*This addon has soooo much potential, I hope the creators can iron out the main issues because I can see players having huge amounts of fun on Server, Realms etc!* Twitter: twitter.com/EcKoxSoldier Download: www.minecraft.net/en-us/marketplace/pdp?id=64df09d1-a339-4939-99bd-f7c931f204b7 00:00 Addon details 00:57 How it works 3:49 Heal/capture mobs 6:46 Evolve Mobs 8:01 Special abilities 13:35 All mobs & evolutions 23:01 Final opinions
Hey, the creators of the project here, thanks Ecko and everyone for the feedback! I've worked around the clock to submit a first update with a lot of fixes, and I'll be working over the coming weeks to polish things even more. (Mainly quality of life, improved AI, more balance between mobs, addressed a bug where health wouldn't increase when levelling, removed the hungry feature so your mobs can go straight into action, a bunch of smaller fixes). I apologise that some of the aspects of the project were still a bit buggy on release, I'm currently talking to other partners to discuss outsourcing playtesting to bigger partners that have that manpower. I'm really taking everyone criticism and feedback serious, and will take them into account when improving our pack over the coming weeks.
Good luck with this, this addon seems REALLY fun. I do agree and hope to see the passive mobs like cows and chickens and bees become able to be caught too. Not only a good way to move them around to certain areas but seeing a cow evolve into a minotaur like form or giant killer bees both seem like they'd be fun. Like I said, good luck with this!
For the devs reading the comments, I got a few complaints I gathered with this add-on, especially with its presentation for anyone current and new to the game: - This really needs to support neutral and friendly mobs. Like the Golems, wolves, cats, sheep, cows, frogs, some sea creatures, the 1.21 mobs, the other mountable mobs, etc. - Almost all the final evolutions are borderline grotesque in theme, but also too huge and overdesigned. Not only does that make them a visual mess, but they just don't fit in most room sizes. There needs to be a great balance struck for variety and function. - For anyone else added in the future, make some of more of them elegant or cooler, even cute in all stages! Not... dollar store halloween props. For a couple of them in particular: -- Creepers don't need to be horridly disfigured fully evolved, and also look like an undead. I feel like this monster that was practically made the game's mascot SHOULD be more appealing in its final form, not a Goonies reference. -- The Giant Zombie really doesn't need that giant spear lodged on it. It gets in the way in too many scenarios. -- For a few others that I don't need to mention, anything that sticks out of them too far from the main limbs and body of the mob is plain visual clutter. Again, like the lodged spear in the giant Zombie. That should be cut out. - In general, don't make final evolutions huge just because you can: Size is a very key factor in function, especially in Minecraft. A lot of them should be kept, at most, 3x3, 2x3 and 2x2 blocks big as a general maximum, with very few exceptions going any larger. - Bugs aside, these mobs need a stat overhaul; they just don't deal enough damage or are durable enough in many scenarios. Movesets could use a bit more range, as well. Others need to stop being one-trick ponies. Give em a second or third trick, as well as other behaviours than the standard chasing aggro. - Their detection range needs a nerf. If anything, they should also prioritize the players when THEY are detected by hostiles. If the mob they chase goes too far from the player, make them stop chasing. - And finally, they need to return to the same orb they were summoned to. Is it possible to just have an orb that can store their state on the intevntory slotted item, so that you can "toggle" their in and out of the ball as needed, without removing the orb that they were inside in from the inventory? That is all I got for the devs reading the comments. Also, if possible, an overlay UI for the HUD to track your caught mobs would be nice. Maybe have it limit how many you can have out at a time, once that rebalance patch ever happens.
Hey there, thanks a lot for taking the time to write such an elaborate comment. First of all, we have pushed a first fix for the most drastic issues and concerns. And are working on a better patch. 1. I'm definitely planning on adding more mobs to the pack. This was a mostly one man job, so I didn't have the resources to do everything right away, but now that I see people enjoy a concept like this as much as they do, I am willing to really invest more time into it. It was something I REALLY enjoyed working on! 2. We're planning on adding more variety in the concepts for the newer evolutions, and re-doing some of the current ones. We can understand that they shouldn't all look scary and intimidating. 3. As for the size, we're planning on doing an overhaul for this. We realized we needed to make things more survival friendly. 4. We've found a bug where levelling didn't always go along with increasing health/damage. We've pushed a hotfix yesterday that addresses most of these issues, and we're polishing things even more for a more extensive update soon. 5. You're final point is something I've been thinking about myself too. But I'm new to the more complex Script API, so it was something that seemed impossible for me to set up. But I think with what I've learned from this project, I might be able to pull this off. I will give it a go definitely! It would add such a nice touch to the addon, and then maybe I can also somehow mark that a certain entity is connected to a player, so that other players couldn't catch your mobs. Which is something we considered a potential multiplayer issue. And then on your final point, that would be such a cool idea. I haven't thought about it. Is that something players would enjoy you think? I've also figured maybe it could feel limiting only being able to release a certain amount of mobs. It's something I will be looking into, I like that.
@@macadesigns4624 best addon creator imo, taking criticism well from fans and improving the product instead of leaving it a buggy mess for a quick buck. W man
I wish there was an addon that makes enemies level up and evolve naturaly without the catching mechanic, where as you explore, harder, diferent enemies spawn and others transform as time passes. Would make a survival run interesting. Can even add some RPG stuff.
I am a big Pokémon fan. Aside from the bugs my biggest problem is how “edgy” and “gross” the final evolved forms look. It’s really keeping me from getting this addon and I hope that someone else makes a Pokémon addon where the designs feel more closer to either Pokémon or Minecraft
This add-on looks really cool and fun! But I definitely think the add-on needs some more work. I really hope the creator works on fixing the AI problems and whatever other bugs there are. But this add-on is definitely something I'd consider buying. It looks really good!
Hey guys! Our first update went live today, and it's covered a lot of the main issues. I worked around the clock last week to cover AS MUCH of the bugs and wishes of everyone. Mainly focusing on the catching behaviors, wild mobs being a pain, balancing, making sure that leveling worked fully as intended. For our next update we will cover anything else that still slipped through, add a bunch new evolutions that are currently in the works, and add a targeting system so you have more control over your mobs. I've already been experimenting with an item for this. I'd love to know, would you guys prefer that your mob only attacks whatever you want it to? Or should we add a toggle mode for a controlled attack vs berserk mode? I have been thinking about some clean ways to set these up properly. So let me know! Anyways, thanks everyone for your patience, please check out the update if you were a bit annoyed by some of the bugs on our initial release. Again, I'm sorry that this happened. Let me know if our new update still has issues of bugs you really want to see changed!
A toggleable setting for focused or berserk sounds good! From what I been trying seems like allot of really good updates. I still hope to see you able to capture and evolve more of the mobs like the animals, villagers and illagers, ext. Also one suggestion is removing the fully evolved forms from appearing in the wild, or make them uncatchable. No point in raising your own if you can catch a final evo.
@@WarSerebii That’s a fair point. The intention was to make them super duper rate, but I feel as they’re already set to the lowest possible, that maybe it’s better to leave them out entirely. I hope the improved balancing on the small evolutions helps a lot though.
@@macadesigns4624 It does. But it's just funny playing a bit ago I got attacked by a fully evolved Skeleton and a fully evolved spider just a short time apart from each other. I most likely just hit the bad luck lottery 2 times in a row XD
Yea, after some messing around removing fully evolved from appearing or making em uncatchable might be best. I had trouble leaving my base at the start of a playthru because a fully evolved creeper, skeleton, zombie, and spider all decided to camp out outside my base, and the only way I could get past em was catching em. in the least maybe make it a setting or option to have fully evolved appear in the wild or being catchable. Players could change it later if need be or wanna be able to get em. Just a thought. Also dunno if it was fixed or changed but maybe don't let small mobs open doors. Good luck with stuff!
Please focus on a system to return your mob to its capture orb rather than having to chase them down & use a new one on them. More than likely you will fail at recapturing your mob and you just lost a lvl 80 enderman because he ran away
I like how generous you are towards add ons... some folks are way way to rough on add ons that cost 3-4 bucks i understand thats still very much money and not free but some folks out here expecting complete workd changing add ons for a few bucks i think that is kinda unfair so i appreciate you keep the add ons in perspective
I love the catching animation, i hope they fix some of the bugs though. Also it would be very fun to catch certain friendly mobs Also the baby mobs are super cute, and blazes and endermewtwo are amazing
I also do hope to see more passive and neutral mobs evolve and have more tame designs rather than the... edgy spear through the body type designs but that's just my opinion
First point:I think they should that the player has to make the mobs weak either with a weakness potion or attacking the mobs till there low HP Second point: i think they should add a chance that the mob can deflect the capture ball or not be affected by it like human like mobs like specific typs of mobs need special capture balls 3 point: i think they shouldn't limit them selves with just the normal Minecraft mobs they should make there own and add breeding or fusion or mega evolution and some use in survival not only fighting
I would be happy if they just made it so the baby evolutions weren’t able to open doors also, there’s the issue with sometimes captured mobs duplicate themselves and it becomes impossible to recall the duplicates
I understand that this addon is supposed to be a pokemon clone, but it would be nice to have one that was like the old PokeBall mod that let you capture any mob and put it wherever you want
Is anyone able to tell what family these mobs belong to? Too many of them are spawning and causing a ton of lag and I want to target just them with a command to clear them out. Please and thank you,
Would be a great opportunity for Minecraft to do a huge add-on to the whole game by using a terraforming add-on or changing the view into 2d flattering the world or perhaps parts of it in one command button add-on. Then create a new world add-on through the TNT Genesis paintbrushes. Minecraft bedrock edition throw of the dice add-ons an ability to cause reality-warping effects. Turn land into oceans and the sky into different colours and change anything into trees or spiders or sheep into pigs and combine colours and rock with trees or anything else etc. And bringing a Marvel Universe aspect to Minecraft. Minecraft Marvel Universe add-ons?
Interesting add on especially for Pokemon fans. It is a shame you can’t capture the non-hostile mobs. Keep up the amazing content! Hope you are having a fantastic birthday! Take care.
I love the concept of this add on but there are a few glitches with it which has been frustrating. I hope the creators fix them soon. Also it would be so cool if you could catch all of the vanilla mobs as well. I know some people don’t like the look of a few of the final forms but I kinda like them tbh.
I was waiting for this one I have it in my wishlist but was waiting for this creator to review it Also I noticed you set your tutorial worlds up with a crafting table and I question why not use a crafter with a button ahead of time and just open the crafter menu to show it then press the button?
I think what's unfortunate is how they want to incorporate the classic mobs, but then have these very different models for pre-evolutions and final evolutions. I think it would be better to either stick with Minecraft's typical model design or for them to make creatures that are outside of the base game mobs, if only so that they don't feel so out of place as they change.
I think this is an amazing overall idea. I can see were the limitations of Bedrock have made this hard to develop, and so I'll give the benefit of the doubt that it's just their push into the design. I will say that leveling feels pointless when only minimum level and max (100) level is what is saved when you "re-call" them, and it's also far from the genuine joy of a creature capture styled game. That is the ability to see stats, to curate moves, and in a 3D free roam setting like this there should be more tools and abilities to command them and care for them. I do like the idea behind this, but I definitely had to wait for a review. And I'm glad I did. For now, this is purely novelty. It doesn't seem like something I would use in my own typical world, and I can't even see myself playing with this Add-on purely alone for the fact that it's so basic of a system. I am glad to see them going for only $6, if just for the fact that most people making things like this have tried for $10 or so. Nevertheless I will hold out on this one, wether someone comes up with an amazing rendition, or when a review comes out with an overhaul of all the systems. Thanks, @ECKOSOLDIER!
Thanks for staying open minded, so many people do not. I like that they tried something different and I feel with community feedback this can go really far
This is absolutely broken Go to deep draks without a worry in the world a warden spawn? Just throw a ball at it Want to fight the wither? Just throw a ball and you'll get the star
It really isn't. Add-ons are made by people that actually want to make an earning from them, which they are third party. It's not Mojang, but someone who loves the game and wants to create for the game. I will argue that it would be awesome if they could create some way to demo things on the marketplace, I genuinely wouldn't get this one without a video review. That all being said, do not expect the vast majority to ever be free. They did a few to show people what is possible on the short end, but things like this one could never be a free Add-on, it's just built with more effort than anyone would be willing to do for free.