Maybe they will have a more sensitive detection range, have more health, do more damage, teleport more often, and maybe even shoot projectiles.
You never know. They were supposed to be scary. Right now they're just like weaker version of creepers that only attack you when you hover over them with your mouse.
Personally I hope that Endermen can teleport to you anywhere, even inside your house! I also like the idea of destroying torches, or perhaps somehow neutralizing light. I would really like it if they had a fog around them like the void does. So that way when they get close you can't see as well.
They need to be stronger? Yes, little more than a Skeleton on Hard mode seems good.
They Need more health? Yes, 4 more hearts seems about right.
Teleport more often? Yes, I'd love to see them abuse the crap out of their teleport, even outside of combat.
They need to completely stop picking up blocks? Absolutely not. That's their character feature, it only needs to be changed a bit.
They might shoot projectiles? Kind of an okay idea, but I think ghasts and skeletons are enough.
Rollback Post to RevisionRollBack
"It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts."
::Quote from The Adventures of Sherlock Holmes
Personally I hope that Endermen can teleport to you anywhere, even inside your house! I also like the idea of destroying torches, or perhaps somehow neutralizing light. I would really like it if they had a fog around them like the void does. So that way when they get close you can't see as well.
Would make it more scary, that's for sure. Maybe just their aura breaks torches, and shatters glowstone. Maybe the only light they can't break should be pumpkins?
Having the void fog around them is a great idea, just when you get within 5 blocks or something. I don't want them to actually remove or delete torches. The whole idea behind removing the block moving is so they aren't just minecraft's version of termites instead of the scary monsters they're supposed to be.
Personally I hope that Endermen can teleport to you anywhere, even inside your house! I also like the idea of destroying torches, or perhaps somehow neutralizing light. I would really like it if they had a fog around them like the void does. So that way when they get close you can't see as well.
*sigh*
I wish not so many people were so hellbent on having random mobs destroying stuff you worked your ass on.
They Need more health? Yes, 4 more hearts seems about right.
I think Notch overestimated their fear level a bit, thus overcompensating with too low health setup. In order to truly be frightening, they do need more health. Right now, they just feel annoying and you want to just hack them down fast, which you easily can.
Teleport more often? Yes, I'd love to see them abuse the crap out of their teleport, even outside of combat.
Agreed to some extent. Not necessarily teleport longer, but more and try to teleport away from you when you try to move in on them. Maybe Notch could make them aggressive if you came up too close, as well. Like, less that 10 feet away or something.
They need to completely stop picking up blocks? Absolutely not. That's their character feature, it only needs to be changed a bit.
Indeed, just add a new local variable to blocks, that is dependent on whether their spawn was caused by a "local" (player), or a "global" (world load or enderman) placement. IF local, set to non-carry value. ELSE, set to carry value. Not sure how this works in Java yet, but I assume it's conceptually similar to C++ in terms of variable control.
They might shoot projectiles? Kind of an okay idea, but I think ghasts and skeletons are enough.
Yeah, Endermen have their unique role and it's not ranged. New mobs should try to be designed around similar unique roles and not just a different model for the same role.
Indeed, just add a new local variable to blocks, that is dependent on whether their creation was caused by a local (player) or a global (world load) placement. IF local, then set variable to non-carry value. ELSE, set to carry value. Not sure how this works in Java yet, but I assume it's similar to C++ in terms of variable control.
Add a tag to each block, O-X, with 0 being "natural/ not owned", 1 being "player owned", 2 being "NPC owned", 3 being "enderman owned" (aggros endermen if you mess with there stuff), and so on for any other factions that might come up.
I wish not so many people were so hellbent on having random mobs destroying stuff you worked your ass on.
And I wish not so many people were so hellbent on having no defensive structures to protect stuff they worked their ass on. That "survival" was a challenging goal in that game mode.
Sadly, for me, looks like you're the one who's getting your wish.
Add a tag to each block, O-X, with 0 being "natural/ not owned", 1 being "player owned", 2 being "NPC owned", 3 being "enderman owned" (aggros endermen if you mess with there stuff), and so on for any other factions that might come up.
...which increases the memory needed for every block, multiplied by every block in the game, which now has to be saved and loaded on a regular basis, hence contributing to lag adn general slowdown....
And I wish not so many people were so hellbent on having no defensive structures to protect stuff they worked their ass on. That "survival" was a challenging goal in that game mode.
Sadly, for me, looks like you're the one who's getting your wish.
Its not just your structures, it is the entire world. The gameplay impact of their block movement at the moment is horrible.
Its not just your structures, it is the entire world. The gameplay impact of their block movement at the moment is horrible.
Their "gameplay" impact is negligible. They don't move bedrock often enough for it to be a concern blocking you, and anything else they move you can either dig through and/or replace.
Their aesthetic impact, on the other hand, is pretty bad, I'll agree. I've already suggested that to fix that, make it so that they'll only take blocks that have the top and one other side exposed to the air.
My list of things they should change to:
1.They should not be able to pick up any man-made blocks or blocks that already cant be moved by pistons. Possibly even logs to prevent random tree holes.
2.They should teleport more
3.Notch should make it so no matter if they're behind a wall or not, when u stare at them they aggro.
4.They should have their own dungeons (make it so they cant pick up spawners, mossy or cobble)
5.They should be able to pick up TNT and strategically place it.
6.Water should NOT kill them, having them die in thunderstorms or in rain is not fun :sad.gif:
7.They should dim torches or cause an even tinier fog then when you go on tiny
8.Lastly, they should be more shade like....transpareny wise
A few nice features that could be added to them:
Summoned from a type of ender-staff made with pearls and diamonds so you can have them as allies.
Possibly taming them?
Basically what i'm saying is, i want them to help me kick some creeper ***
...which increases the memory needed for every block, multiplied by every block in the game, which now has to be saved and loaded on a regular basis, hence contributing to lag adn general slowdown....
I didn't say there wouldn't be problems. I know that the more information added to blocks, the more information needs to be stored.
.... So the tag would be 2 bits for every block (00= natural, 01=player, 10=NPC, 11= endermen). It would only be updated if you, or one of the other factions, moved it.
If a world was 100 chunks* (1600 blocks by 1600 blocks) and chunks contain 8192 blocks (assuming air is counted as a block), then the extra two bites per block would add up to 1,638,400 bits, 204800 bites (....) making the extra data 200 KB. So that's 2 KB maximum extra data per chunk. However, another way would be to make only blocks that could be placed by an entity have a tag, meaning water spawners, lava spawners, bedrock, air, and anything else I'm forgetting would not need to have a tag.
Or, to save even more space, make natural blocks not have a tag. Thus, the additional information would be negligible for most people.
(Note: I do not know java. Or programing. Someone who programs will probably shoot this full of holes. It's more of a thought experiment.)
You never know. They were supposed to be scary. Right now they're just like weaker version of creepers that only attack you when you hover over them with your mouse.
Maybe opening wooden doors, and ducking down to get in? Just even when you haven't looked at them.
BBCode Render failed due to reaching MaxNestingDepth(80) for Tag: spoiler
They need to be stronger? Yes, little more than a Skeleton on Hard mode seems good.
They Need more health? Yes, 4 more hearts seems about right.
Teleport more often? Yes, I'd love to see them abuse the crap out of their teleport, even outside of combat.
They need to completely stop picking up blocks? Absolutely not. That's their character feature, it only needs to be changed a bit.
They might shoot projectiles? Kind of an okay idea, but I think ghasts and skeletons are enough.
::Quote from The Adventures of Sherlock Holmes
Would make it more scary, that's for sure. Maybe just their aura breaks torches, and shatters glowstone. Maybe the only light they can't break should be pumpkins?
*sigh*
I wish not so many people were so hellbent on having random mobs destroying stuff you worked your ass on.
... within a certain radius, of course. Combined with their teleporting abilities, this should make them something to avoid fighting.
Edit: I don't think they need to be super powerful mobs. We already have creepers to instantly kill the player.
Especially considering that they are Melee and not ranged.
I think Notch overestimated their fear level a bit, thus overcompensating with too low health setup. In order to truly be frightening, they do need more health. Right now, they just feel annoying and you want to just hack them down fast, which you easily can.
Agreed to some extent. Not necessarily teleport longer, but more and try to teleport away from you when you try to move in on them. Maybe Notch could make them aggressive if you came up too close, as well. Like, less that 10 feet away or something.
Indeed, just add a new local variable to blocks, that is dependent on whether their spawn was caused by a "local" (player), or a "global" (world load or enderman) placement. IF local, set to non-carry value. ELSE, set to carry value. Not sure how this works in Java yet, but I assume it's conceptually similar to C++ in terms of variable control.
Yeah, Endermen have their unique role and it's not ranged. New mobs should try to be designed around similar unique roles and not just a different model for the same role.
May the force be without you.
Add a tag to each block, O-X, with 0 being "natural/ not owned", 1 being "player owned", 2 being "NPC owned", 3 being "enderman owned" (aggros endermen if you mess with there stuff), and so on for any other factions that might come up.
And I wish not so many people were so hellbent on having no defensive structures to protect stuff they worked their ass on. That "survival" was a challenging goal in that game mode.
Sadly, for me, looks like you're the one who's getting your wish.
...which increases the memory needed for every block, multiplied by every block in the game, which now has to be saved and loaded on a regular basis, hence contributing to lag adn general slowdown....
Its not just your structures, it is the entire world. The gameplay impact of their block movement at the moment is horrible.
Their "gameplay" impact is negligible. They don't move bedrock often enough for it to be a concern blocking you, and anything else they move you can either dig through and/or replace.
Their aesthetic impact, on the other hand, is pretty bad, I'll agree. I've already suggested that to fix that, make it so that they'll only take blocks that have the top and one other side exposed to the air.
1.They should not be able to pick up any man-made blocks or blocks that already cant be moved by pistons. Possibly even logs to prevent random tree holes.
2.They should teleport more
3.Notch should make it so no matter if they're behind a wall or not, when u stare at them they aggro.
4.They should have their own dungeons (make it so they cant pick up spawners, mossy or cobble)
5.They should be able to pick up TNT and strategically place it.
6.Water should NOT kill them, having them die in thunderstorms or in rain is not fun :sad.gif:
7.They should dim torches or cause an even tinier fog then when you go on tiny
8.Lastly, they should be more shade like....transpareny wise
A few nice features that could be added to them:
Summoned from a type of ender-staff made with pearls and diamonds so you can have them as allies.
Possibly taming them?
Basically what i'm saying is, i want them to help me kick some creeper ***
I didn't say there wouldn't be problems. I know that the more information added to blocks, the more information needs to be stored.
If a world was 100 chunks* (1600 blocks by 1600 blocks) and chunks contain 8192 blocks (assuming air is counted as a block), then the extra two bites per block would add up to 1,638,400 bits, 204800 bites (....) making the extra data 200 KB. So that's 2 KB maximum extra data per chunk. However, another way would be to make only blocks that could be placed by an entity have a tag, meaning water spawners, lava spawners, bedrock, air, and anything else I'm forgetting would not need to have a tag.
Or, to save even more space, make natural blocks not have a tag. Thus, the additional information would be negligible for most people.
(Note: I do not know java. Or programing. Someone who programs will probably shoot this full of holes. It's more of a thought experiment.)