13

Hostile Mobs Adapt to the Depth

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  • 3
    Registered User commented
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    The reason thats all there is in the spider section is because I ran out of space but that pretty much sums up what I want done with them.

  • 4
    Registered User commented
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    I like the ideas for the zombie, but how about skeletons have a chance to use shields, rather then them using a melee item (which makes them less hard) The spiders at this depth could become "depth spiders" like cave spiders but stronger and the size of a normal spider.

  • 4
    Registered User commented
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    I really like the idea of making the grimstone depths more difficult on average (the Warden helps, but it only spawns in the Deep Dark, so it's a relatively rare encounter).

    However, I think the changes you suggested are a little too much to still fit the iconic mobs of Minecraft. The mechanics described would be a better fit to entirely new mobs (especially the soul fire, which I really like, just not for zombies.)

    I'd personally go down the route of

    A) Adding a zombie variant that has more natural armour and damage but the same AI, keep the skeletons as they are, adding a chance for cave spiders to spawn instead of spiders (maybe 1 in 10) and adding a new, rare type of creeper who's explosion treats grimstone like dirt.

    Or

    B) Keep all mobs the same, but add a new "common mob" for the region below y=0 that is a real danger to the players and is encountered often, unlike the Warden. Maybe some sort of ghoul that has a chance of inflicting weakness and faintness (an effect that is basically the reverse of resistance).

    Overall, the concept you proposed definitely has potential. I hope Mojang sees it.