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MC-138977

Illager patrol despawns before attacking village

The bug

When a iillager patrol spawns in the whole patrol will despawn before the attack happens, leaving the leader on its own.

Linked issues

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Comments 9

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I seem to have pillager parties EVERYWHERE. Full packs and singles, even spawning on the top of kelp, spinning like crazy. 

I seem to have pillager parties EVERYWHERE. Full packs and singles, even spawning on the top of kelp, spinning like crazy. 

I am unsure what were the intentions behind some specific behavior of pillager raids?

They are fun, they are dangerous and they seem to be a very promising feature. But there are some issues I want to point out:

1. There are several rewards from defeating the pillagers: saddles, crossbows, emeralds, banners. Banners are a great show-off item, saddles are a real treasure (hard to obtain otherwise, but needed to ride horses). Emeralds and crossbows are a nice random loot in addition to those main rewards (obtainable in other ways, but not common).
For now it is possible to go for all of them, by attacking pillager raid on sight or make some distance, wait until all but the leader despawn and go for the banner + crossbow + emerald reward.

  • full encounter is a hard one even for an experienced player with full iron armor and iron sword. Using a bow makes it relatively easy, but requires using up a lot of arrows. Rewards are well worth it, so it seems very well balanced.

  • leader-only encounter is relatively easy and yields a good chance of obtaining a crossbow and an emerald and a guaranteed banner. This seems to be a little too much reward relative to encounter toughness.

From this reward-to-effort balance point of view, full raid is well balanced, lone leader is not, so the raid should despawn as a whole. It should not be possible to despawn part of the squad by moving to appropriate distance from them.

 

2. Pillager raid - village interaction
It is good that pillagers cannot reach and destroy a village player didn't even know it exists (so it is good that they despawn when far enough from the player)
Their spawn frequency makes it hard to find the village and ensure it's survival though.
I also wonder if pillager raids were meant as a way to locate villages for the player? Player in theory could follow the raid and try killing it only when it lead the player to the nearest village. This would be nice, but I don't think it can work this way - fighting the beast on the outskirts of the village seems to be very dangerous.

On the other hand, locating the village soon after the world creation and farming emeralds (either by farming sugar cane and converting it to paper or by selling crops farmed in the village or by farming wheat and breeding animals for meat) is a real and quite easy strategy for obtaining powerful enchanted gear - maybe it should be made much harder and that was the intention of pillager raids?

Walling off a village to protect it from both night-time monsters was a viable tactic even at the early game. It was relatively easy to do it having one full day before night-time monsters appeared.
Now with the raids spawning during the day, it is much harder. Was it intentional? Or pillagers spawn frequently now to let players test their behavior and will be decreased in the future?

 

I am unsure what were the intentions behind some specific behavior of pillager raids?

They are fun, they are dangerous and they seem to be a very promising feature. But there are some issues I want to point out:

1. There are several rewards from defeating the pillagers: saddles, crossbows, emeralds, banners. Banners are a great show-off item, saddles are a real treasure (hard to obtain otherwise, but needed to ride horses). Emeralds and crossbows are a nice random loot in addition to those main rewards (obtainable in other ways, but not common).
For now it is possible to go for all of them, by attacking pillager raid on sight or make some distance, wait until all but the leader despawn and go for the banner + crossbow + emerald reward.

  • full encounter is a hard one even for an experienced player with full iron armor and iron sword. Using a bow makes it relatively easy, but requires using up a lot of arrows. Rewards are well worth it, so it seems very well balanced.

  • leader-only encounter is relatively easy and yields a good chance of obtaining a crossbow and an emerald and a guaranteed banner. This seems to be a little too much reward relative to encounter toughness.

From this reward-to-effort balance point of view, full raid is well balanced, lone leader is not, so the raid should despawn as a whole. It should not be possible to despawn part of the squad by moving to appropriate distance from them.

 

2. Pillager raid - village interaction
It is good that pillagers cannot reach and destroy a village player didn't even know it exists (so it is good that they despawn when far enough from the player)
Their spawn frequency makes it hard to find the village and ensure it's survival though.
I also wonder if pillager raids were meant as a way to locate villages for the player? Player in theory could follow the raid and try killing it only when it lead the player to the nearest village. This would be nice, but I don't think it can work this way - fighting the beast on the outskirts of the village seems to be very dangerous.

On the other hand, locating the village soon after the world creation and farming emeralds (either by farming sugar cane and converting it to paper or by selling crops farmed in the village or by farming wheat and breeding animals for meat) is a real and quite easy strategy for obtaining powerful enchanted gear - maybe it should be made much harder and that was the intention of pillager raids?

Walling off a village to protect it from both night-time monsters was a viable tactic even at the early game. It was relatively easy to do it having one full day before night-time monsters appeared.
Now with the raids spawning during the day, it is much harder. Was it intentional? Or pillagers spawn frequently now to let players test their behavior and will be decreased in the future?

 

Is this still an issue in the latest 1.14 development snapshot?

This is still an issue in 1.14.2. I have an ocean that's continuing to fill up with more and more each day.

There's a lot more than I can show in this screenshot, but I'm limited by entity rendering distance. (seems like you might need to open the image to see the full screenshot)

[media]

Side note, this seems to be a different issue, more in line with MC-139349, but that was marked as a duplicate of this issue.

This is still an issue in 1.14.2. I have an ocean that's continuing to fill up with more and more each day.

There's a lot more than I can show in this screenshot, but I'm limited by entity rendering distance. (seems like you might need to open the image to see the full screenshot)

[media]

Side note, this seems to be a different issue, more in line with MC-139349, but that was marked as a duplicate of this issue.

Can confirm in 1.19.3

Nikolas Metten

(Unassigned)

Confirmed

Mob spawning

Minecraft 18w45a, Minecraft 1.14.2, 1.19.3

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