Zombies only attack players and villagers, that doesn't make a lot of sense, to me. They're zombies, they should attack anything that's alive.
Zombies should attack all land animals (including Hoglins,) which will attempt to flee from zombies, however, zombies will prioritize villagers over animals, and will also prioritize players over both villagers and animals. Hoglins however will fight back, and will turn into Zoglins if killed by Zombies.
They should even attack Piglins and Piglin brutes, turning them into Zombified Piglins if killing them successfully.
They should also attack Pillagers, Evokers, and Vindicators, and Witches, and if they kill them successfully, turning them into "Zombie Illagers," There are 4 different models for Zombie Illagers, one for each type of Illager (including Witches,) but they do not differ in any way besides appearance, and behave the same. Illagers and Witches will attempt to fight back against Zombies, and they may or may not succeed. If they are alone, they will run from the Zombies if there is more than 3 currently targeting them. If they are with one other Illager or Witch, they will flee if there is more than 6. Basically, the amount of zombies required for them to flee increases by 3 for every Illager or Witch that is close to them.
Although they already attack the Wandering Trader, the Wandering Trader should become zombified when killed by zombies as well, and can be cured, using the same method as curing a normal villager. If cured, the player will receive discounts from him from that point forward, unless he is killed, to which the discounts will be gone the next time one appears.
Also, for clarification, every time I said "Zombie" I meant all of it's variants, including normal Zombies, Husks, Zombie Villagers, and Drowned, respectively.
What do you guys think? Should zombies be reworked like this? Have any other ideas? Feel free to let me know
It makes sense but it scrambles balance. It would make some mobs too easy to kill if they were distracted by zombies and/or kept having their health chipped away by them.
It makes sense but it scrambles balance. It would make some mobs too easy to kill if they were distracted by zombies and/or kept having their health chipped away by them.
I strongly oppose zombies attacking passive mobs - they would all be wiped out in short order, rendering the world nearly lifeless, if not entirely lifeless unless you remained at spawn - the passive mob cap is only 10 mobs in all loaded chunks - compared to 100+ spawned during world generation at a render distance of just 8 (289 loaded chunks * 10% chance of a pack of 4 per chunk = 115.6 if all chunks are a biome that can spawn passive mobs. The spawn chunks will contribute a similar number when the player is away from them and due to this passive mobs effectively never respawn unless the player takes extreme measures and/or the spawn chunks are all in a biome without passive mobs).
And no, prioritizing the player would have no effect, other than the few zombies close enough (35-55 blocks, compared to 128 for the hostile mob spawn range; 128^2 / 55^2 = 5.4 times the area at a minimum) and even then only if they have seen the player or been alerted by other zombies.
The only way anything like this could ever possibly work is if passive mobs (de)spawned like hostile mobs (as they do in Bedrock Edition, with mobs becoming persistent if the player interacts with them, or Beta versions of Java prior to the introduction of breeding), or had a much higher mob cap, or zombies only attacked mobs spawned from breeding (by the player).
I strongly oppose zombies attacking passive mobs - they would all be wiped out in short order, rendering the world nearly lifeless, if not entirely lifeless unless you remained at spawn - the passive mob cap is only 10 mobs in all loaded chunks - compared to 100+ spawned during world generation at a render distance of just 8 (289 loaded chunks * 10% chance of a pack of 4 per chunk = 115.6 if all chunks are a biome that can spawn passive mobs. The spawn chunks will contribute a similar number when the player is away from them and due to this passive mobs effectively never respawn unless the player takes extreme measures and/or the spawn chunks are all in a biome without passive mobs).
And no, prioritizing the player would have no effect, other than the few zombies close enough (35-55 blocks, compared to 128 for the hostile mob spawn range; 128^2 / 55^2 = 5.4 times the area at a minimum) and even then only if they have seen the player or been alerted by other zombies.
The only way anything like this could ever possibly work is if passive mobs (de)spawned like hostile mobs (as they do in Bedrock Edition, with mobs becoming persistent if the player interacts with them, or Beta versions of Java prior to the introduction of breeding), or had a much higher mob cap, or zombies only attacked mobs spawned from breeding (by the player).
Okay so what's your opinion on attacking Illagers and Piglins? You didn't really address that.
I agree with TMC, but in regards to Illagers and Piglins I have no issues with them attacking those. Most Illagers can dispatch a Zombie with no problem, but they could be a welcome distraction so I can rush one of the Pillager towers and steal their stuff. Piglins wouldn't really happen naturally, so I'd almost consider it an easter egg rather than a feature.
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Zombies attacking player - alright, player can outsmart them;
Zombies attacking villagers - alright, they have doors, iron golems and breed on their own;
Zombies attacking animals - no, they are defenseless and would basically be all wiped out every night;
Zombies attacking illagers - no, they are allied, as seen in Minecraft Dungeons; Zombies attacking piglins - alright, portal is the only way for human zombies to get through, piglins are armed and counted as hostile mobs when it comes to spawning.
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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 agree with TMC, but in regards to Illagers and Piglins I have no issues with them attacking those. Most Illagers can dispatch a Zombie with no problem, but they could be a welcome distraction so I can rush one of the Pillager towers and steal their stuff. Piglins wouldn't really happen naturally, so I'd almost consider it an easter egg rather than a feature.
You can already rush into a tower and steal their stuff, I do it all the time.
Zombies attacking player - alright, player can outsmart them;
Zombies attacking villagers - alright, they have doors, iron golems and breed on their own;
Zombies attacking animals - no, they are defenseless and would basically be all wiped out every night;
Zombies attacking illagers - no, they are allied, as seen in Minecraft Dungeons; Zombies attacking piglins - alright, portal is the only way for human zombies to get through, piglins are armed and counted as hostile mobs when it comes to spawning.
This is Minecraft. Not Minecraft Dungeons. What happens there doesn't matter.
You can already rush into a tower and steal their stuff, I do it all the time.
This is Minecraft. Not Minecraft Dungeons. What happens there doesn't matter.
Still, mansions and towers are badly lit for a reason, and mobs attacking illagers would greatly soften up nighttime raids for the player to finish off.
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
Still, mansions and towers are badly lit for a reason, and mobs attacking illagers would greatly soften up nighttime raids for the player to finish off.
First of all, they could give them more light sources. Two, make raids tougher if it's that big of a deal. They prioritize Villagers and players over monsters.
I would prefer to see Drowned specifically attacking aquatic creatures (which respawn very quickly) and maybe piglin/zomblin attacking striders (but striders respawn slowly).
Zombies also target turtle eggs and young turtles.
I could be pro for them attacking mobs that have zombie forms as is - horses, piglins and hoglins, and maybe nimble mobs that can get away like ocelots and foxes. Overall villagers should remain #1 and then iron golems and players and then snow golems and turtles.
Zombies only attack players and villagers, that doesn't make a lot of sense, to me. They're zombies, they should attack anything that's alive.
Zombies should attack all land animals (including Hoglins,) which will attempt to flee from zombies, however, zombies will prioritize villagers over animals, and will also prioritize players over both villagers and animals. Hoglins however will fight back, and will turn into Zoglins if killed by Zombies.
They should even attack Piglins and Piglin brutes, turning them into Zombified Piglins if killing them successfully.
They should also attack Pillagers, Evokers, and Vindicators, and Witches, and if they kill them successfully, turning them into "Zombie Illagers," There are 4 different models for Zombie Illagers, one for each type of Illager (including Witches,) but they do not differ in any way besides appearance, and behave the same. Illagers and Witches will attempt to fight back against Zombies, and they may or may not succeed. If they are alone, they will run from the Zombies if there is more than 3 currently targeting them. If they are with one other Illager or Witch, they will flee if there is more than 6. Basically, the amount of zombies required for them to flee increases by 3 for every Illager or Witch that is close to them.
Although they already attack the Wandering Trader, the Wandering Trader should become zombified when killed by zombies as well, and can be cured, using the same method as curing a normal villager. If cured, the player will receive discounts from him from that point forward, unless he is killed, to which the discounts will be gone the next time one appears.
Also, for clarification, every time I said "Zombie" I meant all of it's variants, including normal Zombies, Husks, Zombie Villagers, and Drowned, respectively.
What do you guys think? Should zombies be reworked like this? Have any other ideas? Feel free to let me know
It makes sense but it scrambles balance. It would make some mobs too easy to kill if they were distracted by zombies and/or kept having their health chipped away by them.
Zombies prioritize players over mobs.
I strongly oppose zombies attacking passive mobs - they would all be wiped out in short order, rendering the world nearly lifeless, if not entirely lifeless unless you remained at spawn - the passive mob cap is only 10 mobs in all loaded chunks - compared to 100+ spawned during world generation at a render distance of just 8 (289 loaded chunks * 10% chance of a pack of 4 per chunk = 115.6 if all chunks are a biome that can spawn passive mobs. The spawn chunks will contribute a similar number when the player is away from them and due to this passive mobs effectively never respawn unless the player takes extreme measures and/or the spawn chunks are all in a biome without passive mobs).
And no, prioritizing the player would have no effect, other than the few zombies close enough (35-55 blocks, compared to 128 for the hostile mob spawn range; 128^2 / 55^2 = 5.4 times the area at a minimum) and even then only if they have seen the player or been alerted by other zombies.
The only way anything like this could ever possibly work is if passive mobs (de)spawned like hostile mobs (as they do in Bedrock Edition, with mobs becoming persistent if the player interacts with them, or Beta versions of Java prior to the introduction of breeding), or had a much higher mob cap, or zombies only attacked mobs spawned from breeding (by the player).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Okay so what's your opinion on attacking Illagers and Piglins? You didn't really address that.
I agree with TMC, but in regards to Illagers and Piglins I have no issues with them attacking those. Most Illagers can dispatch a Zombie with no problem, but they could be a welcome distraction so I can rush one of the Pillager towers and steal their stuff. Piglins wouldn't really happen naturally, so I'd almost consider it an easter egg rather than a feature.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Zombies attacking player - alright, player can outsmart them;
Zombies attacking villagers - alright, they have doors, iron golems and breed on their own;
Zombies attacking animals - no, they are defenseless and would basically be all wiped out every night;
Zombies attacking illagers - no, they are allied, as seen in Minecraft Dungeons;
Zombies attacking piglins - alright, portal is the only way for human zombies to get through, piglins are armed and counted as hostile mobs when it comes to spawning.
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
You can already rush into a tower and steal their stuff, I do it all the time.
This is Minecraft. Not Minecraft Dungeons. What happens there doesn't matter.
Zombies can still wipe out mobs if you're not there. There's gonna be a lot of stuff going on you can't see or before you get there.
Still, mansions and towers are badly lit for a reason, and mobs attacking illagers would greatly soften up nighttime raids for the player to finish off.
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
First of all, they could give them more light sources. Two, make raids tougher if it's that big of a deal. They prioritize Villagers and players over monsters.
I would prefer to see Drowned specifically attacking aquatic creatures (which respawn very quickly) and maybe piglin/zomblin attacking striders (but striders respawn slowly).
Zombies also target turtle eggs and young turtles.
I could be pro for them attacking mobs that have zombie forms as is - horses, piglins and hoglins, and maybe nimble mobs that can get away like ocelots and foxes. Overall villagers should remain #1 and then iron golems and players and then snow golems and turtles.