I just made creepers with a knockback resistance of 1.0. You can't knock them back. Thinking of making them supercharged, is that too mean?
Yes that is to mean. That is a totally unfair move IMO especially if you are stopping people from range attacking them with projectile protection VI on it as well. These things have to be fightable.
Where in the map would these be. If the player is given blast protection armor its fair.Chiefwiggy did that in a collab map but he gave the player a diamond helmet with blast protection 10 to even it out.
Where in the map would these be. If the player is given blast protection armor its fair.Chiefwiggy did that in a collab map but he gave the player a diamond helmet with blast protection 10 to even it out.
End-map, blue/brown/green wool or so (probs green for now)
But how did Chiefwiggy do that? Is that map released in snapshots?
BTW maybe offtopic, can you spawn iron golems that are angry at you?
If you could have any MCEdit filter you wanted, what would it do? I'm personally leaning towards some kind of mass erode filter but I'm thinking you guys are able to come up with something more useful.
(Yes I'm going to make that filter if enough people would find it useful.)
Mass erosion, Something like voxels one though, I hate worldedits
One that allows me to edit NBT tags over everything in te selection instead of having to edit entities one by one. For mass erosion you can just take a large erode brush, big strength and short line spacing, then brush all over the place in mcedit and done.
If you could have any MCEdit filter you wanted, what would it do? I'm personally leaning towards some kind of mass erode filter but I'm thinking you guys are able to come up with something more useful.
(Yes I'm going to make that filter if enough people would find it useful.)
I haven't looked yet, but is there a filter that adds attributes to items? I'd assume so, but I haven't looked.
BTW, how works "zombie.Spawnreinforcements" (or spawn.zombiereinforcements, forget which one it was). Since the zombie with that at 1 doesn't spawn friends...
Basically, Amlup called Vechs out on using wide-area spawners badly in an IM video. In Vechs' next UT2 video, he sounded noticeably ticked off, and throughout the whole episode, ribbed Amlup for not using wide-area spawners in areas that might have been appropriate to use them in. He was extremely sarcastic, but not trying to be funny, just making the point that he'll use wide-area spawners however he wanted to.
I just made creepers with a knockback resistance of 1.0. You can't knock them back. Thinking of making them supercharged, is that too mean?
If you do that, you NEED to give them a weakness. OP mobs with no weak-points are grindy and obnoxious to fight. If you're going so far as to make them have KbRes 1.0 (a extremely powerful augmentation IMO,) you need to have equal weak points to make them fair, even if they are late-game. I'd say shaymin's idea is a good one (wither and slowness), as is Orange's. Combining the two would make for a very interesting enemy to fight, as they'd essentially be landmines (see From Ashes, Dungeon 15).
So yeah, don't make a mob have tons of attributes that help it and no attributes that weaken it. It's just not fun to fight. It might be fun to make and fun to watch people rage at, but it doesn't give us a good experience playing the map.
BTW maybe offtopic, can you spawn iron golems that are angry at you?
Fun fact: angry iron golems were originally going to be the main enemies in Tumble Down Under.
How those plans changed: you can't spawn them angry. Or at least I don't think you can. There's one tag that makes them player-created or non-player created, thus determining if they'll attack you, but IIRC there's no tag that allows them to spawn hostile towards you.
If you do that, you NEED to give them a weakness. OP mobs with no weak-points are grindy and obnoxious to fight. If you're going so far as to make them have KbRes 1.0 (a extremely powerful augmentation IMO,) you need to have equal weak points to make them fair, even if they are late-game. I'd say shaymin's idea is a good one (wither and slowness), as is Orange's. Combining the two would make for a very interesting enemy to fight, as they'd essentially be landmines (see From Ashes, Dungeon 15).
So yeah, don't make a mob have tons of attributes that help it and no attributes that weaken it. It's just not fun to fight. It might be fun to make and fun to watch people rage at, but it doesn't give us a good experience playing the map.
I really like the slowness idea, and wither, maybe.. Altough, you can hit the creeper, and then backoff easily. Of course they would drop extra loot.
As i said to orange, then the knockbackresistance would not matter...
What about knockbackresistance at 1, followrange at 1000, but wither and slowness 1. Is that fair?
Basically, Amlup called Vechs out on using wide-area spawners badly in an IM video. In Vechs' next UT2 video, he sounded noticeably ticked off, and throughout the whole episode, ribbed Amlup for not using wide-area spawners in areas that might have been appropriate to use them in. He was extremely sarcastic, but not trying to be funny, just making the point that he'll use wide-area spawners however he wanted to.
If you do that, you NEED to give them a weakness. OP mobs with no weak-points are grindy and obnoxious to fight. If you're going so far as to make them have KbRes 1.0 (a extremely powerful augmentation IMO,) you need to have equal weak points to make them fair, even if they are late-game. I'd say shaymin's idea is a good one (wither and slowness), as is Orange's. Combining the two would make for a very interesting enemy to fight, as they'd essentially be landmines (see From Ashes, Dungeon 15).
So yeah, don't make a mob have tons of attributes that help it and no attributes that weaken it. It's just not fun to fight. It might be fun to make and fun to watch people rage at, but it doesn't give us a good experience playing the map.
Fun fact: angry iron golems were originally going to be the main enemies in Tumble Down Under.
How those plans changed: you can't spawn them angry. Or at least I don't think you can. There's one tag that makes them player-created or non-player created, thus determining if they'll attack you, but IIRC there's no tag that allows them to spawn hostile towards you.
Yeah i tried like 10 different things in my test world they cant spawn angry
As i said to orange, then the knockbackresistance would not matter...
Not necessarily. KbRes effects bow-shots too, so players would have to learn fairly quickly that their Power 4, Punch 2 bow will have little-to-no effect on these guys. If they're forced to take them on melee-style, that adds a bit of gameplay depth. As much as it sounds restrictive, I've learned that forcing the player to take on a challenge in a certain way, and that way only actually yields some fun gameplay results (see Avalon Crypts in Dreadsky Isles).
BTW maybe offtopic, can you spawn iron golems that are angry at you?
No. Because mojang can't be bothered as of right now any mob spawned angry (besides zombie pigmen) will look angry (red eyes for wolves etc.) but will not attack the player. This is due to the way their aggressiveness is stored in the games files. Because Iron Golems will only aggro against the one player who punched them (and not everyone) when spawned angry from the spawner they won't know to lock on to the nearest person making them essentially useless.
Rollback Post to RevisionRollBack
This guy is pretty cool: Hey! I like, run this... or something:
Community Question : Which area, out of every map you've played, has been the most aesthetically pleasing? What about the most balanced? What about your favorite?
Thought it'd be an interesting question. Probably asked already, but oh well.
Basically, Zisteau called out Vechs for acting like IM was balanced and easy.
Make them supercharged with speed 4 and instant explosions with 1.0 knockback resistance : D
No you won't Since they have projectile protection VI (maxed out at that point) and punch won't work
Then what is the fun of the no knockback?
Yes that is to mean. That is a totally unfair move IMO especially if you are stopping people from range attacking them with projectile protection VI on it as well. These things have to be fightable.
Fixed it for you.
Hey! I like, run this... or something:
Where in the map would these be. If the player is given blast protection armor its fair.Chiefwiggy did that in a collab map but he gave the player a diamond helmet with blast protection 10 to even it out.
End-map, blue/brown/green wool or so (probs green for now)
But how did Chiefwiggy do that? Is that map released in snapshots?
BTW maybe offtopic, can you spawn iron golems that are angry at you?
I haven't looked yet, but is there a filter that adds attributes to items? I'd assume so, but I haven't looked.
WOW eroding an open world underground map takes forever D:
http://crushedpixel....mcedit-filters/
BTW, how works "zombie.Spawnreinforcements" (or spawn.zombiereinforcements, forget which one it was). Since the zombie with that at 1 doesn't spawn friends...
If you do that, you NEED to give them a weakness. OP mobs with no weak-points are grindy and obnoxious to fight. If you're going so far as to make them have KbRes 1.0 (a extremely powerful augmentation IMO,) you need to have equal weak points to make them fair, even if they are late-game. I'd say shaymin's idea is a good one (wither and slowness), as is Orange's. Combining the two would make for a very interesting enemy to fight, as they'd essentially be landmines (see From Ashes, Dungeon 15).
So yeah, don't make a mob have tons of attributes that help it and no attributes that weaken it. It's just not fun to fight. It might be fun to make and fun to watch people rage at, but it doesn't give us a good experience playing the map.
Fun fact: angry iron golems were originally going to be the main enemies in Tumble Down Under.
How those plans changed: you can't spawn them angry. Or at least I don't think you can. There's one tag that makes them player-created or non-player created, thus determining if they'll attack you, but IIRC there's no tag that allows them to spawn hostile towards you.
I really like the slowness idea, and wither, maybe.. Altough, you can hit the creeper, and then backoff easily. Of course they would drop extra loot.
As i said to orange, then the knockbackresistance would not matter...
What about knockbackresistance at 1, followrange at 1000, but wither and slowness 1. Is that fair?
Yeah i tried like 10 different things in my test world they cant spawn angry
No. Because mojang can't be bothered as of right now any mob spawned angry (besides zombie pigmen) will look angry (red eyes for wolves etc.) but will not attack the player. This is due to the way their aggressiveness is stored in the games files. Because Iron Golems will only aggro against the one player who punched them (and not everyone) when spawned angry from the spawner they won't know to lock on to the nearest person making them essentially useless.
Hey! I like, run this... or something:
Thought it'd be an interesting question. Probably asked already, but oh well.