i have an idea for a new monster, i have two tentitive names, the Runner, (after its style of hand to hand combat) or the Stalker, (after how it, well, stalks) so anyway, one night monsters may appear minimal to none at all, and you might see a strange sillouette if your looking in the right place. consider this a sign that your days are numbered, the next few night the same strange figure may appear, you might even see it peer into your base, or at least sneak past it, this means it will attack in the next night or two, when it does, it comes in hard and fast, wasting you in a matter or seconds, not permanently however. you will be revived, well intact the next morning, but your base wont be so lucky. if you are observant however, you might have a chance, a few hits and it will flee, as it is a coward, and always having a well-lighted area as darkness is its ally, a sketch is coming soon
how about blocks that attack if you get close? they could look like dirt but have a couple white specks so you could spot them. They could be rooted in place.
That sounds terrifying. But it also sounds really frustrating. Having to spot it and attack it at your first oppertunity or die horribly would result in a lot of dying horribly, which means most of the time you don't have a chance to defend. Not being able to defend is bad.
What I like about this suggestion:
-Speed. Speed is scary! and exciting.
-The feeling that you're being watched: spotting the thing here and there, knowing it's out there, that adds to the tension. makes you have to decide whether to be the hunter or the hunted, with both options not being particularly easy.
So with these traits in mind, it suggests to me a monster that attempts to follow players from within a certain distance, attempting to seek cover when possible, and if caught in the open, trapped, or approached, it quickly runs at the player and attacks it.
sort of like Half Life 2's Fast Zombies.
Standing there clawing at the player at this point, though, is kindof boring. I'd like if it were to do this, knock the player around in the process, and then run behind the player to some cover to resume stalking.
seems impossible to code a monster peering through windows and sneaking around like that.
Plus, it is way too overpowered.
well, one way I can see it (in response to my suggestion, rather than the original... I don't know why people like windows so much) is to have the monster do a typical path-finding thing to get to the player, and as it goes, test to see if the next step it takes will put the player in line-of-sight, and if it is, stop and wait.
in my idea, where the stalker follows the player for a while, it would have a minimum diameter and a max diameter, if the player leaves the max diameter, it'll start to follow again, if the player enters the minimum diameter, it attacks.
well what if it sought out cover by sitting still? It would be like a boo.
Something like a Boo would be awesome. You gotta keep looking at it and back up out of it's sight. Of course there should be some sort of way to kill it if it's in your base/mine, or maybe just have it chase you out of your base or into some sort of monster prison. Just a thought.
You guys are getting it wrong, it does NOT kill you when it ambushes you, rather, it make you think you have been killed, but you come to the next morning or early dawn, possibly getting a glimpse of the Stalker before he notices you and flees, adding to the overall creepyness of the subject. and yes, i did get the idea of the Stalker from the hl2 fast zombie, i wanted to take a formidable hunter like that, and mold it into the minecraft ball of clay, so to speak. i also went through with its design because Notch specifically said he wanted indev/infdev/survival to have a goal, not the same dang thing over and over and over, mine, cut wood, hunt mobs, go home, repeat, you know what im saying? Notch wanted it to have variety, and to be honest, its not going to be that tough, i want it to be cowardly, not fighting if it doesent need to. i wanted to have the Stalker shift minecraft's cycle of duties and unchange into a thrillride that keeps players guessing, "what was that thing? where is it? is it friendly? am i in danger?" i wanted to capture the image of a predetor, a hunter, making the player feel unsafe in his world, to the point that even his own base well-protected base feels unsafe. there is too much predictability in indev, multiplayer will make it way too easy, even when Notch add the new slime monsters, any tactics mobs have, can be learned and overthrown, my Stalker will knock those ragtag groups down to size. and i will have stalkers limited to 1, maybe 2 at a time, though there are more, there is only 1 or 2 out at a time, to prevent things from becoming unbalenced. im almost done with the sketch and i'll have it up soon, tall this being said it overrules most of the unballenced stuff. i hope this clears things up for you.
i thought that would be a problem too, some people like the normal monsters and i accept that, if freaky i-am-legend-esque things were trying to beat me with my own spine i'd get sick of it too, so i think we might need a stalker-included mode and a stalker-free mode, its just that predictability can get boring.
besides, we might not need another mode, i had an idea to get rid of stalkers all along, to divert attention from themselves, Stalkers dont roam like other mobs, they hide in caves as colonies, like i said, there ARE more, but they are all hiding in the colony. if you can get to the colony, preferably with a group, and destroy either them, or some other vital thing (i was thinking of implementing dark crystals which gives them power and teleports them into the world) and they flee and eventually die, then its back to normal again. but the crystal's shards will reform themselves and pop up in another cave, and spawn more stalkers, i also heard something about pre-generated villages, and some villages, chosen by certain factors (size, player population, # of supplies and goods there) will be overrun and be endlessly prowled by stalkers, no matter what time of day, and i will see if dark clouds can be put over them, to add to the mood.
but when i created the Stalker, i was afraid that it would change minecraft too much, but Notch wants a goal, and players want fun for multisurvival, infdev will be WAY too easy with 25-30 people in one area, or possibly every player in the game on one infinite map, the normal mobs will be nothing, i hope the Stalker will change that
I would be happy with something that can destroy buildings, because the current win condition is to build a small 7by7 house with only one window and you win. it can be made of dirt also so its pretty easy. But I suppose a stalker that can get into this house would be about the same as having something that can just smash your dirt wall. although it would be kinda creepy to just hide in a corner with full view of the room then suddenly there a monster there. Oh does it have to see you to start stalking you or is it only within a certain vicinity. because if it has to see you people will just remove their one window in the house.
I post too much.
to bomb your village in animal crossing!
OT:
lets not have inisible mobs that 1-hit ko you? Creepers fill that niche rather well.
facepalm of the month- dra6o0n
What I like about this suggestion:
-Speed. Speed is scary! and exciting.
-The feeling that you're being watched: spotting the thing here and there, knowing it's out there, that adds to the tension. makes you have to decide whether to be the hunter or the hunted, with both options not being particularly easy.
So with these traits in mind, it suggests to me a monster that attempts to follow players from within a certain distance, attempting to seek cover when possible, and if caught in the open, trapped, or approached, it quickly runs at the player and attacks it.
sort of like Half Life 2's Fast Zombies.
Standing there clawing at the player at this point, though, is kindof boring. I'd like if it were to do this, knock the player around in the process, and then run behind the player to some cover to resume stalking.
Plus, it is way too overpowered.
By the way where did you get you avatar?
Look up 'dancing pig' on youtube.
Its from an old, terrifying movie.
*sigh* well im scarred now.
..................................................................AwEsOmE!
Does anyone else see that?
well, one way I can see it (in response to my suggestion, rather than the original... I don't know why people like windows so much) is to have the monster do a typical path-finding thing to get to the player, and as it goes, test to see if the next step it takes will put the player in line-of-sight, and if it is, stop and wait.
in my idea, where the stalker follows the player for a while, it would have a minimum diameter and a max diameter, if the player leaves the max diameter, it'll start to follow again, if the player enters the minimum diameter, it attacks.
GOBLINS ON HANG GLIDERS dropping TNT!!!
who can also place ladders, stab you with a dagger, and shoot you with a bow!!!
......... what? I like goblins. :mrgreen:
also - back on the stalker topic - and with the boo idea.
what about a solid black mob that turns invisible when it stops?
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
Something like a Boo would be awesome. You gotta keep looking at it and back up out of it's sight. Of course there should be some sort of way to kill it if it's in your base/mine, or maybe just have it chase you out of your base or into some sort of monster prison. Just a thought.
I post too much.
besides, we might not need another mode, i had an idea to get rid of stalkers all along, to divert attention from themselves, Stalkers dont roam like other mobs, they hide in caves as colonies, like i said, there ARE more, but they are all hiding in the colony. if you can get to the colony, preferably with a group, and destroy either them, or some other vital thing (i was thinking of implementing dark crystals which gives them power and teleports them into the world) and they flee and eventually die, then its back to normal again. but the crystal's shards will reform themselves and pop up in another cave, and spawn more stalkers, i also heard something about pre-generated villages, and some villages, chosen by certain factors (size, player population, # of supplies and goods there) will be overrun and be endlessly prowled by stalkers, no matter what time of day, and i will see if dark clouds can be put over them, to add to the mood.
but when i created the Stalker, i was afraid that it would change minecraft too much, but Notch wants a goal, and players want fun for multisurvival, infdev will be WAY too easy with 25-30 people in one area, or possibly every player in the game on one infinite map, the normal mobs will be nothing, i hope the Stalker will change that