The Ancient Zombie, as you might have assumed, only spawns in Desert Temples. If you hate this idea and even me as well with an extreme red passion, that's cool. Just as long as you give reasons why you don't like the idea. Even if you don't support, I still want to give you guys a good read, and some pretty images.
Changelog: Last Update - 4/6/2016 (Smaller bullet points are older updates)
Curse is now able to be disabled with milk.
Removed "Vulnerability", "Immunity" and "Satisfaction" potion effects.
Gave Immunity potion a slight buff.
Gave Vulnerability potion effect cause victims to get the "2" version of negative potion effects.
Made Curse last for 2 minutes again.
Milk can't stop Curse.
Ancient Zombie can sprint.
Slightly boosted the mob's health.
Mob no longer burns in sunlight.
In my opinion, I find looting Desert Temples too easy, but I'm not basing this suggestion on that opinion, as this mob also adds a new item, potions/potion effects rather than just "being a challenge and that's it".
Health:(30) Damage:(4 on Easy), (5 on Normal), (6 on Hard) Spawning: They spawn only in Desert Temples. Unlike normal Zombies, they can spawn in light of 10 or less, rather than the standard 7 or less. This means that any sunlight bleeding into the temples will not hinder their spawns too much. They spawn uncommonly, similar to Enderman spawns in the Overworld.
Sounds: Yes, I even made some sounds for this mob. I made a little video here. I know the sounds may be goofy, but they should still give you a hint of what I was going for.
Behavior & Mechanics: They function exactly the same as Zombies, even chasing Iron Golems and Villagers if close enough.. You can already see they have more health and do more damage compared to a normal Zombie by the heart icons up there.
The second difference is that an Ancient Zombie will always turn a Villager into a Zombie - 100% chance, no matter what the difficulty is. The third difference is that these mobs don't burn in sunlight, so they can chase you even if you run out of the temple. Fourth difference is he doesn't summon more of any zombies (of any type). Fifth difference is that he can sprint, so... act fast.
Sure, they're still slow and dumb, but a single tap from this new mob can be very, very detrimental. Why? Because the most prominent feature of this new Zombie is the ability to give you the Curse potion effect for 6 minutes. That's something you don't want. On you that is. Let me explain what that does.
Curse completely negates any method of gaining health for the duration of this effect. Your natural health regeneration stops working regardless of having high hunger. Instant Healing potions will do nothing. Regeneration potions will give you the lingering potion effect, but Curse will cancel that out anyway. Curse will also change what your health bar looks like. It will look like this:
Yes, even the eyes on the Hardcore Mode health bar look all sad when cursed. An Ancient Zombie can't curse you if you hit it with a Potion of Weakness. The chance of getting this potion effect is 15% on Easy, 50% on Normal and 100% on Hard per hit. Other mobs being attacked by this mob can be cursed the exact same way as players - so be wary when your utility mobs pursue them.
Drops: 100% for Rotten Flesh, 45% for 1-3 Bones (each) and 30% for Ancient Flesh.
Woah! Cerroz, what is Ancient Flesh? Calm down, and let me answer the question before you assault me like that.
This slice of 2,000+ year old flesh brings a rather tactical eating choice, which is subject to change in this idea. Eating this will restore all hunger, but still have the 80% chance of giving the hunger effect, along with a 20% to give you blindness for 30 seconds. Feeding this to a wolf will restore all of its health.
So there's my suggestion. I'm cool with whatever you think of it. I hope this was a good read.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
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This is very well thought out and displayed quite nicely, and the effects and such make sense and is well balanced for everything. Although the Curse effect lasting for 2 minutes is a little overboard. I recommend it being random and be anywhere from 30 seconds to a minute. But other than that. FullSupport!
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This is extremely well-thought out, and a good idea, too.
I wish I could say much more, but I can't, really. The idea is good, fantastic possibly, but there's not much more to say. Perhaps you should change the name of the Second Ancient Flesh affect, though. "Satisfaction" sounds a bit more like a buff that would be akin to a regen for your food bar.
Just to clarify, curse would only block healing, it wouldn't damage you in any sort of ways, correct?
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The mob itself needs a damage buff. Inflicting Curse and dealing slightly more damage than a regular zombie isn't really a big enough buff. Curse, while it's a great concept, doesn't work well for this particular mob as Desert Temples are really really small and it would be fairly simple to just walk out of the Temple and wait out the debuff. On a cave-only or nether-only mob, it would be a great idea, or maybe if Desert Temples were similarly sized to strongholds so one couldn't simply leave.
I don't see Vulnerability being too useful, unless you count the DoT inflicted by fire and Fire Aspect to be an environmental hazard. Immunity is useful in PvP (probably, anyway) but the lack of negative potion effects inflicted against the player in SSP makes it far less useful there.
It's a good concept, though, so I support it.
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Now this is how you suggest a mob. Sure it loses some points for being another Zombie type but that is a minor nitpick. The main things I dislike are that it only spawns in Desert Temples and the duration of the Curse effect. The Desert Temple idea I like, but there is currently no way to make so they spawn only in a structure. It kind of works with Nether Fortresses and Wither Skeletons, but only because there isn't a lot of other land for them to spawn on because the Fortresses are usually over Lava. Correct me if I am wrong there.
Other than that, Curse is just too long for how powerful it is and being resistant to Milk. The Duration should be like 30 seconds, max.
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Wow. Lots of information, everything is very nice about this. One of the best ideas I've seen on here regarding mobs. I am an old-time player, and am not big on new mobs and such, but this is A-Ok. Complete Support.
The mob itself needs a damage buff. Inflicting Curse and dealing slightly more damage than a regular zombie isn't really a big enough buff. Curse, while it's a great concept, doesn't work well for this particular mob as Desert Temples are really really small and it would be fairly simple to just walk out of the Temple and wait out the debuff.
I was right about to add a part where desert temples would be bigger, but I was afraid that would be too wishlisty. I also have a scarab beetle model on standby, but I didn't want to show that off just yet because I didn't yet think of any original attributes for it. I also have an "all seeing eye" mob I didn't show.
Yeah, you could wait out the debuff, but you can act the same way with cave spiders. Once you get poisoned, you can just run away for a bit or bury yourself somewhere and wait for your health to come back. Witches too, if they don't hinder you too much first. I don't know about the damage buff, I'll think about it. I do want this mob to be truly feared.
I don't see Vulnerability being too useful, unless you count the DoT inflicted by fire and Fire Aspect to be an environmental hazard. Immunity is useful in PvP (probably, anyway) but the lack of negative potion effects inflicted against the player in SSP makes it far less useful there.
The problem is that the potions we have now seem to cover everything, so I'm really scraping the bottom of the barrel. As for potions being useless in PvP, couldn't someone say that about the weakness potion? Someone could say "well, I wouldn't use a weakness potion if I could just hit someone with some poison, instant damage or just bash them with my sword to get it over with quicker." A thought that players have even for singleplayer, though those potions still disable cave spider poison and are used to cure zombie villagers.
Hey everyone, what if I made the Vulnerability potion not only make environmental damage hurt more, but also doubled the effectiveness of negative potions? For example, someone under the Vulnerability potion hit with a Poison potion would get Poison II instead? Making the Vulnerability potion a 'preamble' potion.
The Desert Temple idea I like, but there is currently no way to make so they spawn only in a structure. It kind of works with Nether Fortresses and Wither Skeletons, but only because there isn't a lot of other land for them to spawn on because the Fortresses are usually over Lava. Correct me if I am wrong there.
Other than that, Curse is just too long for how powerful it is and being resistant to Milk. The Duration should be like 30 seconds, max.
What about Guardians? They only spawn near ocean monuments. This Ancient Zombie can leave the temple, but risks getting burned by the sun. In fact, I might remove that part, since temples are so small.
You're saying curse is too powerful, and I got Kholdstare suggesting a buff. Two experienced members hinting at opposite things, but who makes the better point?
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Very detailed and interesting! Haven't seen a suggestion like this in a while! You deserve this!
Love the potion effects too!
also, when you said "Hey everyone, what if I made the Vulnerability potion not only make environmental damage hurt more, but also doubled the effectiveness of negative potions? For example, someone under the Vulnerability potion hit with a Poison potion would get Poison II instead? Making the Vulnerability potion a 'preamble' potion."
That is good, do that
you also said"You're saying curse is too powerful, and I got Kholdstare suggesting a buff. Two experienced members hinting at opposite things, but who makes the better point?"
This is well thought and great! The new potion effects and items sound splendid and balance well in Minecraft. I personally think that ancient zombie should just have any regular zombie noise(I may have jumped a little hearing the first bit of the auto-tuned ancient zombie...).
May I ask though, what other uses could be used for ancient flesh?
I was right about to add a part where desert temples would be bigger, but I was afraid that would be too wishlisty. I also have a scarab beetle model on standby, but I didn't want to show that off just yet because I didn't yet think of any original attributes for it. I also have an "all seeing eye" mob I didn't show.
If you retooled the suggestion so that it was focused on general Desert Temple improvement, you could probably get away with it along with adding the other mobs.
Yeah, you could wait out the debuff, but you can act the same way with cave spiders. Once you get poisoned, you can just run away for a bit or bury yourself somewhere and wait for your health to come back. Witches too, if they don't hinder you too much first. I don't know about the damage buff, I'll think about it. I do want this mob to be truly feared.
I don't like that aspect of poison-inflicting mobs, either I've always been of the opinion that poison should be less damaging, but should be capable of killing the player (at least on Normal and Hard).
The problem is that the potions we have now seem to cover everything, so I'm really scraping the bottom of the barrel. As for potions being useless in PvP, couldn't someone say that about the weakness potion? Someone could say "well, I wouldn't use a weakness potion if I could just hit someone with some poison, instant damage or just bash them with my sword to get it over with quicker." A thought that players have even for singleplayer, though those potions still disable cave spider poison and are used to cure zombie villagers.
There's also a lack of strong mobs worth using potions against (only the Wither) and poor placement of potions in the progression path (you get them after they would be useful for killing mobs) that, combined, make them particularly worthless. Even the beneficial ones. The only ones that are really helpful are the movement-based ones like Speed and Night Vision, and Instant Health (and maybe Regeneration).
Hey everyone, what if I made the Vulnerability potion not only make environmental damage hurt more, but also doubled the effectiveness of negative potions? For example, someone under the Vulnerability potion hit with a Poison potion would get Poison II instead? Making the Vulnerability potion a 'preamble' potion.
Sounds good to me.
You're saying curse is too powerful, and I got Kholdstare suggesting a buff. Two experienced members hinting at opposite things, but who makes the better point?
My personal opinion: Minecraft is a stupidly easy game, but primarily because of the lack of powerful mobs. Not every mob should be powerful; making the common 4 hostiles any stronger except for maybe spiders would be downright stupid, as any new players would get wrecked by them if the buffs are meaningful. This is only really because they are everywhere and avoiding encounters with them is difficult. A mob specific to a certain dungeon SHOULD be more powerful, as there are many rewards within the dungeon that can't be guarded effectively by common hostiles (they're too weak) and if one were too unskilled to combat the mob effectively they could just exit the dungeon to avoid having to fight them.
Also he's referring exclusively to the duration of Curse, not the mob itself. To me Curse doesn't seem like a big deal as these guys are too slow to reliably hit you, meaning that even though your health won't be regenerating, it won't make a difference as you won't be taking much damage in the first place.
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1.They are undead,they should be harmed with potion of healing and given health with potion of weakness.
2.Why will they drop bones?They are not skeletons.
95% support still.
1.) I'm... actually aware that my own suggestion is a zombie. You might have overlooked at part, the first post even mentions that their mechanics are the same as zombies except other things directly mentioned.
2.) They are more decomposed than average zombies, you can see the bones through their pixel skin. This includes his stomach area, but his arm covers that in the image.
Now, on to my reply of Kholdstare. Which I'll put in a spoiler.
If you retooled the suggestion so that it was focused on general Desert Temple improvement, you could probably get away with it along with adding the other mobs.
That might still happen. If enough time has passed, I might make that suggestion in the far future once this one gets old. Assuming the mods would be okay with that.
I don't like that aspect of poison-inflicting mobs, either I've always been of the opinion that poison should be less damaging, but should be capable of killing the player (at least on Normal and Hard).That could make poison potentially overpowered. It's already bad enough it weakens you to the point where targets are painted all over you, then the hand of fate wedgies you to reveal "kill for the taking!" written on your yanked boxers. When poisoned, one single tap can end you, so killing you outright is a bit too far. If poison could just kill you, it makes it not so different from any other damaging entity.There's also a lack of strong mobs worth using potions against (only the Wither) and poor placement of potions in the progression path (you get them after they would be useful for killing mobs) that, combined, make them particularly worthless. Even the beneficial ones. The only ones that are really helpful are the movement-based ones like Speed and Night Vision, and Instant Health (and maybe Regeneration).
I don't mean to argue or anything, but that's pretty opinionated. A Strength potion could really help out that battle with all those Zombie Pigmen. That Invisibility potion could really hasten my gathering of some resources so I don't have to kill every hostile that caught sight of me. The number of uses for those other potions are really numerous.
Sounds good to me.
I feel kinda stupid for not implementing that in the first place.
My personal opinion: Minecraft is a stupidly easy game, but primarily because of the lack of powerful mobs. Not every mob should be powerful; making the common 4 hostiles any stronger except for maybe spiders would be downright stupid, as any new players would get wrecked by them if the buffs are meaningful. This is only really because they are everywhere and avoiding encounters with them is difficult. A mob specific to a certain dungeon SHOULD be more powerful, as there are many rewards within the dungeon that can't be guarded effectively by common hostiles (they're too weak) and if one were too unskilled to combat the mob effectively they could just exit the dungeon to avoid having to fight them.
I actually agree with absolutely ALL of that, but the easiness the game has can't avoided so easily. This is a game where we can manipulate the world to any shape we want. So we have an infinite number of the defenses we can create for ourselves.
Also he's referring exclusively to the duration of Curse, not the mob itself. To me Curse doesn't seem like a big deal as these guys are too slow to reliably hit you, meaning that even though your health won't be regenerating, it won't make a difference as you won't be taking much damage in the first place.
Yeah, I should give that a buff.
Alright, everyone. Should I make this mob have the ability to sprint? So his Curse effect is not so easy to outmaneuver?
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Very neat and well-thought of. But I think that the duration of Curse should be lowered. Just a question, will it turn villagers into regular zombies or Ancient Villager Zombies?
Really good, but I think the environmental damage buff should be removed for the "Immunity" effect and other effect it has should be intensified, to make it more distinct from Resistance.
You said that it won't be able to curse you if you throw a potion of healing at it.It should not be able to sprint.It's dangerous enough!
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Ok, I've thought about this overnight, and I think i have found some useful tweaks for this.
First off, the invulnerability potion could just be a resistance potion, because the effects are similar enough.There isn't a resistance potion yet, but the effect already exists, so they don't have to add a new effect.
Second,you can keep the satisfaction buff for the ancient flesh item (i suggest changing the effect name of it if you agree with part two of this), but you should add the hunger effect to it as well. This would make it so that you lose hunger levels, but can't fill it back up because of the satisfaction buff. That way, it would literally be a worse rotten flesh, and would convey the message that you shouldn't eat ancient rotten meat.
Lastly, I just want to complement you on the awesome mob model you made! Its great, but i have a mini suggestion for it. Make them have gold swords! I know pigmen have it too, but the ancient Egyptians loved gold, so it kinda makes sense.
For buffing the Ancient Zombie itself, maybe make it faster so you can't simply outrun it. As for the Ancient flesh, what about eating it gives you blindness and/or nausea, which are not used that much in Minecraft. The Satisfaction potion effect doesn't make sense coming from a worse version of rotten flesh, but I like the potion effect.
Yeah, I'm gonna make this mob move faster. I really want players to hardcore shart themselves a bit when seeing this mob. Not sure about the nausea thing, as eating the stuff already gives you 3 negative effects. I'll probably just let pufferfish keep that one.
I like the new potions, and I don't think they would be useless. They could extremely is useful for mapmakers who want to make a challenging map.
True dat, but an idea goes way farther when it's useful in all forms of gameplay, rather than just a couple or only one.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
The Ancient Zombie, as you might have assumed, only spawns in Desert Temples. If you hate this idea and even me as well with an extreme red passion, that's cool. Just as long as you give reasons why you don't like the idea. Even if you don't support, I still want to give you guys a good read, and some pretty images.
Changelog: Last Update - 4/6/2016 (Smaller bullet points are older updates)
In my opinion, I find looting Desert Temples too easy, but I'm not basing this suggestion on that opinion, as this mob also adds a new item, potions/potion effects rather than just "being a challenge and that's it".
Health: (30)
Damage: (4 on Easy), (5 on Normal), (6 on Hard)
Spawning: They spawn only in Desert Temples. Unlike normal Zombies, they can spawn in light of 10 or less, rather than the standard 7 or less. This means that any sunlight bleeding into the temples will not hinder their spawns too much. They spawn uncommonly, similar to Enderman spawns in the Overworld.
Sounds: Yes, I even made some sounds for this mob. I made a little video here. I know the sounds may be goofy, but they should still give you a hint of what I was going for.
Behavior & Mechanics: They function exactly the same as Zombies, even chasing Iron Golems and Villagers if close enough.. You can already see they have more health and do more damage compared to a normal Zombie by the heart icons up there.
The second difference is that an Ancient Zombie will always turn a Villager into a Zombie - 100% chance, no matter what the difficulty is. The third difference is that these mobs don't burn in sunlight, so they can chase you even if you run out of the temple. Fourth difference is he doesn't summon more of any zombies (of any type). Fifth difference is that he can sprint, so... act fast.
Sure, they're still slow and dumb, but a single tap from this new mob can be very, very detrimental. Why? Because the most prominent feature of this new Zombie is the ability to give you the Curse potion effect for 6 minutes. That's something you don't want. On you that is. Let me explain what that does.
Curse completely negates any method of gaining health for the duration of this effect. Your natural health regeneration stops working regardless of having high hunger. Instant Healing potions will do nothing. Regeneration potions will give you the lingering potion effect, but Curse will cancel that out anyway. Curse will also change what your health bar looks like. It will look like this:
Yes, even the eyes on the Hardcore Mode health bar look all sad when cursed. An Ancient Zombie can't curse you if you hit it with a Potion of Weakness. The chance of getting this potion effect is 15% on Easy, 50% on Normal and 100% on Hard per hit. Other mobs being attacked by this mob can be cursed the exact same way as players - so be wary when your utility mobs pursue them.
Drops: 100% for Rotten Flesh, 45% for 1-3 Bones (each) and 30% for Ancient Flesh.
Woah! Cerroz, what is Ancient Flesh? Calm down, and let me answer the question before you assault me like that.
This slice of 2,000+ year old flesh brings a rather tactical eating choice, which is subject to change in this idea. Eating this will restore all hunger, but still have the 80% chance of giving the hunger effect, along with a 20% to give you blindness for 30 seconds. Feeding this to a wolf will restore all of its health.
So there's my suggestion. I'm cool with whatever you think of it. I hope this was a good read.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I wish I could say much more, but I can't, really. The idea is good, fantastic possibly, but there's not much more to say. Perhaps you should change the name of the Second Ancient Flesh affect, though. "Satisfaction" sounds a bit more like a buff that would be akin to a regen for your food bar.
Just to clarify, curse would only block healing, it wouldn't damage you in any sort of ways, correct?
I don't see Vulnerability being too useful, unless you count the DoT inflicted by fire and Fire Aspect to be an environmental hazard. Immunity is useful in PvP (probably, anyway) but the lack of negative potion effects inflicted against the player in SSP makes it far less useful there.
It's a good concept, though, so I support it.
Other than that, Curse is just too long for how powerful it is and being resistant to Milk. The Duration should be like 30 seconds, max.
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Yes, you can only lose health, not gain. Curse itself does no damage. So when it happens, you gotta be amped up and even more careful.
I was right about to add a part where desert temples would be bigger, but I was afraid that would be too wishlisty. I also have a scarab beetle model on standby, but I didn't want to show that off just yet because I didn't yet think of any original attributes for it. I also have an "all seeing eye" mob I didn't show.
Yeah, you could wait out the debuff, but you can act the same way with cave spiders. Once you get poisoned, you can just run away for a bit or bury yourself somewhere and wait for your health to come back. Witches too, if they don't hinder you too much first. I don't know about the damage buff, I'll think about it. I do want this mob to be truly feared.
The problem is that the potions we have now seem to cover everything, so I'm really scraping the bottom of the barrel. As for potions being useless in PvP, couldn't someone say that about the weakness potion? Someone could say "well, I wouldn't use a weakness potion if I could just hit someone with some poison, instant damage or just bash them with my sword to get it over with quicker." A thought that players have even for singleplayer, though those potions still disable cave spider poison and are used to cure zombie villagers.
Hey everyone, what if I made the Vulnerability potion not only make environmental damage hurt more, but also doubled the effectiveness of negative potions? For example, someone under the Vulnerability potion hit with a Poison potion would get Poison II instead? Making the Vulnerability potion a 'preamble' potion.
What about Guardians? They only spawn near ocean monuments. This Ancient Zombie can leave the temple, but risks getting burned by the sun. In fact, I might remove that part, since temples are so small.
You're saying curse is too powerful, and I got Kholdstare suggesting a buff. Two experienced members hinting at opposite things, but who makes the better point?
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Love the potion effects too!
also, when you said "Hey everyone, what if I made the Vulnerability potion not only make environmental damage hurt more, but also doubled the effectiveness of negative potions? For example, someone under the Vulnerability potion hit with a Poison potion would get Poison II instead? Making the Vulnerability potion a 'preamble' potion."
That is good, do that
you also said"You're saying curse is too powerful, and I got Kholdstare suggesting a buff. Two experienced members hinting at opposite things, but who makes the better point?"
Thats how you know you got a great idea!
May I ask though, what other uses could be used for ancient flesh?
Full support!
If you retooled the suggestion so that it was focused on general Desert Temple improvement, you could probably get away with it along with adding the other mobs.
I don't like that aspect of poison-inflicting mobs, either I've always been of the opinion that poison should be less damaging, but should be capable of killing the player (at least on Normal and Hard).
There's also a lack of strong mobs worth using potions against (only the Wither) and poor placement of potions in the progression path (you get them after they would be useful for killing mobs) that, combined, make them particularly worthless. Even the beneficial ones. The only ones that are really helpful are the movement-based ones like Speed and Night Vision, and Instant Health (and maybe Regeneration).
Sounds good to me.
My personal opinion: Minecraft is a stupidly easy game, but primarily because of the lack of powerful mobs. Not every mob should be powerful; making the common 4 hostiles any stronger except for maybe spiders would be downright stupid, as any new players would get wrecked by them if the buffs are meaningful. This is only really because they are everywhere and avoiding encounters with them is difficult. A mob specific to a certain dungeon SHOULD be more powerful, as there are many rewards within the dungeon that can't be guarded effectively by common hostiles (they're too weak) and if one were too unskilled to combat the mob effectively they could just exit the dungeon to avoid having to fight them.
Also he's referring exclusively to the duration of Curse, not the mob itself. To me Curse doesn't seem like a big deal as these guys are too slow to reliably hit you, meaning that even though your health won't be regenerating, it won't make a difference as you won't be taking much damage in the first place.
1.They are undead,they should be harmed with potion of healing and given health with potion of weakness.
2.Why will they drop bones?They are not skeletons.
95% support still.
Hope all of you are having an awesome day!
My awesome dragons!
Take a look at my achievements!
97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If you're the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature.
1.) I'm... actually aware that my own suggestion is a zombie. You might have overlooked at part, the first post even mentions that their mechanics are the same as zombies except other things directly mentioned.
2.) They are more decomposed than average zombies, you can see the bones through their pixel skin. This includes his stomach area, but his arm covers that in the image.
Now, on to my reply of Kholdstare. Which I'll put in a spoiler.
That might still happen. If enough time has passed, I might make that suggestion in the far future once this one gets old. Assuming the mods would be okay with that.
I don't mean to argue or anything, but that's pretty opinionated. A Strength potion could really help out that battle with all those Zombie Pigmen. That Invisibility potion could really hasten my gathering of some resources so I don't have to kill every hostile that caught sight of me. The number of uses for those other potions are really numerous.
I feel kinda stupid for not implementing that in the first place.
I actually agree with absolutely ALL of that, but the easiness the game has can't avoided so easily. This is a game where we can manipulate the world to any shape we want. So we have an infinite number of the defenses we can create for ourselves.
Yeah, I should give that a buff.
Alright, everyone. Should I make this mob have the ability to sprint? So his Curse effect is not so easy to outmaneuver?
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
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97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If you're the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature.
I do have one suggestion though, you should make it so they can spawn anywhere in deserts, not just in the temples.
Other than that, Full Support!
My avatar is not made by ThePiDay, but I'm too lazy to remove this link so it can stay he
First off, the invulnerability potion could just be a resistance potion, because the effects are similar enough.There isn't a resistance potion yet, but the effect already exists, so they don't have to add a new effect.
Second,you can keep the satisfaction buff for the ancient flesh item (i suggest changing the effect name of it if you agree with part two of this), but you should add the hunger effect to it as well. This would make it so that you lose hunger levels, but can't fill it back up because of the satisfaction buff. That way, it would literally be a worse rotten flesh, and would convey the message that you shouldn't eat ancient rotten meat.
Lastly, I just want to complement you on the awesome mob model you made! Its great, but i have a mini suggestion for it. Make them have gold swords! I know pigmen have it too, but the ancient Egyptians loved gold, so it kinda makes sense.
I said it can't curse you if you throw a Potion of Weakness at it. Much like how cave spiders can't poison you if you hit them with that same potion.
The mob is dangerous, but you can currently just outrun and sword click/arrow spam it and avoid being cursed altogether.
Yeah, I'm gonna make this mob move faster. I really want players to hardcore shart themselves a bit when seeing this mob. Not sure about the nausea thing, as eating the stuff already gives you 3 negative effects. I'll probably just let pufferfish keep that one.
True dat, but an idea goes way farther when it's useful in all forms of gameplay, rather than just a couple or only one.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Constantly evolving, reaching further heights.