Well, the pillager update was a disappointment to me. It's buggy, unbalanced, boring and rough...
A lot of times pillagers spawned inside my village (which I build a wall) in the raid or not raid context.
Pillagers are stupid. They shoot themselves, approaches the player to shoot with crossbows (???) and has no strategy concept.
It gets worse when you realize pillagers seem more like a great empire (which has "invisible cities") than pillagers.
The recycling of old mobs (witches, evokers, illagers, etc) was a great mistake because it made the raids really unbalanced and worse: boring!
The evoker and the illager are cool in the mansion context because it's a creepy place. But at the camp, they don't work!
An old mistake was to make witches spawn in any place besides only at witches houses, and now in raid context...
I'm sorry, but Mojang looks like being lazy or something...
There is my suggestion:
Firstly - Villagers:
Villagers work on fields, rivers, little mines and woods.
Villagers don't need to break blocks, but they do animations that give the impression they are working.
At the end of the day, villagers come back home and put randomly generated items (like coal, iron, fish and wheat - according to their jobs) in their chests.
Villagers will hate players who steal a chest and iron golems will kill them.
Villagers like cartograph and blacksmith will catch the chest content to make items which players can buy with iron and gold nuggets (please, remove emerald trade) or bartering items.
Pillagers:
Two types of pillagers: crossbow and ax (I'm not talking about illagers. You guys need to create a new mob that works balanced!).
Pillagers spawn in groups of 6-20 at a region which has no player structures (or something like this to avoid annoying spawns like the one I mentioned later).
Pillagers will look for chests and barrels at villagers or players houses, steal its contents and bring it to hiding barrels (buried, inside caves, etc).
Pillagers kill farms to steal meat, wool, and leather.
Pillagers sometimes kill one villager for their own rejoice and will try to kill any humanoid creature that approaches or attack them (zombies, skeletons, etc will attack pillagers that can become zombies).
Pillagers have simple strategies:
Crossbows behind axes OR axes around crossbows.
Crossbows will look for high places and axes will try to corner enemies and protect crossbows.
Crossbows will cover axes.
The pillagers will try to stay next to each other.
Every time a creature kills a pillager, every pillager gets a fear effect that gives 5% chances of the pillager runs away.
If a pillager runs away, every pillager gets one more fear effect.
This effect is accumulative to a maximum of 95%.
In running, they can split themselves and/or become to smaller groups.
If two groups of pillagers met, they will group up.
If a player builds a wall around a village, pillagers will explode it with a TNT.
If there is a bell in the village, the villagers will ring it when pillagers are coming.
(another siege mechanics could be cool to implement)
Pillagers can open doors (goddammit).
Additionally:
I think it will be cool if when you save villagers a lot of times, they consider you their feudal lord and starts to work for you.
Well. That's my opinion. What do you think about it?
Imagine the adventures it will bring to the game!
Imagine you looking for pillagers that run away from you to the forest.
Imagine you catching a pillager that furtively entered in your house.
I mentioned a lot of ideas, not just stealing chests.
I like the idea of losing my things and trying to find the place where pillagers hide it, but I comprehend and respect other people (like you) that think it's annoying.
I think it could be corrected in a simple way: they just steal village chests.
That's fix everything, you don't think so?
About TNT: I didn't say they will explode players constructions. They will just explode walls that blocks they passage into the village. In addiction, I think it's important that they have limited TNTs (max: 1 TNT for every 5 pillagers) to avoid stupid griefing.
What do you think about it?
I would appreciate read your opinion about my other ideas too : )
Final edit, this is exactly the reason why I made the suggestion whether or not people believe updates for Minecraft ought to stop in the future life of the game, to prevent game breaking suggestions like this being forced on players against their will. It's suggestions like this that would ultimately end up in the demise of the game if they became a reality.
This isn't your job, this is a game. A game that is meant to cater to everyone, not just you.
"
About it: Guy, I think you have seen weird people ultimately and are thinking I am one of them : P
Egocentric people are flooding the internet... I understand your revolt...
But I need to say that I'm not one of these people. I'm not trying to force Mojang to implement something just me will appreciate.
I'm just sharing an idea for Mojang and the community analyze it and think if the majority of people would like this actualization!
About your critics about actualizations: I understand your point, but I see different. I think actualizations help Minecraft to continue relevant. In addition, Minecraft launcher has the option to select which version you want to play, so you can choose the one you like more : )
But I also think they should implement more world configurations (I would appreciate if I could remove baby zombies at creating my worlds, for example).
Thank you for reading my thread and I'm sorry about any English misspellings : p
Bedrock edition doesn't give you that option, so you need to think about this.
and I refuse to play Java version just to avoid unwanted changes, bedrock edition has become my favourite because it runs better and I don't want lag when I start using redstone contraptions, neither do the friends who play on my server.
"
Oh, I didn't know that... Well. I think Mojang should implement it.
"
I'm just pointing out that suggestions like them being able to destroy things opens a can of worms and has the potential to make the game more trouble than it's worth for a lot of people. Not everyone is going to agree with that, and I believe should it ever become a thing, it should become a world type or hardcore mode, that way people are given options and can still play vanilla Minecraft with monsters and have the option to prevent builds being ruined so long as they remembered to use lighting, half slabs or glass.
And about the destruction to the outer walls of villages, , how would you guarantee that it is only a defence wall being destroyed and not an actual house? the game doesn't have any built in way to recognize this, and even if it did, TNT when they explode, delete some blocks from existence, they don't just break apart things that are not obsidian, bedrock or water. Dirt and sand, while they are common, they're not renewable resources, once deleted they're gone and cannot be replaced without taking resources from somewhere else, which would mean ruined biomes eventually.
Just the fact I'd be building a castle in survival mode, and copying the design I did in creative mode by memory and hand by using screenshots and no world editor, means I have reason to worry now that a few people are suggesting Mojang allow pillagers and the ravager beast destroy any block and not be preventable. I'm wondering if it is even worth my time trying because of this, because all it takes is one update to allow monsters to auto grief builds and I'm screwed. No support.
"
I think Creeper is the most iconic mob in Minecraft because he destroys things while Steve builds things. This duality is very interesting and I think it should be explored carefully[/i][/b]...
There is a slight difference between destruction and griefing.
As I mentioned, I think pillagers could have a very limited amount of TNT what would avoid biome destruction.
(by the way: I think explosions shouldn't delete blocks because it's annoying and make TNT very useless)
About differentiating walls and houses:
Pillager steals village chests.
If the chest is blocked: look for a door and open it.
If there is no door: use TNT.
If there is no TNT available: looks for another chest.
If all (or the majority of ) chests are blocked: attack villagers as punishment.
If villagers are blocked: give up and go away.
This way, you just should ponderate about building a house in a village, but outside it, your constructions would be ok.
Maybe you don't know it, but Minecraft has a "village center marker" of something like it.
It could be used to recognize if it's a village or not.
I think TNTs should be rarer than I mentioned before... Something like a maximum of 1 to every 10 pillagers. This way, only great armies of pillagers could invade villages!
Another idea: when you are creating the world you could choose between:
- pillagers just attack villages
- pillagers attack everywhere
This way, my kind of player and your kind of player would be satisfied : )
About other world gamemodes: I would appreciate if Mojang implements more of these! It would be very cool.
Well, the pillager update was a disappointment to me. It's buggy, unbalanced, boring and rough...
A lot of times pillagers spawned inside my village (which I build a wall) in the raid or not raid context.
Pillagers are stupid. They shoot themselves, approaches the player to shoot with crossbows (???) and has no strategy concept.
It gets worse when you realize pillagers seem more like a great empire (which has "invisible cities") than pillagers.
The recycling of old mobs (witches, evokers, illagers, etc) was a great mistake because it made the raids really unbalanced and worse: boring!
The evoker and the illager are cool in the mansion context because it's a creepy place. But at the camp, they don't work!
An old mistake was to make witches spawn in any place besides only at witches houses, and now in raid context...
I'm sorry, but Mojang looks like being lazy or something...
There is my suggestion: Firstly - Villagers: Pillagers:OR
Additionally:
Well. That's my opinion. What do you think about it?
Imagine the adventures it will bring to the game!
Imagine you looking for pillagers that run away from you to the forest.
Imagine you catching a pillager that furtively entered in your house.
Upvote so Mojang can see it.
(I'm sorry about my English)
1. I wouldn't say that Mojang was lazy at all with Illagers. I like what they have done and I'd like only slight additions for them.
2. Pillagers in villages? It shouldn't happen outside raids. Pillager outposts have a coded distance from villages. Oh, wait, in Java raids don't spawn inside villages either.
3. They are smart enough not to react to their comrades firing in their backs, although they shouldn't shoot if a comrade is in line of aim IMO.
4. Recycling of old mobs makes sense to me. Why to create some additional mobs that are present only during attacks and never in defense? Vindicators and witches fill the gaps of shieldbreakers/close quarters specialists and medics well. Villagers: Ohohoho... no, no, no... that's very easy to work around to use to farm. >:)
You lock entire village in a gulag, every one with chest and in his own cell with working blocks. They fill the chests with items for you to gather.
You proceed to take them directly, and trade them in another village you don't steal from. Iron Golems are helpless, because the center of village is iron golem grinder, A.K.A. Iron Ingot Farm. You can't work around it without significant increase in mob griefing levels or absurd global reputation behaviour.
Alternatively you siphon the contents away with hoppers, or minecarts with hoppers. Pillagers: A ) What, vindicator dupe? For sake of what? Completely needless for my taste.
B ) Abusable logic. You cover vast areas with single blocks spaced away from each other. No spawning over large area.
C ) Excessive mob griefing. Just why? It would encourage avoiding villages, because your storage will end up looted, and you won't use them either way. Unless you are entrenched in a gulag.
D ) Kill farms? You mean farm animals? They would make the entire areas desolate of animals!... Unless you cover everything in single blocks spaced away or have farm animals only in gulags.
E ) Illagers already butcher every villager on sight. No difference at all.
F ) Undead are loosely allied with Illagers. See: Minecraft Dungeons.
G ) All these strategies are excessive in programming (back in C&C community even the most advanced AIs can't go beyond throwing all troops in frontal charge, or mad dash against harvesters), and obsolete in face of building a walled village fortified gulag with one entrance in and out riddled with traps.
H ) Wait, using TNT to break defences? It's not just annoying due to heavy mob griefing going on, it's also futile in attempts to break through lava moats, obsidian walls with obsidian coverage in front of them or water-covered walls (liquids resist explosives from everything but wither)
I ) Villagers already ring bells and open doors. Nihil novi. At least in Java.
J ) Who needs to be feudal good lord when you can lock them all in a gulag and force them into labour with sheer force and strength of walls and grinders?
In the end, the only things I approve are:
α) slight AI targeting improvement - Illagers shouldn't shoot backs of their comrades and hold fire until they can take a clear shot. AFAIK they have such things as line of sight, it should be easy to program. It's so dumb.
β) Clarify relationships between undead and illagers. It's rather strange that they neither interact with nor fight each other.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
One of my favorite things to do is tricking mobs into attacking each other! I don’t have to worry about Bad Omen if I let the pillagers off their own leader.
It’s only fair that enemy mobs be idiots if we have to deal with idiot villagers that walk too far away from their beds and workbenches and even out of the village, walk in front of you while you’re harvesting crops or mining, can’t find their way down a ladder flush with the floor, don’t seek shelter in thunderstorms, and immediately pour out through any breach in a perimeter fence or wall, even when zombies and creepers are everywhere.
1. I wouldn't say that Mojang was lazy at all with Illagers. I like what they have done and I'd like only slight additions for them.
2. Pillagers in villages? It shouldn't happen outside raids. Pillager outposts have a coded distance from villages. Oh, wait, in Java raids don't spawn inside villages either.
3. They are smart enough not to react to their comrades firing in their backs, although they shouldn't shoot if a comrade is in line of aim IMO.
4. Recycling of old mobs makes sense to me. Why to create some additional mobs that are present only during attacks and never in defense? Vindicators and witches fill the gaps of shieldbreakers/close quarters specialists and medics well. Villagers: Ohohoho... no, no, no... that's very easy to work around to use to farm. >:)
You lock entire village in a gulag, every one with chest and in his own cell with working blocks. They fill the chests with items for you to gather.
You proceed to take them directly, and trade them in another village you don't steal from. Iron Golems are helpless, because the center of village is iron golem grinder, A.K.A. Iron Ingot Farm. You can't work around it without significant increase in mob griefing levels or absurd global reputation behaviour.
Alternatively you siphon the contents away with hoppers, or minecarts with hoppers. Pillagers: A ) What, vindicator dupe? For sake of what? Completely needless for my taste.
B ) Abusable logic. You cover vast areas with single blocks spaced away from each other. No spawning over large area.
C ) Excessive mob griefing. Just why? It would encourage avoiding villages, because your storage will end up looted, and you won't use them either way. Unless you are entrenched in a gulag.
D ) Kill farms? You mean farm animals? They would make the entire areas desolate of animals!... Unless you cover everything in single blocks spaced away or have farm animals only in gulags.
E ) Illagers already butcher every villager on sight. No difference at all.
F ) Undead are loosely allied with Illagers. See: Minecraft Dungeons.
G ) All these strategies are excessive in programming (back in C&C community even the most advanced AIs can't go beyond throwing all troops in frontal charge, or mad dash against harvesters), and obsolete in face of building a walled village fortified gulag with one entrance in and out riddled with traps.
H ) Wait, using TNT to break defences? It's not just annoying due to heavy mob griefing going on, it's also futile in attempts to break through lava moats, obsidian walls with obsidian coverage in front of them or water-covered walls (liquids resist explosives from everything but wither)
I ) Villagers already ring bells and open doors. Nihil novi. At least in Java.
J ) Who needs to be feudal good lord when you can lock them all in a gulag and force them into labour with sheer force and strength of walls and grinders?
In the end, the only things I approve are:
α) slight AI targeting improvement - Illagers shouldn't shoot backs of their comrades and hold fire until they can take a clear shot. AFAIK they have such things as line of sight, it should be easy to program. It's so dumb.
β) Clarify relationships between undead and illagers. It's rather strange that they neither interact with nor fight each other.
It would encourage staying away from villages yes, but this also means players have options to protect their gear from the "mob griefing" you speak of.
Why would you store your rare items in a village? it would be common sense to just store diamond gear in an Ender chest or in your mines or secret bases elsewhere, not in a village that starts out very poorly defended by iron golems with no fences and insufficient lighting to keep monsters out at night.
I don't agree with Pillagers having the ability to steal player items, however I can at least compromise with this suggestion since players still have an option to prevent their items getting stolen whether a raid happens or not.
It means you would need to become less dependent on villages to assist you if you didn't want to risk items getting stolen and builds being destroyed, that's all it would mean.
And I'm not talking about your village, that's different, I believe player villages or bases should be immune to this type of griefing unless it's on an anarchy/PVP server.
If this is to be implemented, then in my opinion the game should be coded to recognize two different type of villages, so that player bases if not inhabited by Villager NPC's would not be affected by Pillager griefing, this would be fair on everyone so it remains possible to keep your items well defended while also punishing players for being too dependent on Villager NPC villages for their gear.
What this means is, it'll encourage YOU to build your own village to keep yourself housed and protected from hostile mobs, and mine your own resources.
I don't agree with the premise- that Pillagers are unbalanced- but there are a lot of good ideas here. I wouldn't mind more variety to illagers, but I don't think it's strictly necessary. I'd rather see more variety to outposts/manors. One good mod I've found for raids is the 'Savage and Ravage' mod for Forge, which implements some of these ideas- and while it goes a bit overboard, I think there are some ways this sort of thing could be implemented.
It would be neat if raids were a bit more strategic, but honestly, village generation would have to be improved to begin with before this could be a thing. Simple adjustments to how groups of raiders generate, maybe.
Iron golems growing angry when players steal things from villages could be an interesting mechanic, and would certainly help to balance villages as a source of resources. Maybe a smaller variant of the Iron Golem to deal with theft? I've suggested something like this awhile ago, albeit under a different idea.
I don't agree with the premise- that Pillagers are unbalanced- but there are a lot of good ideas here. I wouldn't mind more variety to illagers, but I don't think it's strictly necessary. I'd rather see more variety to outposts/manors. One good mod I've found for raids is the 'Savage and Ravage' mod for Forge, which implements some of these ideas- and while it goes a bit overboard, I think there are some ways this sort of thing could be implemented.
It would be neat if raids were a bit more strategic, but honestly, village generation would have to be improved to begin with before this could be a thing. Simple adjustments to how groups of raiders generate, maybe.
Iron golems growing angry when players steal things from villages could be an interesting mechanic, and would certainly help to balance villages as a source of resources. Maybe a smaller variant of the Iron Golem to deal with theft? I've suggested something like this awhile ago, albeit under a different idea.
I think if this feature were strictly NPC village based then it could work without annoying a lot of people in the process.
Nobody who values their builds and gear likes mob griefing, but if these griefing abilities had limits and were well known then players would be in a reasonable position to work around them.
If Pillagers were able to raid player bases then that would be a different story and would definitely make them annoying and overpowered. But the OP of the thread is not suggesting that, this individual is suggesting this feature be exclusive to natural villagers only so it's worth a consideration.
It would encourage more strategic building so players could better protect their most important loot, at the moment the game doesn't encourage that and so players are able to set up raid farms pretty much anywhere with little consequence, and I can see this is where the unbalanced issue is coming from.
If Pillagers were able to invade and destroy every base, including player ones, this wouldn't be the players fault so would be cheap and anybody who has thought it through would understand that.
But if Pillagers could only invade Villager territory, you at least have the option to not deal with it if you don't want to.
But in so doing, you may lose out on valuable trades so whether you think it is worth defending that village is your decision.
bell rings automatically when raid waves are loading that means bell rings 3 or 4 times each wave and pillagers should use picaxes because tnt can destroy their loot and that would be dumb or they can blow up the village after winning the raid as celebration of their victory
bell rings automatically when raid waves are loading that means bell rings 3 or 4 times each wave and pillagers should use picaxes because tnt can destroy their loot and that would be dumb or they can blow up the village after winning the raid as celebration of their victory
It wouldn't be nonsensical to have Pillagers buffed to this level in hardcore mode though, hardcore mode should mean hardcore, a punishing experience from start to finish, otherwise it is not really hardcore mode. Some players can go for long stretches of gameplay without dying. I do agree that there are other ways to add challenge to the game, but hardcore mode is different, and mob griefing getting enhanced to this extreme in this mode would make logical sense here.
It would encourage staying away from villages yes, but this also means players have options to protect their gear from the "mob griefing" you speak of.
Why would you store your rare items in a village? it would be common sense to just store diamond gear in an Ender chest or in your mines or secret bases elsewhere, not in a village that starts out very poorly defended by iron golems with no fences and insufficient lighting to keep monsters out at night.
I don't agree with Pillagers having the ability to steal player items, however I can at least compromise with this suggestion since players still have an option to prevent their items getting stolen whether a raid happens or not.
It means you would need to become less dependent on villages to assist you if you didn't want to risk items getting stolen and builds being destroyed, that's all it would mean.
And I'm not talking about your village, that's different, I believe player villages or bases should be immune to this type of griefing unless it's on an anarchy/PVP server.
If this is to be implemented, then in my opinion the game should be coded to recognize two different type of villages, so that player bases if not inhabited by Villager NPC's would not be affected by Pillager griefing, this would be fair on everyone so it remains possible to keep your items well defended while also punishing players for being too dependent on Villager NPC villages for their gear.
What this means is, it'll encourage YOU to build your own village to keep yourself housed and protected from hostile mobs, and mine your own resources.
1. It forces me to build my base somewhere else, even in worlds that I already have a village-base in, and were purposefully and thoroughly modified to protect from raids as well as facilities like crops, tunnel systems, mines and animal farms that are problematic to relocate.
2. I'd store rare items in a village because it provides me with protection of iron golems and trading with villagers readily.
Ender chest is late-game gear that I need blaze powder to obtain, and it's inconvenient to move from and to a deep bunker/faraway outpost just to get some gear for trading.
4. Base abandoning and going back and forth to trade for anybody who set up a base in a village, I can't-f###ing-wait.
5/6. Hah, so I get booted out of my own, high-effort base just because the village is technically the same as it was when generated, and I can ignore all those issues in a stock generated village that just had every bed, bell and door manually moved one block to the side (if it tracks exact locations of village-characteristic blocks), or a dirt pit filled with beds and a bell 50 meters away (if it tracks approximate location of a whole village)? I don't really see any better way of making the system distinguishing player villages and generated villages considering the fact that currently it keeps no track of such things.
Or worse, ALL current villages will be considered "generated". And in the best case all current will be considered player ones, and people will just generate old worlds with villages and then modernize them to have a few "player" villages for free wherever they loaded chunks initially.
7. It doesn't reward me in any way, it merely punishes everybody settling in villages.
And if I need shelter from hostile mobs and my own ores I can just chop a tree and collect saplings anywhere and then go full-dwarf-mode - disappear underground with subterranean storage, subterranean farms, subterranean mines and just poke out every afternoon or a few to chop some trees and plant some saplings until I'm fully ironclad and well stocked.
Actually, I mostly pick a seed to start near a village, or go nomad until I find one. Whenever I actually don't do that, I always go FDM and have a secure shelter from day 1.
What village does is allowing me to have a good headstart and incentive in building a human base, a surface base, and on top of that one full of life. Why should I bother to make a nice-looking village when it's a pariah zone that I can go to with 1 (one) purpose only and it's of no use to settle in?
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
1. It forces me to build my base somewhere else, even in worlds that I already have a village-base in, and were purposefully and thoroughly modified to protect from raids as well as facilities like crops, tunnel systems, mines and animal farms that are problematic to relocate.
2. I'd store rare items in a village because it provides me with protection of iron golems and trading with villagers readily.
Ender chest is late-game gear that I need blaze powder to obtain, and it's inconvenient to move from and to a deep bunker/faraway outpost just to get some gear for trading.
4. Base abandoning and going back and forth to trade for anybody who set up a base in a village, I can't-f###ing-wait.
5/6. Hah, so I get booted out of my own, high-effort base just because the village is technically the same as it was when generated, and I can ignore all those issues in a stock generated village that just had every bed, bell and door manually moved one block to the side (if it tracks exact locations of village-characteristic blocks), or a dirt pit filled with beds and a bell 50 meters away (if it tracks approximate location of a whole village)? I don't really see any better way of making the system distinguishing player villages and generated villages considering the fact that currently it keeps no track of such things.
Or worse, ALL current villages will be considered "generated". And in the best case all current will be considered player ones, and people will just generate old worlds with villages and then modernize them to have a few "player" villages for free wherever they loaded chunks initially.
7. It doesn't reward me in any way, it merely punishes everybody settling in villages.
And if I need shelter from hostile mobs and my own ores I can just chop a tree and collect saplings anywhere and then go full-dwarf-mode - disappear underground with subterranean storage, subterranean farms, subterranean mines and just poke out every afternoon or a few to chop some trees and plant some saplings until I'm fully ironclad and well stocked.
Actually, I mostly pick a seed to start near a village, or go nomad until I find one. Whenever I actually don't do that, I always go FDM and have a secure shelter from day 1.
What village does is allowing me to have a good headstart and incentive in building a human base, a surface base, and on top of that one full of life. Why should I bother to make a nice-looking village when it's a pariah zone that I can go to with 1 (one) purpose only and it's of no use to settle in?
I'm not suggesting player bases ought to be raided, but I do see a compromise here with regard to villages being raided by Pillagers, raids there are already a thing, as long as the buff that allowed them to steal items and destroy blocks was restricted to Villager NPC areas, it wouldn't be too much of a problem, especially if it were limited to hard or hardcore difficulty modes.
If you want to avoid a raid the solution is simple, don't pick a fight with a Pillager captain, or if you do, then do it somewhere far away from the village and be sure to have a bucket of milk to end the Bad Omen status.
Otherwise stick to bases far away from Villages to be safe from the raids.
OP here is giving you options, I've seen suggestions that are far worse here, some people literally did suggest having
Pillagers ruin player bases regardless of whether they had villagers or not, and that is overpowered, no hostile mob that spawns at random in the Overworld should have that much power. If players want griefing they can just go play on an anarchy server, but I do believe it is unfair to make AI grief player builds just cuz, so I do strongly disagree with people who want raids to have the ability to tear apart player mansions or castles simply because they are playing in survival mode.
I'm not suggesting player bases ought to be raided, but I do see a compromise here with regard to villages being raided by Pillagers, raids there are already a thing, as long as the buff that allowed them to steal items and destroy blocks was restricted to Villager NPC areas, it wouldn't be too much of a problem, especially if it were limited to hard or hardcore difficulty modes.
If you want to avoid a raid the solution is simple, don't pick a fight with a Pillager captain, or if you do, then do it somewhere far away from the village and be sure to have a bucket of milk to end the Bad Omen status.
Otherwise stick to bases far away from Villages to be safe from the raids.
OP here is giving you options, I've seen suggestions that are far worse here, some people literally did suggest having
Pillagers ruin player bases regardless of whether they had villagers or not, and that is overpowered, no hostile mob that spawns at random in the Overworld should have that much power. If players want griefing they can just go play on an anarchy server, but I do believe it is unfair to make AI grief player builds just cuz, so I do strongly disagree with people who want raids to have the ability to tear apart player mansions or castles simply because they are playing in survival mode.
1. So, either my village-base in current form will cease to exist either due to griefing or an absolute restructurization, or I have to stop fighting raids, their loots and villager discounts. And in multiplayer also hope that nobody will come with bad omen to my base-village or it will become a scorched wasteland.
2. "Stick to bases far away from Villages" As if I had several well structured auxiliary bases with stockpiles around my village base that I can move to without problems and I could casually abandon my current one.
3. Just because there are worse ideas doesn't make this one even a little bit more acceptable.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
1. So, either my village-base in current form will cease to exist either due to griefing or an absolute restructurization, or I have to stop fighting raids, their loots and villager discounts. And in multiplayer also hope that nobody will come with bad omen to my base-village or it will become a scorched wasteland.
2. "Stick to bases far away from Villages" As if I had several well structured auxiliary bases with stockpiles around my village base that I can move to without problems and I could casually abandon my current one.
3. Just because there are worse ideas doesn't make this one even a little bit more acceptable.
It's not ideal to have a Village too close to your base for starters, unless you're playing some old version of Minecraft before Pillagers were added in, there exists the possibility of either you or somebody else on your world intentionally or unintentionally triggering a raid, when this happens you've got to deal with all sorts of nasties ranging from the standard Pillager with the crossbows, easiest, to witches and vexes, which can kill off your villagers without much effort. All Witches need is a small opening for their splash potions to work, they'd see your Villager in its cage and then it's over for them. Vexes can fly through walls FYI, so technically Pillagers already can destroy your village and cost you hours of work.
With all this taken into consideration, why would you want to build your main base close to where Villagers are?
you get the convenience of easy access to trades, but in so doing you're taking a risk of a Pillager Captain screwing up your work.
One can reasonably argue that without this mechanic, the villager trading system is woefully unbalanced, since you can get a huge surplus of emeralds with a good sized crop field going to trade with them. Having the possibility of raids delaying your trade sessions helps add some element of difficulty, also for defeating a raid you also get emeralds in addition to some enchanted gear and you get Hero of the Village status , it's not like you don't get rewarded for defending villagers from them.
As I said before, if you don't want raids, then you do have the option to set up a base somewhere else.
This is coming from somebody who finds raids annoying and chooses not to build a base near villagers,
although I did understand why they were added to the game.
It's not ideal to have a Village too close to your base for starters, unless you're playing some old version of Minecraft before Pillagers were added in, there exists the possibility of either you or somebody else on your world intentionally or unintentionally triggering a raid, when this happens you've got to deal with all sorts of nasties ranging from the standard Pillager with the crossbows, easiest, to witches and vexes, which can kill off your villagers without much effort. All Witches need is a small opening for their splash potions to work, they'd see your Villager in its cage and then it's over for them. Vexes can fly through walls FYI, so technically Pillagers already can destroy your village and cost you hours of work.
With all this taken into consideration, why would you want to build your main base close to where Villagers are?
you get the convenience of easy access to trades, but in so doing you're taking a risk of a Pillager Captain screwing up your work.
One can reasonably argue that without this mechanic, the villager trading system is woefully unbalanced, since you can get a huge surplus of emeralds with a good sized crop field going to trade with them. Having the possibility of raids delaying your trade sessions helps add some element of difficulty, also for defeating a raid you also get emeralds in addition to some enchanted gear and you get Hero of the Village status , it's not like you don't get rewarded for defending villagers from them.
As I said before, if you don't want raids, then you do have the option to set up a base somewhere else.
This is coming from somebody who finds raids annoying and chooses not to build a base near villagers,
although I did understand why they were added to the game.
Raids are of no issue if you move villagers underground or wall the village off properly. Villagers obediently follow beds, bells and working blocks where you set them most of the time.
If raiders started yeeting TNT at anything they deem obstacle you'd have to turn your fortification efforts several notches to be actually working, like building water-coated/obsidian walls or having to create a large artificial lake over the bunker.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Raids are of no issue if you move villagers underground or wall the village off properly. Villagers obediently follow beds, bells and working blocks where you set them most of the time.
If raiders started yeeting TNT at anything they deem obstacle you'd have to turn your fortification efforts several notches to be actually working, like building water-coated/obsidian walls or having to create a large artificial lake over the bunker.
Sorry for the massively delayed response, I wasn't sure how to reply to this one but now I do.
Actually I agree with you on the TNT thing, I think Pillagers wielding TNT would be overpowered, considering that there wouldn't be much you could do to stop them, not even trench building would guarantee safety with this one. Furthermore, a newer difficulty mode could be added for people who want that type of feature, Very Hard mode as I brought up several times in the past, that way Pillagers will have TNT as a means to sharply increase the difficulty of survival mode.
I don't feel like Pillagers in raids being able to break walls except obsidian around areas with Villagers is too harsh though, not on hard and hardcore, after some thought, as it would be limited to these areas. All you'd have to do to avoid the possibility of a raid destroying or looting your base is to have your base either outside of a Village or on a mushroom island. I believe Mushroom islands have a no hostile mob spawn rule, technically eliminating the problem although you still need to watch out for hostile mobs including Pillagers coming from the ocean as they can spawn in the sea funny enough.
Hello, everybody.
Well, the pillager update was a disappointment to me. It's buggy, unbalanced, boring and rough...
A lot of times pillagers spawned inside my village (which I build a wall) in the raid or not raid context.
Pillagers are stupid. They shoot themselves, approaches the player to shoot with crossbows (???) and has no strategy concept.
It gets worse when you realize pillagers seem more like a great empire (which has "invisible cities") than pillagers.
The recycling of old mobs (witches, evokers, illagers, etc) was a great mistake because it made the raids really unbalanced and worse: boring!
The evoker and the illager are cool in the mansion context because it's a creepy place. But at the camp, they don't work!
An old mistake was to make witches spawn in any place besides only at witches houses, and now in raid context...
I'm sorry, but Mojang looks like being lazy or something...
There is my suggestion:
Well. That's my opinion. What do you think about it?
Imagine the adventures it will bring to the game!
Imagine you looking for pillagers that run away from you to the forest.
Imagine you catching a pillager that furtively entered in your house.
Upvote so Mojang can see it.
(I'm sorry about my English)
Hey. Easy, buddy.
I mentioned a lot of ideas, not just stealing chests.
I like the idea of losing my things and trying to find the place where pillagers hide it, but I comprehend and respect other people (like you) that think it's annoying.
I think it could be corrected in a simple way: they just steal village chests.
That's fix everything, you don't think so?
About TNT: I didn't say they will explode players constructions. They will just explode walls that blocks they passage into the village. In addiction, I think it's important that they have limited TNTs (max: 1 TNT for every 5 pillagers) to avoid stupid griefing.
What do you think about it?
I would appreciate read your opinion about my other ideas too : )
If you have time, watch it:
(I'm sorry about my English, again)
Final edit, this is exactly the reason why I made the suggestion whether or not people believe updates for Minecraft ought to stop in the future life of the game, to prevent game breaking suggestions like this being forced on players against their will. It's suggestions like this that would ultimately end up in the demise of the game if they became a reality.
This isn't your job, this is a game. A game that is meant to cater to everyone, not just you.
"
About it: Guy, I think you have seen weird people ultimately and are thinking I am one of them : P
Egocentric people are flooding the internet... I understand your revolt...
But I need to say that I'm not one of these people. I'm not trying to force Mojang to implement something just me will appreciate.
I'm just sharing an idea for Mojang and the community analyze it and think if the majority of people would like this actualization!
About your critics about actualizations: I understand your point, but I see different. I think actualizations help Minecraft to continue relevant. In addition, Minecraft launcher has the option to select which version you want to play, so you can choose the one you like more : )
But I also think they should implement more world configurations (I would appreciate if I could remove baby zombies at creating my worlds, for example).
Thank you for reading my thread and I'm sorry about any English misspellings : p
"
Bedrock edition doesn't give you that option, so you need to think about this.
and I refuse to play Java version just to avoid unwanted changes, bedrock edition has become my favourite because it runs better and I don't want lag when I start using redstone contraptions, neither do the friends who play on my server.
"
Oh, I didn't know that... Well. I think Mojang should implement it.
"
I'm just pointing out that suggestions like them being able to destroy things opens a can of worms and has the potential to make the game more trouble than it's worth for a lot of people. Not everyone is going to agree with that, and I believe should it ever become a thing, it should become a world type or hardcore mode, that way people are given options and can still play vanilla Minecraft with monsters and have the option to prevent builds being ruined so long as they remembered to use lighting, half slabs or glass.
And about the destruction to the outer walls of villages, , how would you guarantee that it is only a defence wall being destroyed and not an actual house? the game doesn't have any built in way to recognize this, and even if it did, TNT when they explode, delete some blocks from existence, they don't just break apart things that are not obsidian, bedrock or water. Dirt and sand, while they are common, they're not renewable resources, once deleted they're gone and cannot be replaced without taking resources from somewhere else, which would mean ruined biomes eventually.
Just the fact I'd be building a castle in survival mode, and copying the design I did in creative mode by memory and hand by using screenshots and no world editor, means I have reason to worry now that a few people are suggesting Mojang allow pillagers and the ravager beast destroy any block and not be preventable. I'm wondering if it is even worth my time trying because of this, because all it takes is one update to allow monsters to auto grief builds and I'm screwed. No support.
"
I think Creeper is the most iconic mob in Minecraft because he destroys things while Steve builds things. This duality is very interesting and I think it should be explored carefully[/i][/b]...
There is a slight difference between destruction and griefing.
As I mentioned, I think pillagers could have a very limited amount of TNT what would avoid biome destruction.
(by the way: I think explosions shouldn't delete blocks because it's annoying and make TNT very useless)
About differentiating walls and houses:
Maybe you don't know it, but Minecraft has a "village center marker" of something like it.
It could be used to recognize if it's a village or not.
I think TNTs should be rarer than I mentioned before... Something like a maximum of 1 to every 10 pillagers. This way, only great armies of pillagers could invade villages!
Another idea: when you are creating the world you could choose between:
This way, my kind of player and your kind of player would be satisfied : )
About other world gamemodes: I would appreciate if Mojang implements more of these! It would be very cool.
Although we have different tastes, I absolutely agree with your views about Minecraft.
And that's why I think Mojang could implement more game options.
This way everybody will be pleased.
This discussion was good.
Thank you, guy.
Going over your suggestion this appears to be a more balanced way of enabling looting of chests,
at least compared to most of the other ones I've seen on forums.
> it only taking place in the event chests are in villages (places with villagers in them)
if a player base is not in an area where villagers are inhabiting, nothing happens to player items,
whether there was a pillager patrol or not.
This would force players to take more caution on where they are building their bases at.
With a reconsideration of this suggestion I am interested, I mean it could work and it wouldn't be an unavoidable event.
it will inconvenience players in some way yes, but only insofar as when they build their houses inside a village.
This means if players want trades they would need to construct their villager marketplace somewhere distant from their homes.
Otherwise they risk suffering big consequences and potentially lose some of their items.
1. I wouldn't say that Mojang was lazy at all with Illagers. I like what they have done and I'd like only slight additions for them.
2. Pillagers in villages? It shouldn't happen outside raids. Pillager outposts have a coded distance from villages. Oh, wait, in Java raids don't spawn inside villages either.
3. They are smart enough not to react to their comrades firing in their backs, although they shouldn't shoot if a comrade is in line of aim IMO.
4. Recycling of old mobs makes sense to me. Why to create some additional mobs that are present only during attacks and never in defense? Vindicators and witches fill the gaps of shieldbreakers/close quarters specialists and medics well.
Villagers:
Ohohoho... no, no, no... that's very easy to work around to use to farm. >:)
You lock entire village in a gulag, every one with chest and in his own cell with working blocks. They fill the chests with items for you to gather.
You proceed to take them directly, and trade them in another village you don't steal from. Iron Golems are helpless, because the center of village is iron golem grinder, A.K.A. Iron Ingot Farm. You can't work around it without significant increase in mob griefing levels or absurd global reputation behaviour.
Alternatively you siphon the contents away with hoppers, or minecarts with hoppers.
Pillagers:
A ) What, vindicator dupe? For sake of what? Completely needless for my taste.
B ) Abusable logic. You cover vast areas with single blocks spaced away from each other. No spawning over large area.
C ) Excessive mob griefing. Just why? It would encourage avoiding villages, because your storage will end up looted, and you won't use them either way. Unless you are entrenched in a gulag.
D ) Kill farms? You mean farm animals? They would make the entire areas desolate of animals!... Unless you cover everything in single blocks spaced away or have farm animals only in gulags.
E ) Illagers already butcher every villager on sight. No difference at all.
F ) Undead are loosely allied with Illagers. See: Minecraft Dungeons.
G ) All these strategies are excessive in programming (back in C&C community even the most advanced AIs can't go beyond throwing all troops in frontal charge, or mad dash against harvesters), and obsolete in face of building a
walled villagefortified gulag with one entrance in and out riddled with traps.H ) Wait, using TNT to break defences? It's not just annoying due to heavy mob griefing going on, it's also futile in attempts to break through lava moats, obsidian walls with obsidian coverage in front of them or water-covered walls (liquids resist explosives from everything but wither)
I ) Villagers already ring bells and open doors. Nihil novi. At least in Java.
J ) Who needs to be feudal good lord when you can lock them all in a gulag and force them into labour with sheer force and strength of walls and grinders?
In the end, the only things I approve are:
α) slight AI targeting improvement - Illagers shouldn't shoot backs of their comrades and hold fire until they can take a clear shot. AFAIK they have such things as line of sight, it should be easy to program. It's so dumb.
β) Clarify relationships between undead and illagers. It's rather strange that they neither interact with nor fight each other.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
One of my favorite things to do is tricking mobs into attacking each other! I don’t have to worry about Bad Omen if I let the pillagers off their own leader.
It’s only fair that enemy mobs be idiots if we have to deal with idiot villagers that walk too far away from their beds and workbenches and even out of the village, walk in front of you while you’re harvesting crops or mining, can’t find their way down a ladder flush with the floor, don’t seek shelter in thunderstorms, and immediately pour out through any breach in a perimeter fence or wall, even when zombies and creepers are everywhere.
It would encourage staying away from villages yes, but this also means players have options to protect their gear from the "mob griefing" you speak of.
Why would you store your rare items in a village? it would be common sense to just store diamond gear in an Ender chest or in your mines or secret bases elsewhere, not in a village that starts out very poorly defended by iron golems with no fences and insufficient lighting to keep monsters out at night.
I don't agree with Pillagers having the ability to steal player items, however I can at least compromise with this suggestion since players still have an option to prevent their items getting stolen whether a raid happens or not.
It means you would need to become less dependent on villages to assist you if you didn't want to risk items getting stolen and builds being destroyed, that's all it would mean.
And I'm not talking about your village, that's different, I believe player villages or bases should be immune to this type of griefing unless it's on an anarchy/PVP server.
If this is to be implemented, then in my opinion the game should be coded to recognize two different type of villages, so that player bases if not inhabited by Villager NPC's would not be affected by Pillager griefing, this would be fair on everyone so it remains possible to keep your items well defended while also punishing players for being too dependent on Villager NPC villages for their gear.
What this means is, it'll encourage YOU to build your own village to keep yourself housed and protected from hostile mobs, and mine your own resources.
I don't agree with the premise- that Pillagers are unbalanced- but there are a lot of good ideas here. I wouldn't mind more variety to illagers, but I don't think it's strictly necessary. I'd rather see more variety to outposts/manors. One good mod I've found for raids is the 'Savage and Ravage' mod for Forge, which implements some of these ideas- and while it goes a bit overboard, I think there are some ways this sort of thing could be implemented.
It would be neat if raids were a bit more strategic, but honestly, village generation would have to be improved to begin with before this could be a thing. Simple adjustments to how groups of raiders generate, maybe.
Iron golems growing angry when players steal things from villages could be an interesting mechanic, and would certainly help to balance villages as a source of resources. Maybe a smaller variant of the Iron Golem to deal with theft? I've suggested something like this awhile ago, albeit under a different idea.
Cooking with Mindthemoods ~ Biomes ~ Archeology
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~ My Portfolio ~ Skindex ~ Test ~ Discs ~
I think if this feature were strictly NPC village based then it could work without annoying a lot of people in the process.
Nobody who values their builds and gear likes mob griefing, but if these griefing abilities had limits and were well known then players would be in a reasonable position to work around them.
If Pillagers were able to raid player bases then that would be a different story and would definitely make them annoying and overpowered. But the OP of the thread is not suggesting that, this individual is suggesting this feature be exclusive to natural villagers only so it's worth a consideration.
It would encourage more strategic building so players could better protect their most important loot, at the moment the game doesn't encourage that and so players are able to set up raid farms pretty much anywhere with little consequence, and I can see this is where the unbalanced issue is coming from.
If Pillagers were able to invade and destroy every base, including player ones, this wouldn't be the players fault so would be cheap and anybody who has thought it through would understand that.
But if Pillagers could only invade Villager territory, you at least have the option to not deal with it if you don't want to.
But in so doing, you may lose out on valuable trades so whether you think it is worth defending that village is your decision.
bell rings automatically when raid waves are loading that means bell rings 3 or 4 times each wave and pillagers should use picaxes because tnt can destroy their loot and that would be dumb or they can blow up the village after winning the raid as celebration of their victory
It wouldn't be nonsensical to have Pillagers buffed to this level in hardcore mode though, hardcore mode should mean hardcore, a punishing experience from start to finish, otherwise it is not really hardcore mode. Some players can go for long stretches of gameplay without dying. I do agree that there are other ways to add challenge to the game, but hardcore mode is different, and mob griefing getting enhanced to this extreme in this mode would make logical sense here.
1. It forces me to build my base somewhere else, even in worlds that I already have a village-base in, and were purposefully and thoroughly modified to protect from raids as well as facilities like crops, tunnel systems, mines and animal farms that are problematic to relocate.
2. I'd store rare items in a village because it provides me with protection of iron golems and trading with villagers readily.
Ender chest is late-game gear that I need blaze powder to obtain, and it's inconvenient to move from and to a deep bunker/faraway outpost just to get some gear for trading.
4. Base abandoning and going back and forth to trade for anybody who set up a base in a village, I can't-f###ing-wait.
5/6. Hah, so I get booted out of my own, high-effort base just because the village is technically the same as it was when generated, and I can ignore all those issues in a stock generated village that just had every bed, bell and door manually moved one block to the side (if it tracks exact locations of village-characteristic blocks), or a dirt pit filled with beds and a bell 50 meters away (if it tracks approximate location of a whole village)? I don't really see any better way of making the system distinguishing player villages and generated villages considering the fact that currently it keeps no track of such things.
Or worse, ALL current villages will be considered "generated". And in the best case all current will be considered player ones, and people will just generate old worlds with villages and then modernize them to have a few "player" villages for free wherever they loaded chunks initially.
7. It doesn't reward me in any way, it merely punishes everybody settling in villages.
And if I need shelter from hostile mobs and my own ores I can just chop a tree and collect saplings anywhere and then go full-dwarf-mode - disappear underground with subterranean storage, subterranean farms, subterranean mines and just poke out every afternoon or a few to chop some trees and plant some saplings until I'm fully ironclad and well stocked.
Actually, I mostly pick a seed to start near a village, or go nomad until I find one. Whenever I actually don't do that, I always go FDM and have a secure shelter from day 1.
What village does is allowing me to have a good headstart and incentive in building a human base, a surface base, and on top of that one full of life. Why should I bother to make a nice-looking village when it's a pariah zone that I can go to with 1 (one) purpose only and it's of no use to settle in?
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I'm not suggesting player bases ought to be raided, but I do see a compromise here with regard to villages being raided by Pillagers, raids there are already a thing, as long as the buff that allowed them to steal items and destroy blocks was restricted to Villager NPC areas, it wouldn't be too much of a problem, especially if it were limited to hard or hardcore difficulty modes.
If you want to avoid a raid the solution is simple, don't pick a fight with a Pillager captain, or if you do, then do it somewhere far away from the village and be sure to have a bucket of milk to end the Bad Omen status.
Otherwise stick to bases far away from Villages to be safe from the raids.
OP here is giving you options, I've seen suggestions that are far worse here, some people literally did suggest having
Pillagers ruin player bases regardless of whether they had villagers or not, and that is overpowered, no hostile mob that spawns at random in the Overworld should have that much power. If players want griefing they can just go play on an anarchy server, but I do believe it is unfair to make AI grief player builds just cuz, so I do strongly disagree with people who want raids to have the ability to tear apart player mansions or castles simply because they are playing in survival mode.
1. So, either my village-base in current form will cease to exist either due to griefing or an absolute restructurization, or I have to stop fighting raids, their loots and villager discounts. And in multiplayer also hope that nobody will come with bad omen to my base-village or it will become a scorched wasteland.
2. "Stick to bases far away from Villages" As if I had several well structured auxiliary bases with stockpiles around my village base that I can move to without problems and I could casually abandon my current one.
3. Just because there are worse ideas doesn't make this one even a little bit more acceptable.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
more pillager mobs might be interesting
bootleg fishcenterlive
It's not ideal to have a Village too close to your base for starters, unless you're playing some old version of Minecraft before Pillagers were added in, there exists the possibility of either you or somebody else on your world intentionally or unintentionally triggering a raid, when this happens you've got to deal with all sorts of nasties ranging from the standard Pillager with the crossbows, easiest, to witches and vexes, which can kill off your villagers without much effort. All Witches need is a small opening for their splash potions to work, they'd see your Villager in its cage and then it's over for them. Vexes can fly through walls FYI, so technically Pillagers already can destroy your village and cost you hours of work.
With all this taken into consideration, why would you want to build your main base close to where Villagers are?
you get the convenience of easy access to trades, but in so doing you're taking a risk of a Pillager Captain screwing up your work.
One can reasonably argue that without this mechanic, the villager trading system is woefully unbalanced, since you can get a huge surplus of emeralds with a good sized crop field going to trade with them. Having the possibility of raids delaying your trade sessions helps add some element of difficulty, also for defeating a raid you also get emeralds in addition to some enchanted gear and you get Hero of the Village status , it's not like you don't get rewarded for defending villagers from them.
As I said before, if you don't want raids, then you do have the option to set up a base somewhere else.
This is coming from somebody who finds raids annoying and chooses not to build a base near villagers,
although I did understand why they were added to the game.
Raids are of no issue if you move villagers underground or wall the village off properly. Villagers obediently follow beds, bells and working blocks where you set them most of the time.
If raiders started yeeting TNT at anything they deem obstacle you'd have to turn your fortification efforts several notches to be actually working, like building water-coated/obsidian walls or having to create a large artificial lake over the bunker.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Sorry for the massively delayed response, I wasn't sure how to reply to this one but now I do.
Actually I agree with you on the TNT thing, I think Pillagers wielding TNT would be overpowered, considering that there wouldn't be much you could do to stop them, not even trench building would guarantee safety with this one. Furthermore, a newer difficulty mode could be added for people who want that type of feature, Very Hard mode as I brought up several times in the past, that way Pillagers will have TNT as a means to sharply increase the difficulty of survival mode.
I don't feel like Pillagers in raids being able to break walls except obsidian around areas with Villagers is too harsh though, not on hard and hardcore, after some thought, as it would be limited to these areas. All you'd have to do to avoid the possibility of a raid destroying or looting your base is to have your base either outside of a Village or on a mushroom island. I believe Mushroom islands have a no hostile mob spawn rule, technically eliminating the problem although you still need to watch out for hostile mobs including Pillagers coming from the ocean as they can spawn in the sea funny enough.