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Demonic Intuition

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Is there any chance that mobs also have accuracy? To balance out the damage boost/nerf by chance.

Pigmen already one-hit some people when they're UN-armored.That makes leather people die in one hit?

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That is going to be an amazing addition to the game, though it will be really scary..

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I had an idea! People say mobs are OP if you have no armor, well they are. You should have armor when traveling at night! However, sometimes you travel on nice well light roads and they attack you. I think that this could be changed. Maybe have it so that mobs fear well light areas and won't go into them. However, they will gather around it if a player is there. This could increase the amount people travel on roads. It would also make more sense in conjunction to how they spawn.

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I had an idea! People say mobs are OP if you have no armor, well they are. You should have armor when traveling at night! However, sometimes you travel on nice well light roads and they attack you. I think that this could be changed. Maybe have it so that mobs fear well light areas and won't go into them. However, they will gather around it if a player is there. This could increase the amount people travel on roads. It would also make more sense in conjunction to how they spawn.

I would really, really like to see that. During the night they're afraid of the light, and won't go near it. And it means you can hold off mobs by lighting up well enough.

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Kyral looks at the corpses of the Pigmen shes slain, blades ready as more march

I'm on your side, you moronic bufoons! Try and attack me, and I won't hold back!

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((Hm. If pig zombies can stalk you and sneak up on you like the alien beasty from Predator, then maybe it would be a good idea to decrease their spawn rate so you're not flanked on all sides by a dozen of them that locked onto you simultaneously))

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((*Rubs his hands... all is going to plan...*))

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This is going to be awesome! I can imagine settlements going into seige as zombie pigs rush from all sides actively seeking and destroying. I wish all mobs did this. Whole hordes of zombies overtaking towns.

ShadowVale is ready for the onslaught!

I love it when monsters are actually monsters and not just dumb AI wandering aimlessly waiting to be killed. I want a worthy story about these creeps.

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I love this. A slight foreshadowing and ever so subtly constant degradation of the 'wall' we put up to defend ourselves... perhaps it is the beginning of the time when it shall crumble.

I love the feel this is creating. Very helpful to roleplay.

Thanks for the patch!

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cool Im new and Ive logged on but how do you change so you can play lord of the craft??????!!!!!!! please answer or i will not vote for the server

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(( Well, now I'm thoroughly ****ed. ))

EDIT: And now I've lost a full suit of diamond armor, due to an overpowered Enderman. Great.

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Upon having several camp members murdered in their sleep/when awake/during RP/when fishing/doing anything I decided to go into a single-player world and recreate the 200x200 block area that pigmen are able to attack you in as well as a basic 25x25 village charter space. This is what I found:

2012-06-17_030454.png

It's not much better for towns either.

Now not only does this forgo an aesthetically pleasing village/town in the sense that it's a requirement to have a wall or fence around the entire plot, it also restricts RP in the sense that you either have to sit inside your fortified plot the entire night, hide in your home, or stand on top of a really large object until daybreak. I understand that we're trying to go for a, "Oh goodness gracious there are pigmen out and about, don't travel at night!" type of roleplay but by having an attack-range so immensely large this inadvertently ruins a lot of more-personal, more-interesting roleplay. So I propose a compromise: cut the attack-range of pigmen in half, a 100x100 area. This will still allow the roads at night to be treacherous but not utterly ridiculous (five pigmen is much better than ten) while also halving the amount of pigmen attacking small villages and towns as well. We still get the 'living-in-fear' effect, but also make the penalties of roleplaying outside of protected areas much less impossible.

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