NOT? Because mining for something in a mining game, that's a waste of my time, why mine at all?
Why even play?
My point is said
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I completely disagree with your opinion, on all points.