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    posted a message on New Mob- The Phantasm
    Quote from AJPirate»

    I feel it's a bit under powered compared to the bow's enchantments that anyone would just go straight and enchant it on a bow. It needs to have it's own unique effect. Also, it's name, 'abyss', doesn't even fit it anymore.

    Do you have any ideas for what 'Abyss' should do? I'd be happy to replace it.
    Honestly, the only reason I changed it to what it is now is because I can't think of anything for it.
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    Quote from AJPirate»
    Hmmm. <----Awkward "Hmmm."

    Personally, I think it's pretty cool. I think the rarity for which the abyss enchantment "voids" the user and target is a bit too rare. Maybe change it to, say, 100% No, seriously, maybe you could change it to something like 1% or something just a bit higher than 0.1%. Just my thoughts.

    Overall: 95% Support!

    Abyss has been completely changed at this point.
    Is it better or worse now?
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    Quote from Bakedtoast»
    honestly... A psychologically based mob in a game that has ZERO chance of scaring players anyway? This mob will be nothing more than a real annoying nuisance. It's ridiculous.

    i hate to say it, but your idea of getting this mob in the game is a "phantasy"...

    I'm sorry you hate this idea so much, but could you please explain why so that it may be improved?
    WHY does it have "zero chance" of driving away players? Why is it only a nuisance?
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    Quote from Homerharry»
    Support! But we need those pictures!

    I'm really sorry, but I can't make pictures. If somebody else knew how and were willing to make concept art, I'd gladly put it in. However, I'm horrible at design software and could not make pictures if I were to try.
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    Quote from Kholdstare»
    Abyss is worthless against mobs, unless you honestly think that killing yourself to kill one measly mob is a good idea. Even in PvP I would rather go without it, as restricting an enemy's vision in that way isn't too too bad (especially in melee range) and the ".01% chance to instantly die" is kind of a deal breaker.

    Shadow Bolt is decent enough but Power V is already enough to kill almost every mob in one hit. It's only really useful in PvP or in the off chance that you encounter an armored hostile and you absolutely need to shoot it.

    Curse doesn't make a lot of sense. It permanently applies the effects of one of the Phantasm's attacks? How can you "permanently apply" something strictly finite, like spawning a lava source block? Will it just constantly flood your area with lava? If it chooses the "damage for two health" or "reduce hunger by 2", will it instantly kill you or instantly deplete your hunger to nothing so you starve? Even the ones that could conceivably be infinite duration are pretty odd; permanently seeing things at light level 5, permanent nausea, or (god forbid) permanently having your view obstructed by a mob's face is not pleasant. The rest are similar to those in cripplingness (for lack of a better word) or completely harmless; so there are always fake nether mobs in the distance... yay. Also, very few of these would actually effect mobs, and one (spawning a zombie or skeleton) would actually help them.

    Due to what you and multiple others have said, I think I'm going to just change Abyss entirely.

    The way Curse would work is this: When Cursed, a player will permanently experience one of the phantasm's effects on a five-minute delay. This means that the effects, which all last for a brief period of five to ten seconds, will repeat every five minutes to the person to whom they are applied.
    Constant effects would just be horrible.

    I agree that the effects wouldn't do much to mobs, which is why I think it would be best if the mobs would just flee from the area upon the phantasm reaching a certain tier of attack.
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    Quote from jalkan135»
    I don't like this idea. First I'll start with the special attack from the abyss enchantment. At a 0.1% chance, it will almost never happen, and a player might be afraid to apply the enchantment in the first place because if the special attack were to trigger, it would kill him. Then you have a shadow enchantment for bows which is weaker than the Power 1 enchantment.

    Now on to the Phantasm itself. I think it is an unneeded mob. It usually won't affect the player at all, as any good player is constantly putting torches down wherever the spawning of mobs is undesired. If the player does run out of torches, the Phantasm would be a major annoyance. The phantasm would be able to harass the player for almost 30 minutes before being able to be killed. Unlike the Ender Dragon or Wither, you can meet the Phantasm while mining in any cave.

    So to sum it up, the Phantasm is a mob that can always be driven away simply by placing a torch, and if you can't then it pesters you for half an hour. If you were to kill it, you would simply have to place torches and blocks to seal all exits, and when killed you would get a lot of experience and rarely a drop that gives an enchantments that can kill you or are less powerful than Power 1. It is too easy to kill the Phantasm for how much experience it gives, and your only other choices would be to mute your sound for 15 minutes then deal with things that would only serve to make the game unfun for another 15 minutes, or leave your cave. You would not have to deal with the Phantasm's "attacks" or leave the cave because it is so easy to either kill or simply force it to stay away.

    I hope I can address a few of your concerns with this:
    1) I'll change the power on the bow's Shadow Bolt enchantment. I don't use bows, so I do not know what the different levels of 'Power' enchantments are capable of.
    2) Abyss is supposed to have that double-edge to it. Possibly killing both players is a chance a player would have to decide to take.
    3) I don't think the Phantasm's attacks last for anywhere near thirty minutes. I thought I fixed that.
    4) Nobody has to sit through a phantasm's attacks. Leaving its area will cause it to cease bothering you.
    5) You really don't have to kill it or drive it away. The phantasm's goal is for you to leave, not die.
    I'm very sorry you disagree with this so strongly. I'll change what I can.
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    I added a new drop to the Phantasm which would be an item exclusive to this mob. I hope it's a useful addition.
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    Quote from Ian61»
    50/50 Support. The book "GET OUT" wouldn't be threatening compared to the others. Remove it, maybe. Up to you! Slight Support.

    Thank you for pointing this out! I'll fix that!
    Posted in: Suggestions
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    posted a message on New Mob- The Phantasm
    ~THE PHANTASM~
    The phantasm would be (of course) a new mob to Minecraft that would utilize a game mechanic not currently employed by any other mob in the game; that is, the use of frightening an enemy away rather than directly attacking them. While a phantasm would never attempt to attack a player by physical means, it would try to remove them by bothering them to a point at which the player would leave its presence. This being said, the specific ideology of this will at this point be further explained.

    Spawning Details:
    A phantasm would not spawn frequently, and would be considered a miniboss, being much greater than any other mob but lesser than mobs such as the Wither or Enderdragon. It would only be capable of spawning in areas with a light level of 2, 1, or 0. They could spawn freely in the Nether, regardless of light, and would have double their normal spawn rate (slightly lower than that of a wither skeleton's in a fortress with only five available in the game at once) in abandoned mine shafts, dungeons, or temples. Unaffected by water, phantasms could move into bodies of water without change, but could not spawn in River or Ocean biomes.
    Behavioral Patterns:
    This will likely be the most detailed section of information, considering the abnormal behavior of a phantasm. It would be invisible to the player, and could only be seen if it were to show itself in an attempt to frighten away an enemy. Normally, a phantasm would slowly rove around a twenty-block radius of its spawn point. Phantasms would avoid light at all costs, and move away from light levels greater than 5 like a frightened passive creature. Upon seeing any other being within its area, a phantasm would make an effort to scare them away by multiple means which will be explained at a later point. If its basic methods meet an undaunted intruder, a phantasm will gradually increase the severity of its actions. If it is unsuccessful at driving away players or mobs by any means, the frustrated phantasm will launch a final attack on the player, finally revealing itself. It is only in this state that the phantasm may die. Upon driving out whatever invaded its space, a phantasm will resume its business until further problems arise.
    Appearance:
    The true form of a phantasm would only be known to the player if it were to charge at them after its tricks were persistently evaded. A phantasm would be the same size as a player, but move a bit more quickly. It would be a translucent teal in colour, and have glowing red eyes as its only facial feature. Floating slightly above the ground, a phantasm would glide rather than walk like other mobs. A phantasm would be perpetually followed by ghostly particles, which would look like end particles of a teal colour.
    Attacks & Tricks:
    The following should explain the methods a phantasm will use to drive away unwanted intruders:
    First Tier: These are basic tricks that will drive away passive mobs. A phantasm will attempt these fifteen times (pausing for about thirty seconds between each) randomly before moving on to Second Tier.

    • Creating the sound of an entity hitting a stone block from behind the player

    • Placing a piece of redstone dust on the floor near the player

    • Emitting a random 'cave noise'

    • Playing one of the game's songs quietly in reverse

    • Causing a random block five blocks away from the player to have a light level of 15 for five ticks.

    • Making a faint image of a random Nether mob far from the player for a few seconds that will disappear if struck by the player
    Second Tier: These are more aggressive and advanced tactics that will frighten away neutral mobs. A phantasm will use these with a one-minute delay between each five to ten times before moving on to the Third Tier.

    • Playing the death cry of a random mob

    • Making an image of a hostile mob one block from the player

    • Playing one of the game's songs or multiple songs at once in reverse

    • Emitting the sound of lava spreading

    • Making a player's health bar look as though the player suffers from Wither effect, regardless of if they do or not.
    Third Tier: These are aggravated attacks that will terrify even hostile mobs. A phantasm will use these tricks with a forty-five second delay ten times before advancing to Fourth Tier.

    • Loudly playing the sound of a hostile mob.

    • Obscuring a player's view for a few ticks with the face of an aggravated hostile mob.

    • Playing a combination of five random sounds loudly

    • Darkening a player's vision so that everything is seen at a light level of five

    • Giving the player a brief nausea effect

    • Depleting a player's hunger by one whole piece
    Fourth Tier: These are brutally aggressive tactics only the most frustrated phantasm will use on any entity surviving the three previous tiers of attack. With a one minute delay, a phantasm will use these methods five times before launching its final strike.

    • Creating a lava source five blocks from the player

    • Damaging the player for one heart

    • Pushing the player backward one block

    • Spawning a zombie or skeleton five blocks from the player.

    • Giving the player poison that will only damage them for three hearts

    • Creating spider webs in four blocks surrounding the player
    THE FINAL ATTACK:

    After failing to drive away an intruder with its initial four tiers of attack, a phantasm would launch a final, desperate attack on the player, revealing its true form and being able to die. The phantasm would rush at the player, hitting them as many times as possible and not relenting until being killed. A phantasm would have five hearts of health, and would deal two hearts on an unarmoured player with each blow. Upon dying, the phantasm will drop multiple ghast tears, bottles of enchanting, bones, rotten flesh, or (very seldom) A Shadow Claw. The player to kill a phantasm would also receive enough experience to bring them from level zero to fifteen.
    Alternate Means:
    Of course, no player would want to wait out the insane amount of time necessary to bring a phantasm to attack. So, a phantasm could be brought to its final state in two ways: Either by being trapped in an area in which light bothers it, or by being struck by the effects of a potion such as instant harming or poison. A player could employ either of these to aggravate a phantasm instantly without suffering its torments.
    The Shadow Claw:
    The Shadow Claw would be a rare drop exclusive to the Phantasm. This item could, when placed on an anvil alongside a sword or bow, provide a special, powerful enchantment to that item. When combined with a sword, a shadow claw would give the sword an Abyss enchantment. Anything struck with an Abyss sword would appear clouded with void particles for a few seconds as they would experience Nausea and the aforementioned Darkness effect. After about three seconds of this, there would be a 20% chance that the target would be immediately teleported to a random location within 100 blocks of the point at which they were struck.
    When placed alongside a bow on an anvil, a Shadow Claw would provide the bow with either a Shadow Bolt enchantment or Curse enchantment. Arrows fired from a Shadow Bolt bow would be followed by a tail of void particles in their flight. They would deal 2x damage to all enemies as well as an additional 50% damage upgrade when fired in an area with a light level of less than 8. The rarer but more dangerous Curse enchantment would bring some of the phantasm's power directly into the bow to which it would be applied. When fired, arrows from a Curse bow would have a 10% chance of permanently applying a random phantasm's curse (from any tier) to its target. The curse would run on a five-minute delay and last on its target until their death. Curses would not stack.
    Please don't hesitate to comment with your honest thoughts about this concept. I love to read comments to improve posts, so please anything I missed or need to improve here. Thank you for reading!
    Posted in: Suggestions
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    posted a message on New mob- the Nether Hand
    Quote from trollsack
    No support.

    Meh, this would just be freaky.

    Many people have left this opinion as a response. Could you please explain what about the idea is freaky?
    Posted in: Suggestions
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    posted a message on New mob- the Nether Hand
    Quote from Kholdstare
    Eh, doesn't seem terribly powerful. It's even more vulnerable to arrows than most mobs (which are already stupidly vulnerable to them) and doesn't actually do any damage besides fall damage for when the player breaks free from it's grasp. It also drops a LOT of useful items (namely the bones but the rotten flesh is a huge bonus for a starving adventurer compared to the minimal rotten flesh obtained from zombie pigmen) for their danger, particularly the claws which would make PvP quite annoying yet would have little impact on SSP. Paralyzing a mob in SSP has little benefit for the player since at the stage a player will be at in order to access the Nether, if they are in melee range of the mob they can kill said mob handily already. However, someone in PvP can simply carry a separate sword (or several separate swords) with Paralysis for the sole purpose of inflicting Paralysis on someone while using a regularly-enchanted sword for actually dealing damage. Paralysis lasts an extremely long time, too; twenty seconds is a long, long time in a battle.

    They're also far more common than "moderately rare". You'll get one spawning roughly every five seconds (since 20 ticks=1 second).



    No support, although I realize this topic is quite old and the OP won't read this reply. EDIT: Or not, because he just revived it.

    No, I view this thread very frequently. It's probably my only topic that's done this well.

    Just for clarification, the Hand would damage the player by crushing them, but it would require bringing said player all the way up to the ceiling in which the hand were to reside.

    However, do you think the hand needs to be more strong in the suggestion?

    In addition, thank you very much for helping with the spawn rate. I will fix that immediately.
    I'll also lower the time spent on Paralysis effects.

    Thank you very much for the feedback.
    Posted in: Suggestions
  • 0

    posted a message on New mob- the Nether Hand
    Does anybody object to how the suggestion has been updated, or have I fixed issues seen in the original post?
    Posted in: Suggestions
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    posted a message on New mob- the Nether Hand
    Quote from FMasterST

    I actually like this, the Nether needs a mob like that hand.
    Thank you!
    How do you think the idea could be improved?
    Posted in: Suggestions
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    posted a message on New mob- the Nether Hand
    Quote from Quackie_The_Duck

    The hand sounds like a good idea, but the hand should be like 2 blocks tall and the arm should be a solid block, with properties like sand. The hand moving down would allow the arm blocks to fall, and moving up would push the arm blocks back into the ceiling, so an alternate way to kill the nether hand would be to break the roots in the ceiling until it falls out, at which point you can kill the hand easily.

    Good idea, support.
    I'm not sure if I agree with you on the mechanic you have suggested for the Arm to work. However, you definitely aren't the first person to want the Hand vulnerable at its 'root', so I'll add that.

    Actually, I'm not sure why I haven't added that yet.
    Posted in: Suggestions
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    posted a message on New mob- the Nether Hand
    Quote from Ouatcheur

    I like the BASIC idea.

    However, not the actual implementation.

    #1 That mob is way too big. Steve is not even 2 blocks tall. I'm all for these hands to be oversized, but they should be the minimal amount of oversized. Big mobs, unless they fly and mostly go through blocks, have trouble being processed by the game engine. that is why the Giant mob was not put into the game btw. So this had should be about 3/4 block wide, and 3/2 blocks long: in short just big enough to grasp Steve by the waist. The "arm" feels much mnore like some rope than part of the actual mob, so it should be a thin rope, kind of like a Lead but maybe more of a "bone" color ?

    #2 No hint on how common or rare it is. Solitary spawn or in groups ? Lacks details here.

    #3 The drops are WAY too generous. Maye the drops in line with the other mobs. Say, a skeleton drops 0-2 bones, not 5-15! Same should be for your hand.

    #4 Thirty uses for throw-able withering fingers ? Items in Minecraft just don't work like that at all. So follow suit and make them single use as a "withering" potion ingredient instead.
    Thank you for this feedback. I will revise the original post.
    Posted in: Suggestions
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