(A better thread name is greatly appreciated if you know of one)
One major aspect of Minecraft is difficulty. It does what you expect, harder difficulty = harder mobs. While that's currently true in-game, it is so to a very, very minimal standpoint. The changes between difficulty are hardly noticeable at all, even when playing on hard difficulty. I mean, sure, if you have no armor, and you're facing 20 of everything, it's going to be difficult, but how often does that happen? Exactly. The game gets insanely easy once you manage iron armor, which is pretty much the second most common ore in the game, and you can obtain it minutes, even seconds within starting a new world. Difficulty as it is is... well... pathetic.
So, what I'm suggesting is a change on how difficulty affects hostile mobs. Rather than it just increasing their damage by 1-2 hearts, I would like them to behave differently on each difficulty level. Now, these won't be major overhauls to each and every mob, just small little AI additions and tweaks, that way they seem smarter, and of course are harder.
Now, easy (With one exception for a much-needed nerf) and peaceful difficulty will stay exactly the same. All these ideas are to change normal and hard difficulty. The reason being is to make this sorta partially optional, some casual gamers might not want these additions when their more into building rather than fighting, but would still want hostiles in their world. Of course, these additions won't make the game 'super ultra near-impossible hardcore', but it would just be an annoyance to those players, and people might just prefer mobs being basic as opposed to having a few advanced AI tweaks. Also, any current changes to difficulty already in-game will stay, and will not change.
Percentages/%: Due to confusion, when I state percentages, I almost always mean upon spawning or on attack. So if I say zombies have a 30% chance to dance, that means 1 out of 3 zombies will dance, and if I say a spider has a 20% chance to inflict 'happiness' then that means that every time it hits you, you have a 30% chance to be super-duper happy!
Final note: Bosses will not be changed in this suggestion! Ender Dragon just got an overhaul, Wither is fine the way he is for now, imo..
Anyways, on to the suggestion! To start off, we'll go with the basic Zombie.
Zombie
-Normal difficulty:
--Zombie speed is now affected by how close they are to you. Zombies will move at regular speeds until they are three blocks away from you, for every block closer they get to you, they move 10% faster (20% cap).
--30% of all Zombies will seek water when set on fire by the player, and seek water or shelter (water takes priority) when set on fire by sunlight.
-Hard difficulty:
--50% of all Zombies will seek water when set on fire by the player, and seek water or shelter (water takes priority) when set on fire by sunlight.
--Zombies with projectiles either via commands, or naturally picking them up will throw said projectile at you with 70% accuracy. Zombies that throw an Ender Pearl will teleport to it's thrown location. Their ammo is very limited, as they can only shoot one projectile, as they can only carry one at a time.
Skeleton
-Easy difficulty:
--Here's the exception. Skeletons will actually be nerfed. Currently they can strafe and aim a bow while walking faster than players can strafe and aim a bow. So in this difficulty, they will move quite a bit slower (Same as a player would while aiming a bow).
-Normal difficulty:
--Skeletons that spawn with leather armor will have slightly more resistance to arrows. Each piece adds 5% arrow resistance (Up to 20%) Even if it doesn't have the 'projectile protection' enchantment (If the armor piece/s do have it, it stacks). The leather armor they spawn with will be dyed to match their surroundings 30% of the time.
-Hard difficulty:
--Skeletons that spawn with leather armor will have slightly more resistance to arrows. Each piece adds 10% arrow resistance (Up to 40%) Even if it doesn't have the 'projectile protection' enchantment (If the armor piece/s do have it, it stacks). The leather armor they spawn with will be dyed to match their surroundings 60% of the time.
--8% of all Skeletons will be able to mount a Spider if it comes nearby one.
--45% of all Skeletons will not run away from wolves, and fight back instead.
Spider
-Normal difficulty:
--10% of Spiders will always be hostile, even during the day.
--30% of Spiders will spawn with the ability to see through walls.
-Hard difficulty:
--100% of Spiders will be able to see through walls.
--45% of Spiders will always be hostile, even during the day.
Cave Spider
-Normal difficulty:
--Cave Spiders can spawn naturally underground below Y:32. The way they spawn is unique, they will spawn in place of a normal Spider 20% of the time.
-Hard difficulty:
--Cave Spiders can spawn naturally underground below Y:63. The way they spawn is unique, they will spawn in place of a normal Spider 30% of the time.
--Cave spiders will inflict Slowness I for 12 seconds if their enemy is already poisoned, with the poison having more than 5 seconds left before running out, otherwise they will inflict poison as normal.
Creeper
-Normal difficulty:
--Creepers will be able to see you through walls, and stay nearby. However, they will not attack you or pathfind to you until you are within their line of sight. This is to improve their 'stalk' AI. Creepers will usually stick around where they last saw you.
--Creepers struck by lightning will not be set on fire, however they are not immune and can be set on fire other ways.
--Creepers struck by lightning will be affected with 'Regeneration II' for 20 seconds.
-Hard difficulty:
--Creepers are more prone to being struck by lightning. If lightning strikes within 8 blocks of a Creeper, it will instead strike the Creeper. If multiple Creepers are within 8 blocks, it will target the nearest Creeper.
--Charged Creepers have a 5% chance to spawn naturally during thunder storms. Up to 3 can spawn per storm naturally, however, this amount increases by 2 for every player currently in-game
Enderman
-Normal difficulty:
--Enderman will now teleport, even after being attacked by their feet.
--Enderman will regain their Endermite Spawning abilities introduces (Then removed) in 1.8 snapshots.
--Staring at an Enderman for too long (About 10-25 seconds) will cause you to lose focus. This means your vision will get wobbly (Similar to nausia) and slowly fade to black. All sounds will slowly fade to a minimal, you are unable to move once this effect starts, once your screen goes pitch-black, the Enderman will teleport and attack you, snapping you out of your trance, and you will regain control. If an Enderman fails to attack you, any damage source will snap you out, or you will naturally snap out of it after 5 seconds. (This is mainly to make them pretty terrifying, more than difficult, but it also gives them the first attack if you dare try a staring contest.)
-Hard difficulty:
--Enderman will intentionally seek shelter during rain/thunderstorms.
--Enderman will not teleport randomly when set on fire, poisoned, or anything similar. With the exception to seek water (Then instantly teleport back out) when set on fire if any water in nearby.
Endermite
-Normal difficulty:
--Endermites will have a 20% chance to inflict you with 'Slowness II' for 5 seconds per attack.
--If an Endermites' lifetime ends, it has a 30% chance to spawn 2 more in it's place, these two, however, cannot spawn any more Endermites.
-Hard difficulty:
--Endermites have a 20% chance to make whoever they attack teleport randomly in a 5 block radius. This will also change the direction the player is facing randomly. This will heal the Endermite by 1 1/2 hearts.
Silverfish
-Normal difficulty:
--Silverfish will call others for help if taking damage from fire, poison, wither, suffocating, or any other non-direct sources.
-Hard difficulty:
--Silverfish will call for others even if it is killed in 1 hit. When a Silverfish is killed, more re-act to their call than usual, thus summoning more.
Slime
-Normal difficulty:
--Slime will now actually pathfind to you. They can still see through walls, but will traverse around them rather than in them.
--Medium sized Slimes can latch on your head, this will slowly deal up to 3 hearts of health, which penetrates armor, after 3 hearts it will fall off. This will heal them by 2 hearts as a result. You can knock them off faster by attacking them rapidly, however they will not take damage while on your head, they also will fall off instantly if taking any other outside damage source.
--Arrows and other projectiles shot into a slime will stick into them. 40% of arrows will be retrievable after the slime is killed, and the arrows were not shot from a bow with Infinity or from a Skeleton.
-Hard difficulty:
--Being attacked by a slime may inflict "Slowness I" (7 seconds, 15% chance) Or "Mining Fatigue" (10 seconds, 5% chance).
Witch
-Normal difficulty:
--Witches will try to walk away from players when drinking potions.
-Hard difficulty:
--Witches will throw Splash Potions of Strength at nearby zombies if no player is 8 blocks near the zombie.
Guardians & Elder Guardians
-Normal difficulty:
--Elders will try to flee from the player if the player is within 2-3 blocks from it.
--Elder Guardians, much like zombies in a 10 block radius to aid it. Although the chance of a Guadian actually coming is around 30%.
-Hard difficulty:
--Same as normal difficulty. No change.
Blaze
Normal difficulty:
--Blazes will move a slightly slower than player walking speed while chasing you when not charging a fireball.
Hard difficulty: Blazes will charge and shoot a single fireball (which takes 1/3rd of the time of normal charging) and will shoot it at you if you are within 1-3 blocks from it.
Zombie Pigman
-Normal difficulty:
--All Pigmen can swim at water-swimming speed in lava.
-Hard difficulty:
--Same as normal. No ideas for this guy.
Wither Skeleton
-Normal difficulty:
--Wither Skeletons have a chance to spawn with chainmail armor.
--Wither Skeletons can go under two-block high roofs by "sneaking" under them. While doing this, they move considerably slower, and display the player sneaking animation.
-Hard difficulty:
--Wither Skeletons will gain a small boost in strength and defense when their health reaches below 2/5th.
Magma Cube
-Normal difficulty:
--Has a 10% chance to set you on fire when you get attacked. Fire will deal 2 1/2 hearts of damage before burning out. When the cube is closer to you, it will hop faster, slightly slower then a normal slime.
-Hard difficulty:
--Being in lava/fire will affect it with "Regeneration I".
Ghast
-Normal difficulty:
--Ghasts are no longer targeted by the Wither Boss. Ghasts are also no longer slowed by lava.
-Hard difficulty:
--Ghasts may deflect a fireball back. It will display the shooting texture, but instead fling the fireball back rather than shoot another one. The chance of this occuring is 85% - 5% for every successful attempt.
Killer Bunny
-Normal difficulty:
--The killer bunny has a .5% chance to spawn like a normal mob near a group of naturally spawned white bunnies. Will not spawn in light level of 8 or higher, much like all hostile mobs. The killer bunny will not retreat when attacked, and will continue attacking.
-Hard difficulty:
--Same as normal, but spawn with a 1.5% chance.
This is most likely my longest and most-thought out suggestion that I have made, and ever will make.
Of course, that doesn't mean it's perfect. Far from it. I still need help to improve this idea to the best of my ability.
I tried to make it as balanced and reasonable as possible, but I need other's opinions to help improve my idea.
So if you could post your opinions, that would be great.
Interesting suggestion. Certainly sounds interesting, and very in depth, despite perhaps being a little hard to follow for new players due to complexity. Still, there's something I'm a bit confused about - your use of percentages. For example, you said (I'm not going to quote; that's a lot of text to root through):
"They will also have a 5% chance of mounting a spider if they come within 1-2 blocks to one, though they won't intentionally seek out spiders."
5% when? Per encounter? Per second? Per tick? Per skeleton, with the result decided upon spawning?
Overall, partial support. Seems a bit complicated for a game like Minecraft which has relatively simple (though diverse) mechanics. Lots of chance and potential confusion swimming around here.
Interesting. You expanded a small AI concept to all hostile mobs. This is goes in to good death and hardly even seem OP. This AI tweaking could definitely add a better challenge than what we currently have. Overall, I find everything quite find how it is and I would definitely like to see it in game.
Interesting suggestion. Certainly sounds interesting, and very in depth, despite perhaps being a little hard to follow for new players due to complexity. Still, there's something I'm a bit confused about - your use of percentages. For example, you said (I'm not going to quote; that's a lot of text to root through):
"They will also have a 5% chance of mounting a spider if they come within 1-2 blocks to one, though they won't intentionally seek out spiders."
5% when? Per encounter? Per second? Per tick? Per skeleton, with the result decided upon spawning?
Overall, partial support. Seems a bit complicated for a game like Minecraft which has relatively simple (though diverse) mechanics. Lots of chance and potential confusion swimming around here.
The 5% in that case would be that 5% of all skeletons would have that ability. I guess it would be in minutes for the time-based one. So like.. the rabbit will try to spawn 5% of the time once every 1 minute, but will fail 95% of the time. I really didn't think about how that would work. And yes, I understand it seems complicated, but I believe if you were to add these things, they would fit right in. Like pigmen swimming faster in lava. Some of them, however, I admit are slightly complicated.
I normally tend to make things sound a bit over-complicated, so that might be it. Thank you, though.
Interesting. You expanded a small AI concept to all hostile mobs. This is goes in to good death and hardly even seem OP. This AI tweaking could definitely add a better challenge than what we currently have. Overall, I find everything quite find how it is and I would definitely like to see it in game.
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Huge support, but fix it a bit
Add this to zombie AI
normal / hard : Zombie gain the ability to swim
Zombie got a command, that when they are swimming, they will fall to the bottom of the water
Edit :
Remove the ability of skeleton to run, mobs can't run, only some can, by walking further , it will only damage it self because it can't run, and player would just kill it easier, probably it make skeleton an easier prey
Edit : Spider
Change it AI again, other than seeing player in even with block, change it to "Able to see player from glass or other transparent object"
Edit : Cave Spider
I find it hard to... see the use of the AI, its more like a config other than AI, well anyhow, change the AI to "It will spawn above light level 7, and will crawl to the top of the ceiling when a player is in sight and wait the perfect time to strike !"
Edit : Creeoer
Again it is config ( on hard mode) x.x not that i'm bothered, but meh, just to say, some people really don't like it (exclude me)
anyhow, Normal : See through glass , not block , and percentage ? what do you mean ? x.x when it spawn, it got the ability to see though blocks ? or when it near a player ? meh nvm
Hard : It will move to the highest chances place where lighting will spawn, when strike by lighting, it will gain speed(regen for whut ? x.x they will explode pretty much)
Edit : enderman
They will also teleport to water, then back if set on fire. (If any is near)
What do you mean ? anyhow, other is good
Edit : Endermite
i think that is ability not AI x.x meh no one cares anyway
Normal : Chances of inflicting slowness for 3 sec, like it
Haard : 5% of teleporting to a random place from 5 block , which in result healing 2 heart ( not that i am being picky, but... 5% is actually not so rare, especially per attack, when there are so many x.x , but no comment nice skill put)
Edit : Silverfish
Hard : change it a bit to... " When this mob got a total heart of 25% or less, it will hide in a nearby stone block, this unit will regain 1 heart per 5 seconds" cuz i dunno can silverfish teleport you
Edit : Slime
Hard : Change it to be more.. Sticky , such as " If this unit is attacked, the player that attacking this unit will have a chances of losing the weapon the player use to hit the slime, the weapon still can be retrieve when the slime is dead / seperated (Only for Large size slime) ( And yeah, this is skill o3o)
Edit : Witch
Normal : When the witch heart is below 25% , she will throw a splash potion of healing OR splash potion of regeneration to her self ( 1 use per witch )
Hard : When a player is in sight , and the distance is 16 blocks or more, if there is a zombie nearby, this witch will throw a potion of strenght, if there isn't any, this witch will use a potion of invisibility that last for 30 second
Edit : Elder guardian & guardian
Hard : If a player entered the ocean monument, elder guardian will path find and try to defeat the player, if their heart runs low, they will call for guardian for aid
Edit : Blaze
None, i luve it ~_~
Edit : Zombie Pigman
Hard : When a player is nearby , if the player shows that it "MIGHT" try to attack a fellow pigman, this zombie pigman will try to hit the player,
Normal : Chances of spawning with DIAMOND SWORD *^* (Joke, but might be good o3o)
Edit : Wither Skeleton
Hard : When below 50% , it will run from the player, and try to regen ( by doing something, i dunno ._.)
Edit : Magma Cube
Hard : When a player is nearby, the player will get burn
Edit : Ghast
Normal : When flying, if a player is within radius of attack , it will immediately attack the player , and it will move around when shooting fireball
Edit : Killer Bunny
Hard : When spawned in the world, it will pretend like other bunny until a player is nearby , and there is a 1% chances of spawning with "Strenght IV" permanently
it's actually fun to add AI to mobs ~_~ meh , i'm just adding idea nice post
normal / hard : Zombie gain the ability to swim I'll consider it. And the one below
Zombie got a command, that when they are swimming, they will fall to the bottom of the water
Edit :
Remove the ability of skeleton to run, mobs can't run, only some can, by walking further , it will only damage it self because it can't run, and player would just kill it easier, probably it make skeleton an easier prey. Skeletons run away from wolves. I actually like this, because it makes it harder to go up to them and just spam-click them, elimeinating any thread they had, what if they shot an arrow at you before backing away?
Edit : Spider
Change it AI again, other than seeing player in even with block, change it to "Able to see player from glass or other transparent object"
In 1.7.10 and below, spiders are able to see through all walls. This was removed in 1.8, so I was thinking this could be partially re-implemented.
Anyways, thank you for the suggestions. I hope you understand my reasoning. I thought about letting zombies swim, but didn't add it on. But you just gave me an idea, so thank you.
It looks like you've made the skeleton AI easier than it already is.
Here's an idea for skeleton AI:
Easy: skeletons stop shooting when you get close and focus only on getting away, and are a bit slower than player walking
Normal: unchanged, they sometimes shoot and sometimes run depending on the situation, same speed as player walking
Hard: they perform strafing attacks and will continue shooting while moving sideways away from the player, they move slightly faster than player walking and can walk up one block high steps
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Anyways, thank you for the suggestions. I hope you understand my reasoning. I thought about letting zombies swim, but didn't add it on. But you just gave me an idea, so thank you.
It's not actually a critisim (how ever ya spell it) its more like editting all yours madam ( sorry if you are not a madam xD )
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"The Best Intention of Invitation , The worst Kind of Trouble."
Ah, i want to milk some cow, maybe gonna snatch the princess later o3o
normal / hard : Zombie gain the ability to swim added
Zombie got a command, that when they are swimming, they will fall to the bottom of the water added
Edit :
Remove the ability of skeleton to run, mobs can't run, only some can, by walking further , it will only damage it self because it can't run, and player would just kill it easier, probably it make skeleton an easier prey I'm thinking of a better way to execute this. I want them to back away so it's harder to spam-click them.
Edit : Spider
Change it AI again, other than seeing player in even with block, change it to "Able to see player from glass or other transparent object"
The reason why I want them seeing through blocks is because in versions 1.7.10 and less, they had the ability to see through walls, which was recently removed in 1.8
Edit : Cave Spider
I find it hard to... see the use of the AI, its more like a config other than AI, well anyhow, change the AI to "It will spawn above light level 7, and will crawl to the top of the ceiling when a player is in sight and wait the perfect time to strike !" if it spawns above light level, then it will not spawn in caves. It needs to spawn in light level 7 or less like all hostile mobs. The main reason why the cave spider doesn't really get a major change is because it's already pretty deadly with it inflicting poison.
Edit : Creeoer
Again it is config ( on hard mode) x.x not that i'm bothered, but meh, just to say, some people really don't like it (exclude me)
Sorry, no configs. If you don't like the new AI changes, you would still be able to just play easy difficulty. There's always going to be people who don't like parts of something, so I won't be changing this anytime soon, it's not a major change.
anyhow, Normal : See through glass , not block , and percentage ? what do you mean ? x.x when it spawn, it got the ability to see though blocks ? or when it near a player ? meh nvm The percentage just means that they will slowly try to escape your point of view (So you cannot see them, and more easily be snuck up on). It won't be all that noticeable, as they won't intentionally try to attack you, but rather stay at a distance until they get a clear view of you.
Hard : It will move to the highest chances place where lighting will spawn, when strike by lighting, it will gain speed(regen for whut ? x.x they will explode pretty much) Lightning isn't more likely to strike anywhere. It has the same chance to strike no matter where you're at. The regeneration is to heal them from the lightning strike. Also, to make them just slightly more difficult.
Edit : enderman
They will also teleport to water, then back if set on fire. (If any is near)
What do you mean ? anyhow, other is good If an Enderman is set on fire, it will teleport into water to burn it out. Of course water harms it, so it will instantly teleport back after the fire is gone.
Edit : Endermite
i think that is ability not AI x.x meh no one cares anyway
Normal : Chances of inflicting slowness for 3 sec, like it
Haard : 5% of teleporting to a random place from 5 block , which in result healing 2 heart ( not that i am being picky, but... 5% is actually not so rare, especially per attack, when there are so many x.x , but no comment nice skill put)
Edit : Silverfish
Hard : change it a bit to... " When this mob got a total heart of 25% or less, it will hide in a nearby stone block, this unit will regain 1 heart per 5 seconds" cuz i dunno can silverfish teleport you This was a mistake. I accidentally copied the Endermite's AI changes over to the silverfish, and lost what I had written out for the Silverfish.
Edit : Slime
Hard : Change it to be more.. Sticky , such as " If this unit is attacked, the player that attacking this unit will have a chances of losing the weapon the player use to hit the slime, the weapon still can be retrieve when the slime is dead / seperated (Only for Large size slime) ( And yeah, this is skill o3o) I thought about that, but I'm rather against the idea, because most people only carry 1-2 things that can be used as a valid weapon, If they lose those weapons they will have to punch the slime and punching a slime 40 times isn't more difficulty. It's tedium.
Edit : Witch
Normal : When the witch heart is below 25% , she will throw a splash potion of healing OR splash potion of regeneration to her self ( 1 use per witch ) One use items I'm kinda against, because it just doesn't make much sense. Plus, I played Pokemon Black/White, and when I got the elite 4's pokemon to low health, and they used a full-heal potion on the pokemon, it was more annoying than difficult.
Hard : When a player is in sight , and the distance is 16 blocks or more, if there is a zombie nearby, this witch will throw a potion of strenght, if there isn't any, this witch will use a potion of invisibility that last for 30 second I was going to add invisibility, but I feel that would be OP, as it's really difficulty to see an invisible opponent, and witches are OP as it is, dropping you to 1/2 heart with a single poison potion. The zombie thing is already added.
Edit : Elder guardian & guardian
Hard : If a player entered the ocean monument, elder guardian will path find and try to defeat the player, if their heart runs low, they will call for guardian for aid I rather not let them pathfind. They can easily get stuck, and dealing with a group of guardians is actually pretty difficult in survival, as a matter of fact... Most likely the only true difficult thing in survival.
Edit : Blaze
None, i luve it ~_~
Edit : Zombie Pigman
Hard : When a player is nearby , if the player shows that it "MIGHT" try to attack a fellow pigman, this zombie pigman will try to hit the player,
Normal : Chances of spawning with DIAMOND SWORD *^* (Joke, but might be good o3o) The problem with this is players will get randomly attacked, even if they had no intentions of fighting a pigman, and dealing with endless waves of pigmen is annoying.
Edit : Wither Skeleton
Hard : When below 50% , it will run from the player, and try to regen ( by doing something, i dunno ._.) See witch and instant health potions.
Edit : Magma Cube
Hard : When a player is nearby, the player will get burn But players don't burn when near lava. I think having them just set fire to you when burning is enough.
Edit : Ghast
Normal : When flying, if a player is within radius of attack , it will immediately attack the player , and it will move around when shooting fireball
Ghast kinda already does this...
Edit : Killer Bunny
Hard : When spawned in the world, it will pretend like other bunny until a player is nearby , and there is a 1% chances of spawning with "Strenght IV" permanently Killer rabbit kinda already does this too, only they actually deal quite a bit of damage, and that level of strength is OP even for zombies
it's actually fun to add AI to mobs ~_~ meh , i'm just adding idea nice post
It looks like you've made the skeleton AI easier than it already is.
Here's an idea for skeleton AI:
Easy: skeletons stop shooting when you get close and focus only on getting away, and are a bit slower than player walking
Normal: unchanged, they sometimes shoot and sometimes run depending on the situation, same speed as player walking
Hard: they perform strafing attacks and will continue shooting while moving sideways away from the player, they move slightly faster than player walking and can walk up one block high steps
Yeah, I want them to run away from nearby players because they end up being killed real easily because you can just run up to them and spam-click them. I'm trying to find a better way to execute this, and I think I know how...
You should probably buff some of these a bit; they don't seem very noticeable.
And some of them are straight buffs to stats, instead of extra behaviors.
Yes, but it's not like it's the only thing I added to the mob(s). I think adding stat boosts to mobs is fine. The only issue with the way it's currently done, is it's the only thing added to mobs (Weapons and armor count as stat boosts as they up damage and defense respectively). Making something longer to kill doesn't always make it harder to kill. Hence why I did add some additional AI changes.
And I'v been thinking some values are a bit too low. I just don't want them to be too high, I'll see what I can do.
you know skeletons give me trouble only because shooting knock back the player faster than fleeing would increase the distance between them and the player and that skeletons have an crazy attack speed when in contact it is just that they die too fast when in contact if skeletons stopped attacking me when at an three blocks range and instead fled I would be able to kill two skeletons in an row without equipment and so skeletons would give less trouble when beginning the game so I think you should instead suggest skeletons to stay in group and to try to be in line in front of the player and rotate their line for facing the player while shooting(real life squadron tactics) for dealing max knock-back and to kill the player also giving to skeletons the possibility while being outdoors to do indirect shots when there is mobs between him and you would be awesome.
you know skeletons give me trouble only because shooting knock back the player faster than fleeing would increase the distance between them and the player and that skeletons have an crazy attack speed when in contact it is just that they die too fast when in contact if skeletons stopped attacking me when at an three blocks range and instead fled I would be able to kill two skeletons in an row without equipment and so skeletons would give less trouble when beginning the game so I think you should instead suggest skeletons to stay in group and to try to be in line in front of the player and rotate their line for facing the player while shooting(real life squadron tactics) for dealing max knock-back and to kill the player also giving to skeletons the possibility while being outdoors to do indirect shots when there is mobs between him and you would be awesome.
Kinda hard to read, but I get what you're saying. I'll think about it. It's really late right now, so I'll fix up the post tomorrow.
I think skeletons have a pretty optimal AI as far as difficulty goes, because they can backpedal and shoot. They really get you when you're in water or getting knocked down steps by their shots. But on flat ground, you can easily overtake them especially if you sprint.
I suggested having them focus on fleeing on easy because then it would be easy to make them stop shooting. When they have a high ground advantage, they would not take advantage of it.
If they could strafe sideways and shoot on hard difficulty, it would allow them to move considerably faster than backpedaling.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
It needs a bit of editing. As one person replied "skeleton has five percent chance of mounting a spider".
Per second?
The skeletons may have to seek out the spider. Theoretically a skeleton and a spider could just stay within eight blocks of eachother and never work as a team.
Also another way to increase difficulty would be to have monsters detect you from farther away per difficulty.
Rather than lightning being more prone to strike a creeper directly, I think lightning should charge a creeper at a longer radius. Other than that I have a 95% support.
(A better thread name is greatly appreciated if you know of one)
One major aspect of Minecraft is difficulty. It does what you expect, harder difficulty = harder mobs. While that's currently true in-game, it is so to a very, very minimal standpoint. The changes between difficulty are hardly noticeable at all, even when playing on hard difficulty. I mean, sure, if you have no armor, and you're facing 20 of everything, it's going to be difficult, but how often does that happen? Exactly. The game gets insanely easy once you manage iron armor, which is pretty much the second most common ore in the game, and you can obtain it minutes, even seconds within starting a new world. Difficulty as it is is... well... pathetic.
So, what I'm suggesting is a change on how difficulty affects hostile mobs. Rather than it just increasing their damage by 1-2 hearts, I would like them to behave differently on each difficulty level. Now, these won't be major overhauls to each and every mob, just small little AI additions and tweaks, that way they seem smarter, and of course are harder.
Now, easy (With one exception for a much-needed nerf) and peaceful difficulty will stay exactly the same. All these ideas are to change normal and hard difficulty. The reason being is to make this sorta partially optional, some casual gamers might not want these additions when their more into building rather than fighting, but would still want hostiles in their world. Of course, these additions won't make the game 'super ultra near-impossible hardcore', but it would just be an annoyance to those players, and people might just prefer mobs being basic as opposed to having a few advanced AI tweaks. Also, any current changes to difficulty already in-game will stay, and will not change.
Percentages/%: Due to confusion, when I state percentages, I almost always mean upon spawning or on attack. So if I say zombies have a 30% chance to dance, that means 1 out of 3 zombies will dance, and if I say a spider has a 20% chance to inflict 'happiness' then that means that every time it hits you, you have a 30% chance to be super-duper happy!
Final note: Bosses will not be changed in this suggestion! Ender Dragon just got an overhaul, Wither is fine the way he is for now, imo..
Anyways, on to the suggestion! To start off, we'll go with the basic Zombie.
Zombie
-Normal difficulty:
--Zombie speed is now affected by how close they are to you. Zombies will move at regular speeds until they are three blocks away from you, for every block closer they get to you, they move 10% faster (20% cap).
--30% of all Zombies will seek water when set on fire by the player, and seek water or shelter (water takes priority) when set on fire by sunlight.
-Hard difficulty:
--50% of all Zombies will seek water when set on fire by the player, and seek water or shelter (water takes priority) when set on fire by sunlight.
--Zombies with projectiles either via commands, or naturally picking them up will throw said projectile at you with 70% accuracy. Zombies that throw an Ender Pearl will teleport to it's thrown location. Their ammo is very limited, as they can only shoot one projectile, as they can only carry one at a time.
Skeleton
-Easy difficulty:
--Here's the exception. Skeletons will actually be nerfed. Currently they can strafe and aim a bow while walking faster than players can strafe and aim a bow. So in this difficulty, they will move quite a bit slower (Same as a player would while aiming a bow).
-Normal difficulty:
--Skeletons that spawn with leather armor will have slightly more resistance to arrows. Each piece adds 5% arrow resistance (Up to 20%) Even if it doesn't have the 'projectile protection' enchantment (If the armor piece/s do have it, it stacks). The leather armor they spawn with will be dyed to match their surroundings 30% of the time.
-Hard difficulty:
--Skeletons that spawn with leather armor will have slightly more resistance to arrows. Each piece adds 10% arrow resistance (Up to 40%) Even if it doesn't have the 'projectile protection' enchantment (If the armor piece/s do have it, it stacks). The leather armor they spawn with will be dyed to match their surroundings 60% of the time.
--8% of all Skeletons will be able to mount a Spider if it comes nearby one.
--45% of all Skeletons will not run away from wolves, and fight back instead.
Spider
-Normal difficulty:
--10% of Spiders will always be hostile, even during the day.
--30% of Spiders will spawn with the ability to see through walls.
-Hard difficulty:
--100% of Spiders will be able to see through walls.
--45% of Spiders will always be hostile, even during the day.
Cave Spider
-Normal difficulty:
--Cave Spiders can spawn naturally underground below Y:32. The way they spawn is unique, they will spawn in place of a normal Spider 20% of the time.
-Hard difficulty:
--Cave Spiders can spawn naturally underground below Y:63. The way they spawn is unique, they will spawn in place of a normal Spider 30% of the time.
--Cave spiders will inflict Slowness I for 12 seconds if their enemy is already poisoned, with the poison having more than 5 seconds left before running out, otherwise they will inflict poison as normal.
Creeper
-Normal difficulty:
--Creepers will be able to see you through walls, and stay nearby. However, they will not attack you or pathfind to you until you are within their line of sight. This is to improve their 'stalk' AI. Creepers will usually stick around where they last saw you.
--Creepers struck by lightning will not be set on fire, however they are not immune and can be set on fire other ways.
--Creepers struck by lightning will be affected with 'Regeneration II' for 20 seconds.
-Hard difficulty:
--Creepers are more prone to being struck by lightning. If lightning strikes within 8 blocks of a Creeper, it will instead strike the Creeper. If multiple Creepers are within 8 blocks, it will target the nearest Creeper.
--Charged Creepers have a 5% chance to spawn naturally during thunder storms. Up to 3 can spawn per storm naturally, however, this amount increases by 2 for every player currently in-game
Enderman
-Normal difficulty:
--Enderman will now teleport, even after being attacked by their feet.
--Enderman will regain their Endermite Spawning abilities introduces (Then removed) in 1.8 snapshots.
--Staring at an Enderman for too long (About 10-25 seconds) will cause you to lose focus. This means your vision will get wobbly (Similar to nausia) and slowly fade to black. All sounds will slowly fade to a minimal, you are unable to move once this effect starts, once your screen goes pitch-black, the Enderman will teleport and attack you, snapping you out of your trance, and you will regain control. If an Enderman fails to attack you, any damage source will snap you out, or you will naturally snap out of it after 5 seconds. (This is mainly to make them pretty terrifying, more than difficult, but it also gives them the first attack if you dare try a staring contest.)
-Hard difficulty:
--Enderman will intentionally seek shelter during rain/thunderstorms.
--Enderman will not teleport randomly when set on fire, poisoned, or anything similar. With the exception to seek water (Then instantly teleport back out) when set on fire if any water in nearby.
Endermite
-Normal difficulty:
--Endermites will have a 20% chance to inflict you with 'Slowness II' for 5 seconds per attack.
--If an Endermites' lifetime ends, it has a 30% chance to spawn 2 more in it's place, these two, however, cannot spawn any more Endermites.
-Hard difficulty:
--Endermites have a 20% chance to make whoever they attack teleport randomly in a 5 block radius. This will also change the direction the player is facing randomly. This will heal the Endermite by 1 1/2 hearts.
Silverfish
-Normal difficulty:
--Silverfish will call others for help if taking damage from fire, poison, wither, suffocating, or any other non-direct sources.
-Hard difficulty:
--Silverfish will call for others even if it is killed in 1 hit. When a Silverfish is killed, more re-act to their call than usual, thus summoning more.
Slime
-Normal difficulty:
--Slime will now actually pathfind to you. They can still see through walls, but will traverse around them rather than in them.
--Medium sized Slimes can latch on your head, this will slowly deal up to 3 hearts of health, which penetrates armor, after 3 hearts it will fall off. This will heal them by 2 hearts as a result. You can knock them off faster by attacking them rapidly, however they will not take damage while on your head, they also will fall off instantly if taking any other outside damage source.
--Arrows and other projectiles shot into a slime will stick into them. 40% of arrows will be retrievable after the slime is killed, and the arrows were not shot from a bow with Infinity or from a Skeleton.
-Hard difficulty:
--Being attacked by a slime may inflict "Slowness I" (7 seconds, 15% chance) Or "Mining Fatigue" (10 seconds, 5% chance).
Witch
-Normal difficulty:
--Witches will try to walk away from players when drinking potions.
-Hard difficulty:
--Witches will throw Splash Potions of Strength at nearby zombies if no player is 8 blocks near the zombie.
Guardians & Elder Guardians
-Normal difficulty:
--Elders will try to flee from the player if the player is within 2-3 blocks from it.
--Elder Guardians, much like zombies in a 10 block radius to aid it. Although the chance of a Guadian actually coming is around 30%.
-Hard difficulty:
--Same as normal difficulty. No change.
Blaze
Normal difficulty:
--Blazes will move a slightly slower than player walking speed while chasing you when not charging a fireball.
Hard difficulty: Blazes will charge and shoot a single fireball (which takes 1/3rd of the time of normal charging) and will shoot it at you if you are within 1-3 blocks from it.
Zombie Pigman
-Normal difficulty:
--All Pigmen can swim at water-swimming speed in lava.
-Hard difficulty:
--Same as normal. No ideas for this guy.
Wither Skeleton
-Normal difficulty:
--Wither Skeletons have a chance to spawn with chainmail armor.
--Wither Skeletons can go under two-block high roofs by "sneaking" under them. While doing this, they move considerably slower, and display the player sneaking animation.
-Hard difficulty:
--Wither Skeletons will gain a small boost in strength and defense when their health reaches below 2/5th.
Magma Cube
-Normal difficulty:
--Has a 10% chance to set you on fire when you get attacked. Fire will deal 2 1/2 hearts of damage before burning out. When the cube is closer to you, it will hop faster, slightly slower then a normal slime.
-Hard difficulty:
--Being in lava/fire will affect it with "Regeneration I".
Ghast
-Normal difficulty:
--Ghasts are no longer targeted by the Wither Boss. Ghasts are also no longer slowed by lava.
-Hard difficulty:
--Ghasts may deflect a fireball back. It will display the shooting texture, but instead fling the fireball back rather than shoot another one. The chance of this occuring is 85% - 5% for every successful attempt.
Killer Bunny
-Normal difficulty:
--The killer bunny has a .5% chance to spawn like a normal mob near a group of naturally spawned white bunnies. Will not spawn in light level of 8 or higher, much like all hostile mobs. The killer bunny will not retreat when attacked, and will continue attacking.
-Hard difficulty:
--Same as normal, but spawn with a 1.5% chance.
This is most likely my longest and most-thought out suggestion that I have made, and ever will make.
Of course, that doesn't mean it's perfect. Far from it. I still need help to improve this idea to the best of my ability.
I tried to make it as balanced and reasonable as possible, but I need other's opinions to help improve my idea.
So if you could post your opinions, that would be great.
Interesting suggestion. Certainly sounds interesting, and very in depth, despite perhaps being a little hard to follow for new players due to complexity. Still, there's something I'm a bit confused about - your use of percentages. For example, you said (I'm not going to quote; that's a lot of text to root through):
"They will also have a 5% chance of mounting a spider if they come within 1-2 blocks to one, though they won't intentionally seek out spiders."
5% when? Per encounter? Per second? Per tick? Per skeleton, with the result decided upon spawning?
Overall, partial support. Seems a bit complicated for a game like Minecraft which has relatively simple (though diverse) mechanics. Lots of chance and potential confusion swimming around here.
Interesting. You expanded a small AI concept to all hostile mobs. This is goes in to good death and hardly even seem OP. This AI tweaking could definitely add a better challenge than what we currently have. Overall, I find everything quite find how it is and I would definitely like to see it in game.
Full support.
The 5% in that case would be that 5% of all skeletons would have that ability. I guess it would be in minutes for the time-based one. So like.. the rabbit will try to spawn 5% of the time once every 1 minute, but will fail 95% of the time. I really didn't think about how that would work. And yes, I understand it seems complicated, but I believe if you were to add these things, they would fit right in. Like pigmen swimming faster in lava. Some of them, however, I admit are slightly complicated.
I normally tend to make things sound a bit over-complicated, so that might be it. Thank you, though.
Thank you. Glad I managed to pull it off.
Huge support, but fix it a bit
Add this to zombie AI
normal / hard : Zombie gain the ability to swim
Zombie got a command, that when they are swimming, they will fall to the bottom of the water
Edit :
Remove the ability of skeleton to run, mobs can't run, only some can, by walking further , it will only damage it self because it can't run, and player would just kill it easier, probably it make skeleton an easier prey
Edit : Spider
Change it AI again, other than seeing player in even with block, change it to "Able to see player from glass or other transparent object"
Edit : Cave Spider
I find it hard to... see the use of the AI, its more like a config other than AI, well anyhow, change the AI to "It will spawn above light level 7, and will crawl to the top of the ceiling when a player is in sight and wait the perfect time to strike !"
Edit : Creeoer
Again it is config ( on hard mode) x.x not that i'm bothered, but meh, just to say, some people really don't like it (exclude me)
anyhow, Normal : See through glass , not block , and percentage ? what do you mean ? x.x when it spawn, it got the ability to see though blocks ? or when it near a player ? meh nvm
Hard : It will move to the highest chances place where lighting will spawn, when strike by lighting, it will gain speed(regen for whut ? x.x they will explode pretty much)
Edit : enderman
They will also teleport to water, then back if set on fire. (If any is near)
What do you mean ? anyhow, other is good
Edit : Endermite
i think that is ability not AI x.x meh no one cares anyway
Normal : Chances of inflicting slowness for 3 sec, like it
Haard : 5% of teleporting to a random place from 5 block , which in result healing 2 heart ( not that i am being picky, but... 5% is actually not so rare, especially per attack, when there are so many x.x , but no comment nice skill put)
Edit : Silverfish
Hard : change it a bit to... " When this mob got a total heart of 25% or less, it will hide in a nearby stone block, this unit will regain 1 heart per 5 seconds" cuz i dunno can silverfish teleport you
Edit : Slime
Hard : Change it to be more.. Sticky , such as " If this unit is attacked, the player that attacking this unit will have a chances of losing the weapon the player use to hit the slime, the weapon still can be retrieve when the slime is dead / seperated (Only for Large size slime) ( And yeah, this is skill o3o)
Edit : Witch
Normal : When the witch heart is below 25% , she will throw a splash potion of healing OR splash potion of regeneration to her self ( 1 use per witch )
Hard : When a player is in sight , and the distance is 16 blocks or more, if there is a zombie nearby, this witch will throw a potion of strenght, if there isn't any, this witch will use a potion of invisibility that last for 30 second
Edit : Elder guardian & guardian
Hard : If a player entered the ocean monument, elder guardian will path find and try to defeat the player, if their heart runs low, they will call for guardian for aid
Edit : Blaze
None, i luve it ~_~
Edit : Zombie Pigman
Hard : When a player is nearby , if the player shows that it "MIGHT" try to attack a fellow pigman, this zombie pigman will try to hit the player,
Normal : Chances of spawning with DIAMOND SWORD *^* (Joke, but might be good o3o)
Edit : Wither Skeleton
Hard : When below 50% , it will run from the player, and try to regen ( by doing something, i dunno ._.)
Edit : Magma Cube
Hard : When a player is nearby, the player will get burn
Edit : Ghast
Normal : When flying, if a player is within radius of attack , it will immediately attack the player , and it will move around when shooting fireball
Edit : Killer Bunny
Hard : When spawned in the world, it will pretend like other bunny until a player is nearby , and there is a 1% chances of spawning with "Strenght IV" permanently
it's actually fun to add AI to mobs ~_~ meh , i'm just adding idea nice post
Ah, i want to milk some cow, maybe gonna snatch the princess later o3o
I got 99 trouble, and you wont be one of them .
Anyways, thank you for the suggestions. I hope you understand my reasoning. I thought about letting zombies swim, but didn't add it on. But you just gave me an idea, so thank you.
It looks like you've made the skeleton AI easier than it already is.
Here's an idea for skeleton AI:
Easy: skeletons stop shooting when you get close and focus only on getting away, and are a bit slower than player walking
Normal: unchanged, they sometimes shoot and sometimes run depending on the situation, same speed as player walking
Hard: they perform strafing attacks and will continue shooting while moving sideways away from the player, they move slightly faster than player walking and can walk up one block high steps
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).It's not actually a critisim (how ever ya spell it) its more like editting all yours madam ( sorry if you are not a madam xD )
Ah, i want to milk some cow, maybe gonna snatch the princess later o3o
I got 99 trouble, and you wont be one of them .
Ima guy. XD girl avatar doesn't always = girl gender. That's ok, though.
Anyways, I see you edited your post. I'll go ahead and take a look at that if I have time.
ah/// Forgive mehhh >.<
Yeah... i kinda edit it, just for more idea :3 meh its fun to add thing isn't it x.x
Ah, i want to milk some cow, maybe gonna snatch the princess later o3o
I got 99 trouble, and you wont be one of them .
You should probably buff some of these a bit; they don't seem very noticeable.
And some of them are straight buffs to stats, instead of extra behaviors.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
Responses in bold.
Yeah, I want them to run away from nearby players because they end up being killed real easily because you can just run up to them and spam-click them. I'm trying to find a better way to execute this, and I think I know how...
Yes, but it's not like it's the only thing I added to the mob(s). I think adding stat boosts to mobs is fine. The only issue with the way it's currently done, is it's the only thing added to mobs (Weapons and armor count as stat boosts as they up damage and defense respectively). Making something longer to kill doesn't always make it harder to kill. Hence why I did add some additional AI changes.
And I'v been thinking some values are a bit too low. I just don't want them to be too high, I'll see what I can do.
you know skeletons give me trouble only because shooting knock back the player faster than fleeing would increase the distance between them and the player and that skeletons have an crazy attack speed when in contact it is just that they die too fast when in contact if skeletons stopped attacking me when at an three blocks range and instead fled I would be able to kill two skeletons in an row without equipment and so skeletons would give less trouble when beginning the game so I think you should instead suggest skeletons to stay in group and to try to be in line in front of the player and rotate their line for facing the player while shooting(real life squadron tactics) for dealing max knock-back and to kill the player also giving to skeletons the possibility while being outdoors to do indirect shots when there is mobs between him and you would be awesome.
Kinda hard to read, but I get what you're saying. I'll think about it. It's really late right now, so I'll fix up the post tomorrow.
This is sorta what snow golems do.
I think skeletons have a pretty optimal AI as far as difficulty goes, because they can backpedal and shoot. They really get you when you're in water or getting knocked down steps by their shots. But on flat ground, you can easily overtake them especially if you sprint.
I suggested having them focus on fleeing on easy because then it would be easy to make them stop shooting. When they have a high ground advantage, they would not take advantage of it.
If they could strafe sideways and shoot on hard difficulty, it would allow them to move considerably faster than backpedaling.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).It needs a bit of editing. As one person replied "skeleton has five percent chance of mounting a spider".
Per second?
The skeletons may have to seek out the spider. Theoretically a skeleton and a spider could just stay within eight blocks of eachother and never work as a team.
Also another way to increase difficulty would be to have monsters detect you from farther away per difficulty.
Nice suggestion! Most AI change suggestions I find are quite imbalanced (creepers exploding near your house on purpose anyone?) this one is balanced.
Full support.
If you join my server, I'll love you forever
If I had knew how many things you had to post before getting the 'Obsidian Miner' title, my username would be Tree_Puncher874...
Rather than lightning being more prone to strike a creeper directly, I think lightning should charge a creeper at a longer radius. Other than that I have a 95% support.
its awesome it dousnt have too many problems full support
http://mcstacker.bimbimma.com/ check it out
Support - an interesting idea, and it could as some challenge to the game.
As for the title, you could call them "Smart Mobs" or something, just something less tech-y. "Smart mobs - Make hard difficulty hard!"?