Obviously they're tweaking the difficulties as we speak - lets see where that goes before starting thread upon useless thread about it.
This.
Though I still think the thread is useful, but the difficulty of the game IS altering over time with these recent changes.
It's gone up a bit with the current set of snapshots. Zombies and skeletons being able to easily navigate complicated areas to get to you has already made them alot more dangerous. All too often, I think I'm safe, go to quickly mine out some iron or something in a cave, and HOLYCRAP suddenly a zombie is punching me in the back of the head. They just dont have too much trouble reaching you anymore. And the skeletons are even worse. (though since I *like* high challenge levels, by "worse" I of course mean "better").
I also dont really think mobs need to do more damage overall... but I think some of them could be tweaked a little. Zombies could do a little more, since they're slow... skeleton arrows should also do a little more, or better yet, have at least a BIT of armor piercing. Which makes sense, with those being ARROWS they are firing. Normal spiders should maybe get a point or two added to their attack as well... or maybe even some knockback, since they ARE leaping at you. Cave spiders dont need changes, and Endermen DEFINITELY dont need more attack power; they do, what, 10 damage as it is (5 hearts) per hit, and even when you have armor, they're STILL a threat... it doesnt take Endermen long to wreck an armor set if they get some good hits in. Though I do want to see what AI changes the Endermen end up getting.
Mainly though, what needs revamping is the armor. Armor isnt as OP right now as it was.... but it's still a bit too strong and too easy to get. And that's BEFORE enchanting. And the thing about enchanting (and it's a good thing, mind you) is that even the lowest level enchantments for the most part offer a nice, noticable effect. Give 1 level to each piece of armor, and you've beefed yourself up noticably.
Armor needs to degrade a bit faster than it does.... PARTICULARLY diamond armor. It also maybe shouldnt block quite as much of the damage as it does. Considering the player's constant regen, it's not too hard to heal from many attacks. One way or another, it does need changing. And diamond armor really is VIABLE now which makes it a bit OP. Viable meaning it's not NEARLY as hard to get as it used to be. The enchantment system (which, again, I really like, so I'm not bashing that) allows you to create a Fortune pick that can MULTIPLY the amount of diamonds you get when mining them out. I had one of those in my previous world, before the snapshots... a diamond pick with Fortune 3 and Unbreaking 3. this suddenly made diamond armor totally viable, as I ended up having like, 90 diamonds in a (relatively) short time. I do like that diamond SWORDS arent even close to being as all-powerful as they used to be... that's a good start, and I think that weapon is balanced decently enough for now. But diamond ARMOR is still quite OP. And that's BEFORE enchanting.
Now, of course, most of these changes I'm talking about would be for Hard mode specifically. Hard mode right now.... isnt hard enough. But it's been getting better recently at least.
And I dont think for even a moment that the hunger system should be changed/removed.
The previous way the food worked, where it was unstackable but healed you, well.... the game was WAY too easy with that. Way, way too easy. The unstackable part did not change how OP food's insta-heal effect was. With the current system you at least have to give yourself a bit of time for the regen to heal you, and make sure the hunger meter is full enough to PROVIDE that regen, as well as make sure you're in a safe place to eat. And if you want instant-healing, you have to go to the trouble of brewing potions for it. The potions though take a moment to drink, take some time to make, and are WAY less OP than food (where before, you could just go, kill 2 pigs, and heal... you didnt need to even BRING food with you).
And finally, I agree that dungeons/strongholds/ruins/whatever should be MUCH HARDER. I mean.... they're freaking dungeons! They should be monster filled! Look at the Nether ruins.... the Nether is too easy as it is right now, ever since Ghasts got their spawn rate reduced so far. There's more mob types now, buuuuuut.... Magma Cubes are much too rare, and Blazes seem to ONLY spawn from spawners. The ruins, at least, should be monster-filled. If Blazes and Cubes were COMMON in those, it'd be alot more interesting.
And Strongholds... those Silverfish should be EVERYWHERE. Their entire design just screams "horde", but they generally dont actually show up that way.
Do want to see more hostile mob types though. I like the idea of bats or something... Ghasts right now are the only flying mob. And lets get some sea monsters! Squid are the ONLY mob that appears in water... hoping that fact changes.
Oh, and I agree with the lantern idea too. I was kinda disappointed when that idea fell apart and didnt end up in the game.
Though I still think the thread is useful, but the difficulty of the game IS altering over time with these recent changes.
It's gone up a bit with the current set of snapshots. Zombies and skeletons being able to easily navigate complicated areas to get to you has already made them alot more dangerous. All too often, I think I'm safe, go to quickly mine out some iron or something in a cave, and HOLYCRAP suddenly a zombie is punching me in the back of the head. They just dont have too much trouble reaching you anymore. And the skeletons are even worse. (though since I *like* high challenge levels, by "worse" I of course mean "better").
I also dont really think mobs need to do more damage overall... but I think some of them could be tweaked a little. Zombies could do a little more, since they're slow... skeleton arrows should also do a little more, or better yet, have at least a BIT of armor piercing. Which makes sense, with those being ARROWS they are firing. Normal spiders should maybe get a point or two added to their attack as well... or maybe even some knockback, since they ARE leaping at you. Cave spiders dont need changes, and Endermen DEFINITELY dont need more attack power; they do, what, 10 damage as it is (5 hearts) per hit, and even when you have armor, they're STILL a threat... it doesnt take Endermen long to wreck an armor set if they get some good hits in. Though I do want to see what AI changes the Endermen end up getting.
Mainly though, what needs revamping is the armor. Armor isnt as OP right now as it was.... but it's still a bit too strong and too easy to get. And that's BEFORE enchanting. And the thing about enchanting (and it's a good thing, mind you) is that even the lowest level enchantments for the most part offer a nice, noticable effect. Give 1 level to each piece of armor, and you've beefed yourself up noticably.
Armor needs to degrade a bit faster than it does.... PARTICULARLY diamond armor. It also maybe shouldnt block quite as much of the damage as it does. Considering the player's constant regen, it's not too hard to heal from many attacks. One way or another, it does need changing. And diamond armor really is VIABLE now which makes it a bit OP. Viable meaning it's not NEARLY as hard to get as it used to be. The enchantment system (which, again, I really like, so I'm not bashing that) allows you to create a Fortune pick that can MULTIPLY the amount of diamonds you get when mining them out. I had one of those in my previous world, before the snapshots... a diamond pick with Fortune 3 and Unbreaking 3. this suddenly made diamond armor totally viable, as I ended up having like, 90 diamonds in a (relatively) short time. I do like that diamond SWORDS arent even close to being as all-powerful as they used to be... that's a good start, and I think that weapon is balanced decently enough for now. But diamond ARMOR is still quite OP. And that's BEFORE enchanting.
Now, of course, most of these changes I'm talking about would be for Hard mode specifically. Hard mode right now.... isnt hard enough. But it's been getting better recently at least.
I noticed when you ramp up mob damage, you do fear them a lot more, especially skeletons. They attack so snappy, they see you at all and you already have an arrow whizzing over your head or lodged in your face.
Just for reference, 5 hearts of attack power is a mob strength of 7.
It starts at 0.5 and goes up +1 +.5 +1 +.5 +1.. kind of odd isn't it?
I'm all about things that aren't temporary. I would much rather have a 15% defense of armor that lasts a couple hundred hits then a 25% defense that doesn't last very long. I think they should just nerf the defense values, the endurance is one thing I think they got right.
When you increase ore rarity and mob damage, enchants feel very useful again. Potions? I don't know yet, I haven't gotten that far in my new world.
I noticed when you ramp up mob damage, you do fear them a lot more, especially skeletons. They attack so snappy, they see you at all and you already have an arrow whizzing over your head or lodged in your face.
Just for reference, 5 hearts of attack power is a mob strength of 7.
It starts at 0.5 and goes up +1 +.5 +1 +.5 +1.. kind of odd isn't it?
I'm all about things that aren't temporary. I would much rather have a 15% defense of armor that lasts a couple hundred hits then a 25% defense that doesn't last very long. I think they should just nerf the defense values, the endurance is one thing I think they got right.
When you increase ore rarity and mob damage, enchants feel very useful again. Potions? I don't know yet, I haven't gotten that far in my new world.
Aye, I agree about the armor. Though even iron armor lasts for WAY too many hits right now. Even if the defensive value were lowered it'd STILL be too much just because it lasts like a billionty years.
As for the enchantments... I dont think they need to be changed much right now. I'd like to see MORE types of enchantments, but for the time being, really loving that system. I havent really found any that ARENT useful. Even just a level 1 Efficiency or Unbreaking on an iron pick.... very nice indeed. And of course higher levels are even more fun.
And potions are REALLY useful. They're one of those "how did I ever play the game WITHOUT these" things, at least for me. Speed potions are my favorite. And starting to learn good uses for Harm potions lately... those are really nice for the occaisions when I've got like 3 or 4 creepers coming at me in a little group.
The armor really is my biggest complaint with the game now.
Though I'm hoping to see them finish with the mob AI changes BEFORE altering the armor. Hostile mobs are already more interesting than they were before.
I guess overall I think general tweaks to things, and small game play additions will make it harder. :smile.gif:
Complete overhaul shouldn't be needed though! /pointofthread
Those tweaks make minimal differences. If you get surrounded by a bunch of good-AI zombies that can bust down doors, they'll still do the same damage to your easily-obtainable iron set. Do you see my point yet?
Those tweaks make minimal differences. If you get surrounded by a bunch of good-AI zombies that can bust down doors, they'll still do the same damage to your easily-obtainable iron set. Do you see my point yet?
My point is, zombies shouldn't be tweaked.
Difficulty isn't just how strong mobs are, it's multiple factors.
The biggest flaw right now, being how fast you are able to reach that point where zombies aren't a threat, it needs to be cut down a lot.
So, cutting down on iron ores helps, and so does adding a new set of mobs that are buffed, or stronger, or ect.
As difficulty isn't about adding a mob that has more HP and stronger hits, but also a mob that has abilities, such as flying..
Understand my point?
Torches/Lanterns just delay the steps between say, iron and diamond. Even if only slightly.
And, the other one will make overall more mobs spawn throughout the world. Not much more challenging, but more encounters of mobs does add challenge.
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Best game ever: Ace of Spades FREE FPS minecraft-like game.
Cutting down iron ore rate would not make getting iron tools and iron harder, it would make it more time consuming
Time consuming =/= hard.
A better balance would be nerfing iron armor instead of reducing iron spawn rate.
Building a 100 meters minecart rollercoaster was impossible until you played 45+ hours and this is just pretty annoying.
False, it will make it harder. It's a simple balance of reducing a bit, along with reducing caves.
Oh, and I remember using server 10's of minecarts, and over 4,000 minecart tracks, in my Alpha world. All on 1 project.. All legit, so it won't take 45+ hours to do...
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Best game ever: Ace of Spades FREE FPS minecraft-like game.
Difficulty isn't just how strong mobs are, it's multiple factors.
The biggest flaw right now, being how fast you are able to reach that point where zombies aren't a threat, it needs to be cut down a lot.
So, cutting down on iron ores helps, and so does adding a new set of mobs that are buffed, or stronger, or ect.
As difficulty isn't about adding a mob that has more HP and stronger hits, but also a mob that has abilities, such as flying..
Understand my point?
Torches/Lanterns just delay the steps between say, iron and diamond. Even if only slightly.
And, the other one will make overall more mobs spawn throughout the world. Not much more challenging, but more encounters of mobs does add challenge.
That's true, multiple things can help. I think if mobs were faster and if they were able to crouch, it would add to it. I tweeted Jeb saying mobs should crouch so they can attack back if you're just attacking their feet. No more bs'ing combat.
Cutting down iron ore rate would not make getting iron tools and iron harder, it would make it more time consuming
Time consuming =/= hard.
A better balance would be nerfing iron armor instead of reducing iron spawn rate.
Building a 100 meters minecart rollercoaster was impossible until you played 45+ hours and this is just pretty annoying.
Time consuming doesn't usually mean hard, but when you don't have the supplies to upgrade and there's mobs wandering around, you definitely can't do the things you usually can.
If you don't have coal and it's rare, then you'll be wandering around in the darkness. You're looking for a food source with no armor and a stone sword and mobs will be able to kill you easier. If they added a little more mob damage and added rarity to resources, then we would fear mobs again.
^^
On par with your first statement. However, your second reply..
It wouldn't necessarily be more time consuming, I just believe a small rewrite w/how the ores actually spawn would be nice. Although I also dislike this idea, probably better to reduce caves a bit!
Jeb and Jon are working on it, so we might as well give them the idea of what we want, so they get it right at first.
That's why it's good to argue over things like this :smile.gif:
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Best game ever: Ace of Spades FREE FPS minecraft-like game.
That's the exact reason why "Lanters (which are a new craftable)" will be introduced.
They can be crafted using iron and glass and an torch, or something like that. Point is, it does add challenge.
It will never add a challenge.
There is no challenge in wasting material just for a new infinite light source when we already have one. It'll be annoying. If your idea of a challenge is something annoying then stop.
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There is no challenge in wasting material just for a new infinite light source when we already have one. It'll be annoying. If your idea of a challenge is something annoying then stop.
Well it mot certainly does add a lot of challenge! Think of it like this..
Torches are the starting resource (IE, equal to wood tools), and to be able to make lanterns you need iron, which means cave exploring, which means use of torches. However, you'll only have so long before you will run out of torches and be forced to head home.
It's just adding one more step, before getting mass diamond.
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Best game ever: Ace of Spades FREE FPS minecraft-like game.
^^
On par with your first statement. However, your second reply..
It wouldn't necessarily be more time consuming, I just believe a small rewrite w/how the ores actually spawn would be nice. Although I also dislike this idea, probably better to reduce caves a bit!
Jeb and Jon are working on it, so we might as well give them the idea of what we want, so they get it right at first.
That's why it's good to argue over things like this :smile.gif:
I think it's better to reduce ore AND caves. lol
I'm all for doing many kinds of things to make it difficult, but if we don't include some of the basics then you're leaving out some of the difficulty.
Well it mot certainly does add a lot of challenge! Think of it like this..
Torches are the starting resource (IE, equal to wood tools), and to be able to make lanterns you need iron, which means cave exploring, which means use of torches. However, you'll only have so long before you will run out of torches and be forced to head home.
It's just adding one more step, before getting mass diamond.
And what about older maps?
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Regarding the "What about older maps", it's simple. Re-texture current torches into lanterns, change crafting recipe. Then make a new torch that burns out.
As to the other suggestion... That sounds good! Though some things I would like to address creepers.
Creepers, their explosion should stay the same(IE, cobble is always broken), however damages should vary on difficulty, as you suggested.
Void fog should never be added in again. A good trade off could work though, such as more mobs at that level, (by more I mean 20-50% more) or, mobs aren't visible unless in direct line of sight? (Similar as to how Enderman aren't aggressive until LOS is right on them)
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Best game ever: Ace of Spades FREE FPS minecraft-like game.
- Creepers will hurt you badly without full iron armor now, full leather will not stop them from killing you at point blank
- Zombies spawn in packs of 5 or more now, and wander together. They gain the ability to break down wooden doors.
- Skeletons may randomly spawn with pieces of armor, making them tougher
- You lose all inventory and exp upon death, but are able to recover parts of it like you are now, as well as half your exp
- Torches burn out twice as fast now, one game day/half an hour, compared to two/one hour (just a ballpark estimate)
- Void fog is dense at the bottom, and torches have a lower radius as you dig deeper, making it hard to prevent spawns
- Endermen can pick up nearly everything now when near a player. Be prepared to kill them or to repair your base during the day if you let too many come close.
I think creepers should kill you on the toughest difficulty even with full iron if you are 3 blocks away. It is an explosion and we are talking about seasoned pros.
I like the zombie packs, I wonder if Jon will only make them do that around villages.
I think zombies and skeletons should spawn with armor, that would be cool.
Right now with exp, if you die twice in a certain amount of ticks you lose all your experience. I would prefer a 50% drop of experience independent of how often you die.
It's better to make coal rare and make it spawn y=64 and below instead of replacing them all the time. That would be like feeding animals and having them die all the time if you didn't. The game would simply blow. As a tiered thing with lanterns? It would still blow. :/
Enderman should stay exactly the same, however, they should teleport after every time they take one hit of damage, that way it's not them always teleporting or you just jousting their feet and killing them with a stone sword.
People said you would make lanterns with glowstone...
But if you have to use just iron and glass, I think there is no problem as long torches llast at least 5 minecraft days.
This.
Though I still think the thread is useful, but the difficulty of the game IS altering over time with these recent changes.
It's gone up a bit with the current set of snapshots. Zombies and skeletons being able to easily navigate complicated areas to get to you has already made them alot more dangerous. All too often, I think I'm safe, go to quickly mine out some iron or something in a cave, and HOLYCRAP suddenly a zombie is punching me in the back of the head. They just dont have too much trouble reaching you anymore. And the skeletons are even worse. (though since I *like* high challenge levels, by "worse" I of course mean "better").
I also dont really think mobs need to do more damage overall... but I think some of them could be tweaked a little. Zombies could do a little more, since they're slow... skeleton arrows should also do a little more, or better yet, have at least a BIT of armor piercing. Which makes sense, with those being ARROWS they are firing. Normal spiders should maybe get a point or two added to their attack as well... or maybe even some knockback, since they ARE leaping at you. Cave spiders dont need changes, and Endermen DEFINITELY dont need more attack power; they do, what, 10 damage as it is (5 hearts) per hit, and even when you have armor, they're STILL a threat... it doesnt take Endermen long to wreck an armor set if they get some good hits in. Though I do want to see what AI changes the Endermen end up getting.
Mainly though, what needs revamping is the armor. Armor isnt as OP right now as it was.... but it's still a bit too strong and too easy to get. And that's BEFORE enchanting. And the thing about enchanting (and it's a good thing, mind you) is that even the lowest level enchantments for the most part offer a nice, noticable effect. Give 1 level to each piece of armor, and you've beefed yourself up noticably.
Armor needs to degrade a bit faster than it does.... PARTICULARLY diamond armor. It also maybe shouldnt block quite as much of the damage as it does. Considering the player's constant regen, it's not too hard to heal from many attacks. One way or another, it does need changing. And diamond armor really is VIABLE now which makes it a bit OP. Viable meaning it's not NEARLY as hard to get as it used to be. The enchantment system (which, again, I really like, so I'm not bashing that) allows you to create a Fortune pick that can MULTIPLY the amount of diamonds you get when mining them out. I had one of those in my previous world, before the snapshots... a diamond pick with Fortune 3 and Unbreaking 3. this suddenly made diamond armor totally viable, as I ended up having like, 90 diamonds in a (relatively) short time. I do like that diamond SWORDS arent even close to being as all-powerful as they used to be... that's a good start, and I think that weapon is balanced decently enough for now. But diamond ARMOR is still quite OP. And that's BEFORE enchanting.
Now, of course, most of these changes I'm talking about would be for Hard mode specifically. Hard mode right now.... isnt hard enough. But it's been getting better recently at least.
And I dont think for even a moment that the hunger system should be changed/removed.
The previous way the food worked, where it was unstackable but healed you, well.... the game was WAY too easy with that. Way, way too easy. The unstackable part did not change how OP food's insta-heal effect was. With the current system you at least have to give yourself a bit of time for the regen to heal you, and make sure the hunger meter is full enough to PROVIDE that regen, as well as make sure you're in a safe place to eat. And if you want instant-healing, you have to go to the trouble of brewing potions for it. The potions though take a moment to drink, take some time to make, and are WAY less OP than food (where before, you could just go, kill 2 pigs, and heal... you didnt need to even BRING food with you).
And finally, I agree that dungeons/strongholds/ruins/whatever should be MUCH HARDER. I mean.... they're freaking dungeons! They should be monster filled! Look at the Nether ruins.... the Nether is too easy as it is right now, ever since Ghasts got their spawn rate reduced so far. There's more mob types now, buuuuuut.... Magma Cubes are much too rare, and Blazes seem to ONLY spawn from spawners. The ruins, at least, should be monster-filled. If Blazes and Cubes were COMMON in those, it'd be alot more interesting.
And Strongholds... those Silverfish should be EVERYWHERE. Their entire design just screams "horde", but they generally dont actually show up that way.
Do want to see more hostile mob types though. I like the idea of bats or something... Ghasts right now are the only flying mob. And lets get some sea monsters! Squid are the ONLY mob that appears in water... hoping that fact changes.
Oh, and I agree with the lantern idea too. I was kinda disappointed when that idea fell apart and didnt end up in the game.
I noticed when you ramp up mob damage, you do fear them a lot more, especially skeletons. They attack so snappy, they see you at all and you already have an arrow whizzing over your head or lodged in your face.
Just for reference, 5 hearts of attack power is a mob strength of 7.
It starts at 0.5 and goes up +1 +.5 +1 +.5 +1.. kind of odd isn't it?
I'm all about things that aren't temporary. I would much rather have a 15% defense of armor that lasts a couple hundred hits then a 25% defense that doesn't last very long. I think they should just nerf the defense values, the endurance is one thing I think they got right.
When you increase ore rarity and mob damage, enchants feel very useful again. Potions? I don't know yet, I haven't gotten that far in my new world.
Aye, I agree about the armor. Though even iron armor lasts for WAY too many hits right now. Even if the defensive value were lowered it'd STILL be too much just because it lasts like a billionty years.
As for the enchantments... I dont think they need to be changed much right now. I'd like to see MORE types of enchantments, but for the time being, really loving that system. I havent really found any that ARENT useful. Even just a level 1 Efficiency or Unbreaking on an iron pick.... very nice indeed. And of course higher levels are even more fun.
And potions are REALLY useful. They're one of those "how did I ever play the game WITHOUT these" things, at least for me. Speed potions are my favorite. And starting to learn good uses for Harm potions lately... those are really nice for the occaisions when I've got like 3 or 4 creepers coming at me in a little group.
The armor really is my biggest complaint with the game now.
Though I'm hoping to see them finish with the mob AI changes BEFORE altering the armor. Hostile mobs are already more interesting than they were before.
Complete overhaul shouldn't be needed though! /pointofthread
My point is, zombies shouldn't be tweaked.
Difficulty isn't just how strong mobs are, it's multiple factors.
The biggest flaw right now, being how fast you are able to reach that point where zombies aren't a threat, it needs to be cut down a lot.
So, cutting down on iron ores helps, and so does adding a new set of mobs that are buffed, or stronger, or ect.
As difficulty isn't about adding a mob that has more HP and stronger hits, but also a mob that has abilities, such as flying..
Understand my point?
Torches/Lanterns just delay the steps between say, iron and diamond. Even if only slightly.
And, the other one will make overall more mobs spawn throughout the world. Not much more challenging, but more encounters of mobs does add challenge.
Cutting down iron ore rate would not make getting iron tools and iron harder, it would make it more time consuming
Time consuming =/= hard.
A better balance would be nerfing iron armor instead of reducing iron spawn rate.
Building a 100 meters minecart rollercoaster was impossible until you played 45+ hours and this is just pretty annoying.
False, it will make it harder. It's a simple balance of reducing a bit, along with reducing caves.
Oh, and I remember using server 10's of minecarts, and over 4,000 minecart tracks, in my Alpha world. All on 1 project.. All legit, so it won't take 45+ hours to do...
He didn't reply back though..
Time consuming doesn't usually mean hard, but when you don't have the supplies to upgrade and there's mobs wandering around, you definitely can't do the things you usually can.
If you don't have coal and it's rare, then you'll be wandering around in the darkness. You're looking for a food source with no armor and a stone sword and mobs will be able to kill you easier. If they added a little more mob damage and added rarity to resources, then we would fear mobs again.
On par with your first statement. However, your second reply..
It wouldn't necessarily be more time consuming, I just believe a small rewrite w/how the ores actually spawn would be nice. Although I also dislike this idea, probably better to reduce caves a bit!
Jeb and Jon are working on it, so we might as well give them the idea of what we want, so they get it right at first.
That's why it's good to argue over things like this :smile.gif:
It will never add a challenge.
There is no challenge in wasting material just for a new infinite light source when we already have one. It'll be annoying. If your idea of a challenge is something annoying then stop.
Remember kids, when the mod crashes delete system32!
Well it mot certainly does add a lot of challenge! Think of it like this..
Torches are the starting resource (IE, equal to wood tools), and to be able to make lanterns you need iron, which means cave exploring, which means use of torches. However, you'll only have so long before you will run out of torches and be forced to head home.
It's just adding one more step, before getting mass diamond.
Perhaps something related to the moon cycles?
I'm all for doing many kinds of things to make it difficult, but if we don't include some of the basics then you're leaving out some of the difficulty.
Is it just me or do no mobs spawn on eclipses?
And what about older maps?
Remember kids, when the mod crashes delete system32!
As to the other suggestion... That sounds good! Though some things I would like to address creepers.
Creepers, their explosion should stay the same(IE, cobble is always broken), however damages should vary on difficulty, as you suggested.
Void fog should never be added in again. A good trade off could work though, such as more mobs at that level, (by more I mean 20-50% more) or, mobs aren't visible unless in direct line of sight? (Similar as to how Enderman aren't aggressive until LOS is right on them)
I think creepers should kill you on the toughest difficulty even with full iron if you are 3 blocks away. It is an explosion and we are talking about seasoned pros.
I like the zombie packs, I wonder if Jon will only make them do that around villages.
I think zombies and skeletons should spawn with armor, that would be cool.
Right now with exp, if you die twice in a certain amount of ticks you lose all your experience. I would prefer a 50% drop of experience independent of how often you die.
It's better to make coal rare and make it spawn y=64 and below instead of replacing them all the time. That would be like feeding animals and having them die all the time if you didn't. The game would simply blow. As a tiered thing with lanterns? It would still blow. :/
Enderman should stay exactly the same, however, they should teleport after every time they take one hit of damage, that way it's not them always teleporting or you just jousting their feet and killing them with a stone sword.
That's the stupidest thing I've ever I heard. Where the hell would you find a velociraptor? What role would it even play?
That's completely off-topic.