Restating for the benefit of those interested in the merits of the implementation:
The main issues I (and a number of others) have with the implementation of the MobB concept [which had a great deal of potential] are:
A that (even in late game play) the only reliable ways to avoid fighting the mob that are
roofing the entire area in which on wishes to be active with light blocking blocks (clearly impractical and ugly even to my functionalist leaning eye)
regularly kowtowing to MS/Mj's bedtime rules (even with the walk-back that night skipping is not required)
B a number of features, notably:
spawning in any air block (rather than on a full block surface as all pre-1.13 mobs except squid [non-damaging] and guardians [constrained to Monuments])
ignoring (but counting against) the hostile mob cap
lack of any contemporaneous addition that addressed the new mobs' abilities to ignore fences and lighting
that appear tailored to grief a particular playstyle not approved by MS/Mj [The denigrated playstyle is based on large complex constructions, heavy automation, and emphasising long term player development of a world. In contrast the preferred playstyle seems to focus on maps/minigames and an low end RPG DownTheDoor/KillTheCritter/GrabTheGoodies – rinse & repeat storyline that many of us abandoned in the 1970's.
It should be noted that I have no objection to people playing that way, provided it is by choice and not coercive changes imposed from 'above'.]
Cleaned up the thread. Having a good old fashioned debate is encouraged. But as soon as people start insulting others it has gone too far. If you see someone flaming or insulting people, please use the report function.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Restating for the benefit of those interested in the merits of the implementation:
The main issues I (and a number of others) have with the implementation of the MobB concept [which had a great deal of potential] are:
A that (even in late game play) the only reliable ways to avoid fighting the mob that are
roofing the entire area in which on wishes to be active with light blocking blocks (clearly impractical and ugly even to my functionalist leaning eye)
regularly kowtowing to MS/Mj's bedtime rules (even with the walk-back that night skipping is not required)
B a number of features, notably:
spawning in any air block (rather than on a full block surface as all pre-1.13 mobs except squid [non-damaging] and guardians [constrained to Monuments])
ignoring (but counting against) the hostile mob cap
lack of any contemporaneous addition that addressed the new mobs' abilities to ignore fences and lighting
that appear tailored to grief a particular playstyle not approved by MS/Mj [The denigrated playstyle is based on large complex constructions, heavy automation, and emphasising long term player development of a world. In contrast the preferred playstyle seems to focus on maps/minigames and an low end RPG DownTheDoor/KillTheCritter/GrabTheGoodies – rinse & repeat storyline that many of us abandoned in the 1970's.
It should be noted that I have no objection to people playing that way, provided it is by choice and not coercive changes imposed from 'above'.]
I agree with you. People should decide on their playing styles. Even I, a self-declared rinse-and-repeater, like to have larger and more permanent projects sometimes and phantoms get in the way of that.
EDIT: Also, looking back at the other mob options, I'm realizing that they're equally fake-difficulty as the phantom. Some have been/are also being implemented implicitly - Drowned and magma columns are similar to Mob A when combined, and the raiding style of Mob D matches illager raids rather closely with how unexpected they are. I feel like Mob C would have never passed anyway - reminds me of my dumb suggestion earlier for a an Armour-stand-resembling mob that would steal items off the player when they successfully hit the player.
What bothers me most about the phantom, in hindsight, is that my staying up endless nights to hunt endermen from the roofs of my homes is now removed.
I once had the idea to make Phantoms spawn the more you do sleep to discourage skipping the night, because let's be honest, letting us skip the night with no consequences whatsoever is overpowered. By making them spawn the more you sleep, it gives Phantoms more of a purpose to exist and makes beds less overpowered.
This should have been done too, but it goes against the concept of 'realism' in a fantasy world. I guess Mojangcrosoft is heading towards the 'post-apocalyptic' theme again...just look at 1.14 so far...
I met the Phantom just after I resume playing Minecraft.
These creatures 1st made noises out there and being blocked behind my shelter. The second time I met them was once I wemt back to the shelter late and I got defeated by 2~3 of these high-speed mobs.
It really freaked me out a lot for not looking into the wiki/update logs.
And I don't have a bed since I'm in Survival and there's no sheep around just cows.
Well given that its 3 days of no sleep and my main issue with it is also concern of a few others is that i dont like to sleep in minecraft when i got building to do. I play alot of single player on console and between building, farming, and mining, i dont wanna waste my time hopping in a bed every 10 mins. They are a pain in the rear for those trying to map out their world, and for those who are builders. They eat through armor like crazy and are a huge nuisance. They are a mob that should just be removed from single play completely.
Restating for the benefit of those interested in the merits of the implementation:
The main issues I (and a number of others) have with the implementation of the MobB concept [which had a great deal of potential] are:
A that (even in late game play) the only reliable ways to avoid fighting the mob that are
B a number of features, notably:
that appear tailored to grief a particular playstyle not approved by MS/Mj [The denigrated playstyle is based on large complex constructions, heavy automation, and emphasising long term player development of a world. In contrast the preferred playstyle seems to focus on maps/minigames and an low end RPG DownTheDoor/KillTheCritter/GrabTheGoodies – rinse & repeat storyline that many of us abandoned in the 1970's.
It should be noted that I have no objection to people playing that way, provided it is by choice and not coercive changes imposed from 'above'.]
For a fuller explanation see https://www.minecraftforum.net/forums/minecraft-java-edition/recent-updates-and-snapshots/2889778-why-did-people-vote-for-the-phantom-its-a-useless?comment=4
Cleaned up the thread. Having a good old fashioned debate is encouraged. But as soon as people start insulting others it has gone too far. If you see someone flaming or insulting people, please use the report function.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I agree with you. People should decide on their playing styles. Even I, a self-declared rinse-and-repeater, like to have larger and more permanent projects sometimes and phantoms get in the way of that.
EDIT: Also, looking back at the other mob options, I'm realizing that they're equally fake-difficulty as the phantom. Some have been/are also being implemented implicitly - Drowned and magma columns are similar to Mob A when combined, and the raiding style of Mob D matches illager raids rather closely with how unexpected they are. I feel like Mob C would have never passed anyway - reminds me of my dumb suggestion earlier for a an Armour-stand-resembling mob that would steal items off the player when they successfully hit the player.
What bothers me most about the phantom, in hindsight, is that my staying up endless nights to hunt endermen from the roofs of my homes is now removed.
This should have been done too, but it goes against the concept of 'realism' in a fantasy world. I guess Mojangcrosoft is heading towards the 'post-apocalyptic' theme again...just look at 1.14 so far...
Eh.
I met the Phantom just after I resume playing Minecraft.
These creatures 1st made noises out there and being blocked behind my shelter. The second time I met them was once I wemt back to the shelter late and I got defeated by 2~3 of these high-speed mobs.
It really freaked me out a lot for not looking into the wiki/update logs.
And I don't have a bed since I'm in Survival and there's no sheep around just cows.
What a challenge xD……
Windows XP user
And they just got more irritating.
In 1.13 they broke formation after the first attack making it easier to target them as they attacked one at a time.
Now their attacks continue to be synchronized.
Just testing.
Well given that its 3 days of no sleep and my main issue with it is also concern of a few others is that i dont like to sleep in minecraft when i got building to do. I play alot of single player on console and between building, farming, and mining, i dont wanna waste my time hopping in a bed every 10 mins. They are a pain in the rear for those trying to map out their world, and for those who are builders. They eat through armor like crazy and are a huge nuisance. They are a mob that should just be removed from single play completely.