Many people complain that Minecraft is "too easy". Therefore, I propose when on Normal / Hard mode, there is a chance for Illager Raids to spawn around your base, encouraging you to defend it. You don't want to live in a house where there are ravagers right outside your door. Pillagers use crossbows, so you can't just build up to avoid them. On normal mode, the Illager Raids are 0.25x less common than Village attacks, while on hard, Illager Raids are only 0.75x less common than Village attacks.
The End City now has one extra loot, the Totem of Defending, which when used upon a block makes the surrounding area invulnerable to Illager Raids. This allows the endgame player to avoid such annoyances, but for the vast majority of the game, you will have to contend with such attacks.
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The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.
The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.
The player should be defenseless early on. That's why it is called "survival mode". I'd agree there should be some restriction to prevent a day one attack- perhaps the raid can only start once a player has passed some sort of advancement, like "isn't it iron pick". But overall earlier game players should be in constant fear of the raid.
Early on the main danger should be monsters. Some sort of step during progression could cause this to happen, such as discovering a village.
I don't like the totem of defending, though, as the challenge of survival should never end. That completely defeats the purpose of the rest of the suggestion, and is just as bad as extremely overpowered end-game armor.
Similar "raids" or events could also make the game more challenging, which would make players try to prepare for things. Fore example, once you enter the Nether (or enter a Nether Fortress), there could then rare pigman invasions that occasionally happen. Also keep in mind that these events aren't just limited to raids; there could also be events such as solar eclipses that bring out new variants of existing mobs.
The player should be defenseless early on. That's why it is called "survival mode". I'd agree there should be some restriction to prevent a day one attack- perhaps the raid can only start once a player has passed some sort of advancement, like "isn't it iron pick". But overall earlier game players should be in constant fear of the raid.
Take into account that Illagers are quite powerful when met early on, and well, once triggered, the raids start coming and they don't stop coming, particularly when there's no way to prevent them from attacking barring an item found at the very endgame.
"Isn't it Iron Pick" is hardly appropiate. It fits more if it would logically get Illagers to pay attention to the Player.
Take into account that Illagers are quite powerful when met early on, and well, once triggered, the raids start coming and they don't stop coming, particularly when there's no way to prevent them from attacking barring an item found at the very endgame.
"Isn't it Iron Pick" is hardly appropiate. It fits more if it would logically get Illagers to pay attention to the Player.
Not to mention that illagers aren't even supposed to be the main enemies in the game.
Not to mention that illagers aren't even supposed to be the main enemies in the game.
I think they are. I do like your idea for Pigmen or other mob invasions, but pigmen and endermen- the two "late game" enemies- are neutral. Zombies would be the only ones that make sense, but they would be easily beaten, unlike Illagers.
As for the Totem "ruining" survival, by the time you reach god-tier diamond in the end city, these raids would become less an intense battle and more an annoyance. They are completely optional to use, and if you wish you may eliminate the Totem to engage in a battle.
The same way Minecraft determines homes for villagers, with a door and a bed. They could also detect the player repeatedly sleeping in a single location, with it choosing an average in case you get sneaky and move your bed every night.
What should be the effect radius of the totem of defending? some people would have towns or cities consisting of thousands of blocks, not just hundreds. And having to go back to the End to keep getting more totems of defending would inconvenience them even further, especially if they had to collect 10 or 15 of them just to protect a radius of about 500 blocks.
You also have to factor in that there is a small chance that something could go wrong with your world file and cause things to go missing, or some idiotic player on your server would remove them, accidental or otherwise.
I'd be ok with the ravagers and pillagers spawning near your bases, ONLY IF it were still possible to keep them out by a stone wall and iron doors or something like that. Otherwise I disagree and I'm sure friends of mine would feel the same way as me about this, I play on a whitelisted server to keep griefers out of my worlds or keep it to a minimum if it ever happens at all. I don't want a hostile mob randomly spawning in ruining my builds I'd spend a long time putting together.
I disagree... there is a reason the game is called "Survival" mode. It is meant to be a challenge. If you would like to build a massive city, play creative mode, or switch the game too easy or peaceful and don't have the raids.
I disagree... there is a reason the game is called "Survival" mode. It is meant to be a challenge. If you would like to build a massive city, play creative mode, or switch the game too easy or peaceful and don't have the raids.
I'd argue that the only requirements that need to be checked off for it to be "Survival" mode is that you can die through methods besides commands or leaving the play area (entering the void), and that you don't get unlimited everything for no cost. What also lends credence to my point of view is there is a separate difficulty setting that has two settings below what is thought of as "normal" difficulty.
That said, I would change a couple of things about this. I would definitely put some kind of restriction on when these can occur. Maybe once you mine your first Diamond ore, as that is a decent mid-point of the game where you should be somewhat prepared for a raid but you won't crush them easily. Or maybe it only starts happening if you draw first blood by killing an Illager Patrol or two.
I also think it would be better if it didn't require going all the way to the End to avoid dealing with these. Maybe once you defeat a raid one drops a banner that keeps raids from spawning near it, since it would act as a warning of what happened to the last raid that came through your area. But if it was limited in area it can protect, you would need several in order to keep raids away from larger bases.
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That's an utterly selfish viewpoint, you're basically willing to segregate other survival players simply because they don't agree with your methods. Some survival players don't want the mobs to ruin everything they worked hard for, that's one of the reasons why hardcore mode is its own separate mode.
If hostile mobs had the ability to destroy everything, randomly spawn in and no way to defend against it that would definitely ruin the game for some people. There are already monsters in the game that you can fight, if you want to challenge yourself then play hardcore mode, don't impose a one size fits all solution to everybody else, it's ideas like this that ruin games.
Hardcore Mode does nothing besides deleting your world upon death. All that changes if you become more careful.
If you cannot find enough sheep to make a bed, the first night in Minecraft is legitimately scary. You stay in your shelter as mobs are seen outside, and in hard mode, the zombies try to break your door down, creepers come and possibly explode your house, and the game feels like it is about survival.
But after that point, the game is not very challenging. You can sleep through the night. The monsters are supposed to be scary, but the way progression works, once you get iron they are minimal threats. All the dangers lie in scattered rare structures you have to hunt out. There is little survival. It becomes an adventure mode. So if the Zombie is no longer a threat, the Illager must become the new hunter.
Creating random raid events would be an easy way to bring back a challenge to the game.
I'm not talking specifically about the danger they pose to the players themselves, I'm talking about the structures you put together after grinding for the materials to put them together, that's your work
I can deal with Creepers, at least it's possible to avoid them using beds or lighting sources, and of course being careful by looking around in the mornings before going about your activities. But to have the changes someone on reddit suggested be made to the ravagers would be beyond annoying, it would literally either make me want to play on easy or peaceful or stop playing altogether, if they were allowed to demolish structures unexpectedly and with no way to prevent them from doing it.
Survival mode is about challenge and battling monsters yes, but that doesn't mean you should automatically lose everything you worked for.
Hardcore mode provides that type of consequence already, by forcing a file deletion if you die, there's no need to force that sort of thing on every other difficulty mode. Thankfully Mojang doesn't implement those kinds of suggestions, at least not yet anyway, because they're not willing to alienate a large number of players by elitism.
I do think illager raids shouldn't spawn inside walled bases. I think ravagers destroying blocks, however, is fine, because without this you can just build a dirt wall and be safe forever. The ravager only breaks walls when there is no other way, and it takes 30 second or so to "break" a block, which destroys about a creeper's worth of blocks (which drop as items).
I think you should be able to build the mansion of your dreams, all you have to remember is to build a 2 block high outer wall (most mansions have something like this irl) around your gardens. No danger to your build now. Then when the raid warning comes out, run towards your outer defenses, locate the raid, and fire on the ravager before it breaks the wall down. If the ravager manages to break the wall down, you will have to repair the wall, but it shouldn't be that big a deal. Now the ravager and pillagers are running around your lawn, kill them and it should be fine. Remember the ravager only resorts to ramming when it can't reach you any other way, so if you run around with a bow it shouldn't be too bad.
I think you should be able to build the mansion of your dreams, all you have to remember is to build a 2 block high outer wall (most mansions have something like this irl) around your gardens. No danger to your build now. Then when the raid warning comes out, run towards your outer defenses, locate the raid, and fire on the ravager before it breaks the wall down. If the ravager manages to break the wall down, you will have to repair the wall, but it shouldn't be that big a deal. Now the ravager and pillagers are running around your lawn, kill them and it should be fine. Remember the ravager only resorts to ramming when it can't reach you any other way, so if you run around with a bow it shouldn't be too bad.
Or you can put water channels that lead the Pillagers to lava blades or magma.
If the problem are walls, use a second Ravager-like mob to deal with them, that could also allow Pillagers and Ravagers to bypass water currents.
Yes, but this is called “survival” mode. It shouldn’t be about building fancy castles, it should be about building working fancy castles.
If you don’t want build to be destroyed, play an easier game mode. I understand you see this comment as elitist... I’d like to explain why I believe it is not.
You are given two gamemode options at the start for Minecraft. Well, 4, but no one uses adventure or spectator. The way I see it, there are two ways to play the vanilla game- of course, this is split into tons of different play styles with everyone slightly different. But chiefly, you can build or you can fight.
To build is to want to make things really cool. And I see the merit of saying, “I built this in survival and gathered all the resources” but in that case your sole focus is on the gathering of resources. Otherwise you might have played creative mode. Let’s be real, mobs are of no threat with enchanted diamond gear and elytra. It’s the resource gathering these players like. So, I think they should play easy mode. For builders in mind.
To fight are those who mean to have a challenge, and all due respect I don’t think hardcore is a fun challenge. It’s scary, but beyond that your world could get deleted any second there isn’t much real surviving in place. My suggestion is for people who want that. It is for these types of players who prefer function over form. If that’s not you, no worries. I believe I have outlined the perfect place for you to play your game, if you disagree, please reply why.
But I don’t think it is necessarily fair to immediately deny this suggestion just off the fact it doesn’t align to the same player type Minecraft has been catering towards for the past couple updates.
No, it's elitist to force a massive buff to the ravagers and raids against others who won't agree with it and then condescendingly suggest they play on peaceful or easy mode just to avoid the destruction to their structures they put many hours into designing.
Okay, let's say you are playing survival and don't want your structures to be harmed by the game's threats.
Why are you playing survival mode, to begin with? Wouldn't creative mode be a better fit if your focus is on keeping your structures pretty?
Pillagers as they currently are at least have a way to deal with them and they're limited in what they can do.
Last I remembered checking, you needed to visit a village while cursed with the bad omen effect, if the effect wore off before entering a village, the raids wouldn't come, simple to understand mechanic that careful players can avoid if they pay attention to their status effects.
Yes.
What you're suggesting would make it annoying and not fun.
Okay, let's say you are playing survival and don't want your structures to be harmed by the game's threats.
Why are you playing survival mode, to begin with? Wouldn't creative mode be a better fit if your focus is on keeping your structures pretty?
Yes.
Respectfully disagree.
You have only provided an incredibly rare item as a way to ward off Raids, which otherwise happen at random no matter when, and without reason (Why would Illagers send such a force to attack some poor farmer living on a dirt hut, whose most precious possesion are a few iron ingots, and who is using stone tools? It'd be much simpler to not amass those forces and simply let them target the usual villagers). On top of that, you're suggesting to have Ravagers break blocks, which cannot be really prevented and accounted for, unlike Creepers (Stay away from your buildings while hunting them, use a bow, pay attention to their hissing. Use light sources so they don't spawn) or Ghasts (Use materials that can withstand their explosions as exterior layers in your buildings. Deflect their fireballs.). In other words, at least SOME damage is guaranteed to happen wether or not you stop them quickly, unless you deal with base raids by building grinders, in which case it turns into the game giving you free loot.
Many people complain that Minecraft is "too easy". Therefore, I propose when on Normal / Hard mode, there is a chance for Illager Raids to spawn around your base, encouraging you to defend it. You don't want to live in a house where there are ravagers right outside your door. Pillagers use crossbows, so you can't just build up to avoid them. On normal mode, the Illager Raids are 0.25x less common than Village attacks, while on hard, Illager Raids are only 0.75x less common than Village attacks.
The End City now has one extra loot, the Totem of Defending, which when used upon a block makes the surrounding area invulnerable to Illager Raids. This allows the endgame player to avoid such annoyances, but for the vast majority of the game, you will have to contend with such attacks.
The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
The player should be defenseless early on. That's why it is called "survival mode". I'd agree there should be some restriction to prevent a day one attack- perhaps the raid can only start once a player has passed some sort of advancement, like "isn't it iron pick". But overall earlier game players should be in constant fear of the raid.
Early on the main danger should be monsters. Some sort of step during progression could cause this to happen, such as discovering a village.
I don't like the totem of defending, though, as the challenge of survival should never end. That completely defeats the purpose of the rest of the suggestion, and is just as bad as extremely overpowered end-game armor.
Similar "raids" or events could also make the game more challenging, which would make players try to prepare for things. Fore example, once you enter the Nether (or enter a Nether Fortress), there could then rare pigman invasions that occasionally happen. Also keep in mind that these events aren't just limited to raids; there could also be events such as solar eclipses that bring out new variants of existing mobs.
Partial Support.
Check out my suggestions! Here is one of them:
Take into account that Illagers are quite powerful when met early on, and well, once triggered, the raids start coming and they don't stop coming, particularly when there's no way to prevent them from attacking barring an item found at the very endgame.
"Isn't it Iron Pick" is hardly appropiate. It fits more if it would logically get Illagers to pay attention to the Player.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
Not to mention that illagers aren't even supposed to be the main enemies in the game.
Check out my suggestions! Here is one of them:
They're shaping up to be the closest thing in the game, but, apart from them, the closest to a main enemy is the hostile wildlife and undead.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
How would Minecraft detect that its a base?
I think they are. I do like your idea for Pigmen or other mob invasions, but pigmen and endermen- the two "late game" enemies- are neutral. Zombies would be the only ones that make sense, but they would be easily beaten, unlike Illagers.
As for the Totem "ruining" survival, by the time you reach god-tier diamond in the end city, these raids would become less an intense battle and more an annoyance. They are completely optional to use, and if you wish you may eliminate the Totem to engage in a battle.
The same way Minecraft determines homes for villagers, with a door and a bed. They could also detect the player repeatedly sleeping in a single location, with it choosing an average in case you get sneaky and move your bed every night.
I disagree... there is a reason the game is called "Survival" mode. It is meant to be a challenge. If you would like to build a massive city, play creative mode, or switch the game too easy or peaceful and don't have the raids.
I'd argue that the only requirements that need to be checked off for it to be "Survival" mode is that you can die through methods besides commands or leaving the play area (entering the void), and that you don't get unlimited everything for no cost. What also lends credence to my point of view is there is a separate difficulty setting that has two settings below what is thought of as "normal" difficulty.
That said, I would change a couple of things about this. I would definitely put some kind of restriction on when these can occur. Maybe once you mine your first Diamond ore, as that is a decent mid-point of the game where you should be somewhat prepared for a raid but you won't crush them easily. Or maybe it only starts happening if you draw first blood by killing an Illager Patrol or two.
I also think it would be better if it didn't require going all the way to the End to avoid dealing with these. Maybe once you defeat a raid one drops a banner that keeps raids from spawning near it, since it would act as a warning of what happened to the last raid that came through your area. But if it was limited in area it can protect, you would need several in order to keep raids away from larger bases.
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http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Hardcore Mode does nothing besides deleting your world upon death. All that changes if you become more careful.
If you cannot find enough sheep to make a bed, the first night in Minecraft is legitimately scary. You stay in your shelter as mobs are seen outside, and in hard mode, the zombies try to break your door down, creepers come and possibly explode your house, and the game feels like it is about survival.
But after that point, the game is not very challenging. You can sleep through the night. The monsters are supposed to be scary, but the way progression works, once you get iron they are minimal threats. All the dangers lie in scattered rare structures you have to hunt out. There is little survival. It becomes an adventure mode. So if the Zombie is no longer a threat, the Illager must become the new hunter.
Creating random raid events would be an easy way to bring back a challenge to the game.
I do think illager raids shouldn't spawn inside walled bases. I think ravagers destroying blocks, however, is fine, because without this you can just build a dirt wall and be safe forever. The ravager only breaks walls when there is no other way, and it takes 30 second or so to "break" a block, which destroys about a creeper's worth of blocks (which drop as items).
Think of it like a giant battering ram.
I think you should be able to build the mansion of your dreams, all you have to remember is to build a 2 block high outer wall (most mansions have something like this irl) around your gardens. No danger to your build now. Then when the raid warning comes out, run towards your outer defenses, locate the raid, and fire on the ravager before it breaks the wall down. If the ravager manages to break the wall down, you will have to repair the wall, but it shouldn't be that big a deal. Now the ravager and pillagers are running around your lawn, kill them and it should be fine. Remember the ravager only resorts to ramming when it can't reach you any other way, so if you run around with a bow it shouldn't be too bad.
Or you can put water channels that lead the Pillagers to lava blades or magma.
If the problem are walls, use a second Ravager-like mob to deal with them, that could also allow Pillagers and Ravagers to bypass water currents.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
People should be allowedto build whatever they like without fear of it being destroyed. (Which is why I also think Creepers are trollish.)
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Yes, but this is called “survival” mode. It shouldn’t be about building fancy castles, it should be about building working fancy castles.
If you don’t want build to be destroyed, play an easier game mode. I understand you see this comment as elitist... I’d like to explain why I believe it is not.
You are given two gamemode options at the start for Minecraft. Well, 4, but no one uses adventure or spectator. The way I see it, there are two ways to play the vanilla game- of course, this is split into tons of different play styles with everyone slightly different. But chiefly, you can build or you can fight.
To build is to want to make things really cool. And I see the merit of saying, “I built this in survival and gathered all the resources” but in that case your sole focus is on the gathering of resources. Otherwise you might have played creative mode. Let’s be real, mobs are of no threat with enchanted diamond gear and elytra. It’s the resource gathering these players like. So, I think they should play easy mode. For builders in mind.
To fight are those who mean to have a challenge, and all due respect I don’t think hardcore is a fun challenge. It’s scary, but beyond that your world could get deleted any second there isn’t much real surviving in place. My suggestion is for people who want that. It is for these types of players who prefer function over form. If that’s not you, no worries. I believe I have outlined the perfect place for you to play your game, if you disagree, please reply why.
But I don’t think it is necessarily fair to immediately deny this suggestion just off the fact it doesn’t align to the same player type Minecraft has been catering towards for the past couple updates.
Is it elistist of Mojang to force the Village and Pillage changes on players? Now villagers are a lot more complex - and harder - to deal with.
Okay, let's say you are playing survival and don't want your structures to be harmed by the game's threats.
Why are you playing survival mode, to begin with? Wouldn't creative mode be a better fit if your focus is on keeping your structures pretty?
Yes.
Respectfully disagree.
You have only provided an incredibly rare item as a way to ward off Raids, which otherwise happen at random no matter when, and without reason (Why would Illagers send such a force to attack some poor farmer living on a dirt hut, whose most precious possesion are a few iron ingots, and who is using stone tools? It'd be much simpler to not amass those forces and simply let them target the usual villagers). On top of that, you're suggesting to have Ravagers break blocks, which cannot be really prevented and accounted for, unlike Creepers (Stay away from your buildings while hunting them, use a bow, pay attention to their hissing. Use light sources so they don't spawn) or Ghasts (Use materials that can withstand their explosions as exterior layers in your buildings. Deflect their fireballs.). In other words, at least SOME damage is guaranteed to happen wether or not you stop them quickly, unless you deal with base raids by building grinders, in which case it turns into the game giving you free loot.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.