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Strictly for humanoid and humanoid type mobs feedback and suggestions. Bugs, duplicate ideas, lists of things, and support issues will be deleted.

8

Tale of the Deep Dark Goblins and their Rogue obsession with Netherite

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  • 2
    Registered User commented
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    There are several points of balance that this idea would add to the game. By preventing players from bringing Netherite into the Deep Dark*, the intensity of a Warden encounter becomes further heightened. If it weren't already apparent that contacting a Warden was a VeryBadIdea, having your Netherite armor taken from you to face the Warden defenseless will.

    Adding thieving Goblins into the mix that dart after you to pickpocket Netherite in the darkness strengthens the importance of stealthily exploring near skulk shriekers. If the Darkness effect is triggered, Goblins are in their element.

    *Addending sub-Idea: Perhaps if you put Curse of Binding and Curse of Vanishing on your Netherite, the Goblins cannot remove it from you. But when you take it with you, you're playing for Keeps!

  • 3
    Registered User commented
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    I LOVE IT! 

    The one problem is that the only mob that is supposed to spawn in the Deep Dark is the Warden and only the Warden. I would love to see something like this implemented though.

  • 0
    Registered User commented
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    Thanks for the reply. I have several gameplay ideas that would build from the addition of Goblins. But I thought it was best to start with trying to build a bit of interest in adding a new race to the game.

    In regards to goblins potentially spawning in the Deep Dark, I never took away any impression that the Deep Dark would never get anything other than the Warden; just that the Warden dominates the Deep Dark. I'm looking forward past the introduction of the Deep Dark to suggest some things to enrich the space.

    I posted a comment explaining how I would expect Goblins to be implemented, but that comment was rejected without explanation. Maybe I provided too much specific info that time.

    The core idea of the race is that there would be two separate classes: Common Goblins and Rogue Goblins. The common goblins would always stay in the Dark. You would never see them or they would be very difficult to see. They don't attack the player. They rob the player and make it harder to explore Ancient Cities with impunity.

    Rogue goblins would be more of an adventurer class. They are well armed, travel in bands (similar to pillagers) they can be found above the Deep Dark in caves and very rarely on the surface of the Overworld.

    If these were added, there are many additional things that could be done with them.

    But the Caves don't have any curated hostiles; they're just the same hostiles as everywhere else. Making goblins roam the caves and the Deep would enliven the space.

  • 0
    Registered User commented
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    Will these goblins barter

     

  • 0
    Registered User commented
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    I hadn't considered any bartering dynamic. It would fit within this structure to have the Rogue Goblins barter for Netherite ingots, but it wouldn't make a whole lot of sense to trade away Netherite ingots. I can't think of anything that exists within the game already that would be worth giving up Netherite in order to get.

    To be honest, I wasn't considering them as a bartering race. Can you think of anything?