First of all the trigger for the raids is unclear and confusing. The fact that killing a patrol captain causes a large scale raid makes no sense on a gameplay or lore-based level. If a player is inhabiting a village and wishes to protect said village, he must avoid killing one specific entity, one which is often killing many of the villagers and the player himself. This therefore punishes the unwitting player for actively protecting the village.
When it comes to lore, it doesn't make much sense that killing all of the patrol group somehow lets other pillagers know where the village is, or even why they would want to attack. You can't report intel if you're dead.
An idea for the trigger which I think would be much better would be if the player only gets the bad omen effect if he kills a captain in a pillager tower, or else triggers some event that lets the game know the tower has been conquered. This would make raids a clear, direct result of the player's actions. In addition it improves on the lore, because then you have small raiding parties roaming across the world making small scale attacks on villages, until a player destroys one of their bases of operation. This prompts them to make a large scale attack on the players village both as revenge and to regain lost resources.
As for the raids themselves, the gameplay is for the most part fun and exciting, however there are problems, such as the evokers. They are not enjoyable to fight, since there is no easy way to counter vexes, since they do a large portion of damage (even whilst in full iron armour I was taking 6 hearts per hit), they have small hitboxes (I don't even know if they can be damaged), fly quickly, can't be blocked by shields, and can even fly through walls which means tactical positioning means absolutely nothing. The only way to stop them is by killing the Evoker, which is a difficult task when he is surrounded by vexes, even hitting him with a bow is tricky. Combine this with the fact that he is often surrounded by other mobs and this becomes an aggravating blemish on an otherwise enjoyable experience.
I would like to see the Evokers either removed or drastically altered, such as reducing the number of vexes spawned and removing their ability to go through blocks.
As an additional point, when pillagers attack the village they can often get stuck in surrounding terrain, preventing them from attacking the village. This forces the player to seek them out to either end the raid or start the next wave, which personally took me as long as twenty minutes to search all of the caves and houses and trees in the area. This is not fun to play, nor is it a challenge, it is just boring.
To improve this I would suggest having a timer for each wave and/or for the wave as a whole, after which the raiders despawn and the raid ends or next wave starts. This completely removes the hours of searching involved in raids and allows the player to focus on defence, whilst also making sense logically; I mean if the raiders never made it to the village, did they really raid it?
Overall I like this update and think it was a good idea, but the execution is questionable at best and needs improving.
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