i think all you guys are just getting to good at the game. why dont you go try creating another (hard) world (you said they were a cinch right?) and never ever put on armor ever. and digging three blocks down and just sitting there is just plain dumb. plus, its really boring. and you arent really playing, so it cant be too easy if you arent playing at all.
Why would I restrict myself from using certain features of the game? That's like playing Super Smash Bros Brawl with just the Wiimote if you don't like the way it controls because the AIs and most of the people on Multiplayer are too easy.
Yes, it makes the game harder, but it also makes the game less fun. And, in the end, having more fun is more important than bragging about not using armor.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I've been watching Super Hostile maps. Those demonstrate how overpowered you are in vanilla minecraft. People are surviving in situations with 50x more danger than vanilla.
It's not clear how Minecraft itself could be balanced to solve this entirely. You could make a Super Hard difficulty. You could make a progressive difficulty where each day the power of your enemies goes up. But it's going to take a MAJOR ramp up in power to make playing with enchanted diamond armour is hard.
I think that the survival aspect of Minecraft can indeed be too easy for those who have already played it a long time. Off course you will have that in any game, but the question is how many hours of playing you need to become experienced. That is certainly true, even for the hardest games. There are some people who can complete IWBTG on impossible difficulty (no deaths ever)... and there are some who get halfway through the game on the easiest difficulty and have already racked up 1000 deaths. Like me. And I think that it also matters if you are already an experienced gamer. I suppose it matters somewhat, but given the lack of difficulty it doesn't matter too much. If you are used to hack and slash many brutal monsters in several games, than Minecraft will not be that hard for you. But if you do not have that experience, you have to build that up in Minecraft. It will then just be more difficult for you.
Still than, the survival of Minecraft is not that hard when you once have routine in it. Building, mining, fighting, improve your tools and armor, at some point they will have no secrets for you anymore. And then? Game over? Maybe, if you only play to survive. But Minecraft is a sandbox game and leans also heavenly on the building aspects. So if you have your routines in surviving, then you can improve yourself in building and let your creativity give the surviving a purpose. Why? If I want to build, I might as well play on Creative. That's what it's for. If I want to gather my resources but still build, I play on peaceful. If I want to survive, I play on Survival or Hardcore... but it's so easy that it doesn't feel like surviving, it feels like Peaceful but with monsters. And maybe that is just the idea of Minecraft: there is always something else to do or to go. Just like in real life: we do not only live to survive, to eat, drink, sleep and build a home. No, we live to follow our imaginations and dreams, to think or meditate about the meaning of life, to have a good time with our friends and family or to solve problems we have to deal with. That's why we want to survive, that's why we appreciate life. But it doesn't feel like surviving because I can basically survive without thinking; all I have to do is play Minecraft naturally and I survive. That's probably from experience, but I thought that Minecraft was all about "surviving and thriving" not just "thriving".
But I can understand what you want to say here, Kholdstare. There could be more variety in needed skills to survive in Minecraft. And maybe the monsters should be a little (or a lot) bit meaner and harder, so that killing them maybe never become completely routine. The creeper for example should always suprise you. That you build a grand fort, heavenly protected en illuminated, but still a creeper can sssssneak upon your back. Or maybe that you already almost die if you only look to an endermen, and that he always shows up unexpected. Even in that fort. But still then, surviving can always become routine if you just only play long enough. Just like in real life. Yes, but in real life there's always a chance of dying if you screw up. In Minecraft, if you screw up it's generally no big deal unless you make a stupid mistake like carry all your diamonds and walk on the edge of a raving flooded with lava.
-snip-
As you can see, minecraft doesn't need to be near impossible to be fun.
Admittedly, I did not watch the video, but I can say two things:
1) We do not want Minecraft to be near impossible, at least on easy and normal (or hard if an impossible difficulty were added).
2) Some people prefer a challenging game. Others don't. If you don't want a challenge, play on Easy. If you do, play on Hard.
I've been watching Super Hostile maps. Those demonstrate how overpowered you are in vanilla minecraft. People are surviving in situations with 50x more danger than vanilla.
It's not clear how Minecraft itself could be balanced to solve this entirely. You could make a Super Hard difficulty. You could make a progressive difficulty where each day the power of your enemies goes up. But it's going to take a MAJOR ramp up in power to make playing with enchanted diamond armour is hard.
Agreed. It would basically take until mobs treat armor as if it were nothing, and then some.
I can think of a few ways to make the game harder:
1) Do what the terrain threads want done to caves, fixing the mob-spawning balance. (Or just listen to them entirely... 'cause I want a new terrain generator, damnit.)
2) Give mobs extra attacks on harder difficulties and add extra variants of mobs (e.g. a skeleton with both a bow and a sword, who will shoot the bow from afar and will attack with the sword in melee to get you away).
3) If that's not enough, add extra structures that offer a bigger challenge. Include some sort of a "dungeony air" or something that makes blocks within unbreakable until you clear the dungeon.
4) Remove the health regeneration from full hunger, replace it with a speed boost.
5) Eating food with completely filled hunger will refill a small amount of health (1/2 heart).
6) Food only stacks up to 8. Only 4 for golden apples/carrots and stew, and 32 for cookies.
7) Add thirst. Thirst decreases at a set amount and is always decreasing; it will eventually run out after 3 in-game days (plus an extra day on easy and one less day on hard). Simply swimming in water will refill it (slowly). You can craft a waterskin with two leather, which will carry one dose of water (which heals 4 thirst units... or 8 half thirst units). Glass bottles hold two doses of liquid. Milk can be stored in a waterskin or bottle and will heal 1 thirst unit (2 when drunk from the bucket) as well as 1 heart regardless of current thirst level and can be obtained by crafting a waterskin/bottle with a bottle of milk. Potions When it's low, you will receive a permanent (invisible) Slowness I and you will take damage when it is empty. Potions will refill half a thirst unit but do not benefit from the extra dose of liquid from glass bottles. You can enchant glass bottles and waterskins to get more doses of liquid (waterskins can get up to level 3, but you must combine glass bottles on an anvil to get level 3 on those. Glass bottles fail to get enchanted if you use less than 10 levels.)
8) A slight change to the difficulty system. The difficulty must be selected on world creation, but a new difficulty option called "custom" is available that behaves just like the current difficulty system.
1) Do what the terrain threads want done to caves, fixing the mob-spawning balance. (Or just listen to them entirely... 'cause I want a new terrain generator, damnit.) Eradicate large caves in general? Don't think that's likely to happen.
2) Give mobs extra attacks on harder difficulties and add extra variants of mobs (e.g. a skeleton with both a bow and a sword, who will shoot the bow from afar and will attack with the sword in melee to get you away). Like this idea, if done to only hard.
3) If that's not enough, add extra structures that offer a bigger challenge. Include some sort of a "dungeony air" or something that makes blocks within unbreakable until you clear the dungeon. Trust me, that'll be enough.
4) Remove the health regeneration from full hunger, replace it with a speed boost. I like the basics of this idea. Instead, health should generate very slowly and get exponentially faster as you are less hungry you are.
5) Eating food with completely filled hunger will refill a small amount of health (1/2 heart). I don't know, seems overpowering if you have large farms.
6) Food only stacks up to 8. Only 4 for golden apples/carrots and stew, and 32 for cookies. Where's the benefit of this? Only an annoyance in my eyes, really.
7) Add thirst. Thirst decreases at a set amount and is always decreasing; it will eventually run out after 3 in-game days (plus an extra day on easy and one less day on hard). Simply swimming in water will refill it (slowly). You can craft a waterskin with two leather, which will carry one dose of water (which heals 4 thirst units... or 8 half thirst units). Glass bottles hold two doses of liquid. Milk can be stored in a waterskin or bottle and will heal 1 thirst unit (2 when drunk from the bucket) as well as 1 heart regardless of current thirst level and can be obtained by crafting a waterskin/bottle with a bottle of milk. Potions When it's low, you will receive a permanent (invisible) Slowness I and you will take damage when it is empty. Potions will refill half a thirst unit but do not benefit from the extra dose of liquid from glass bottles. You can enchant glass bottles and waterskins to get more doses of liquid (waterskins can get up to level 3, but you must combine glass bottles on an anvil to get level 3 on those. Glass bottles fail to get enchanted if you use less than 10 levels.) I like this idea. Thirst should also increase faster in deserts and while doing vigorous activities, and you should pass out if you are too thirsty.
8) A slight change to the difficulty system. The difficulty must be selected on world creation, but a new difficulty option called "custom" is available that behaves just like the current difficulty system. So i'm guessing old worlds will be set to custom then, right?
Eradicate large caves in general? Don't think that's likely to happen.
Aren't you the one from the terrain threads that doesn't know the definition of "variation"? Cave density would be varied (e.g. small caves in one area, no caves in another, spammed caves in a third) rather than one density (spammed everywhere).
Like this idea, if done to only hard.
Normal and hard. They would spawn differently on the lower difficulties (e.g. said skeleton spawns everywhere on Hard but only under Y=64 on normal, or an aggressive hawk spawns at Y= 96 on hard but Y=112 on normal). Some variants would only appear on normal and hard or just hard.
Trust me, that'll be enough.
I personally want to see more dungeons, as the current ones don't offer much challenge. The only one that's truly more difficult than the average cave is an abandoned mineshaft, since those cave spiders are incredibly powerful (poison pierces armor).
I like the basics of this idea. Instead, health should generate very slowly and get exponentially faster as you are less hungry you are.
I like that idea, though it depends on the speed of regeneration when you have full hunger.
I don't know, seems overpowering if you have large farms.
That's the point of the low food stacks. Do you want me to make the stacks even lower?
Where's the benefit of this? Only an annoyance in my eyes, really.
More inventory management. Also because food can be used for healing.
I like this idea. Thirst should also increase faster in deserts and while doing vigorous activities, and you should pass out if you are too thirsty.
Only slightly. People are apparently do not like thirst because it would only be annoying. Perhaps on harder difficulties.
So i'm guessing old worlds will be set to custom then, right?
Yes.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I'm all for adding and/or changing mechanics that make minecraft harder (to a degree), but I don't think making mobs stronger will make minecraft any more fun than annoying.
Not necessarily stronger. That's the main difference between difficulties, and we know that there is next to no difference. It's pretty much about giving them extra attacks that makes them harder to fight (and may possibly deal more damage). Or, they fight smarter so that they surprise you and kill you in unpredictable ways.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Why would I restrict myself from using certain features of the game? That's like playing Super Smash Bros Brawl with just the Wiimote if you don't like the way it controls because the AIs and most of the people on Multiplayer are too easy.
Yes, it makes the game harder, but it also makes the game less fun. And, in the end, having more fun is more important than bragging about not using armor.
alright, i can see that.
BUT-
i wanted to emphisise the fact that MINECRAFT IS NOT GETTING TOO EASY! seriously!
you guys are getting better at it. it's the same game to you, and its the same game to some noob.
i have a friend who didn't even know what redstone was, and it's still the same old minecraft!
i wanted to emphisise the fact that MINECRAFT IS NOT GETTING TOO EASY! seriously!
you guys are getting better at it. it's the same game to you, and its the same game to some noob.
Actually, it HAS gotten easier, but at the same time we have gotten better at the game. Armor was given a massive buff to the point of being OP and we got a bunch of other things that make the game easier like potions, enchanting, and hunger. We got next to nothing to make it harder in exchange.
I think that I actually got worse at Minecraft because I didn't have to push my skills to the limits when 1.8 came out.
i have a friend who didn't even know what redstone was, and it's still the same old minecraft!
If you think it has become to easy play on HARDCORE
*sigh*
Hardcore is no harder than hard mode. If you don't die in hard, you will find no difference between hard and hardcore. In fact, probably the hardest feature of Hardcore is not the permadeath (that only takes effect when you die, and Minecraft is easy enough for death to be a rare occurrence if you know what you are doing), but the fact that you can't wuss out and switch the difficulty to Normal or lower.
No. Hardcore is still easy as hell, and does not deserve its title.
If you think it has become to easy play on HARDCORE
....well I see your point but hardcore is just hard with only one life. I rarely die anyways and hardcore makes me die LESS because I actually I know the consequences of dieing
....well I see your point but hardcore is just hard with only one life. I rarely die anyways and hardcore makes me die LESS because I actually I know the consequences of dieing
So you're saying that the proper way to play minecraft is to live in fear in a hole in a ground? This is what you call 'fun' or 'challenging'?
With the video I showed you before, and many others out there, that is not the only way to play minecraft while enjoying it.
Oh, and don't say I should play easy because I like the current normal difficulty setting. That's like others telling you to go play hardcore. They're both hollow and solve absolutely nothing.
I also present you a challenge that could be completed in vanilla; gather enough gold from zombie pigmen to create a gold apple. Not just the wimpy ones, the one with full gold blocks. If you die, you must start over.
Why would I restrict myself from using certain features of the game? That's like playing Super Smash Bros Brawl with just the Wiimote if you don't like the way it controls because the AIs and most of the people on Multiplayer are too easy.
Yes, it makes the game harder, but it also makes the game less fun. And, in the end, having more fun is more important than bragging about not using armor.
It's not clear how Minecraft itself could be balanced to solve this entirely. You could make a Super Hard difficulty. You could make a progressive difficulty where each day the power of your enemies goes up. But it's going to take a MAJOR ramp up in power to make playing with enchanted diamond armour is hard.
My thread: Life as a Nomadic Trapper: http://www.minecraftforum.net/topic/1664475-my-life-as-a-nomadic-trapper
Comments in bold.
Admittedly, I did not watch the video, but I can say two things:
1) We do not want Minecraft to be near impossible, at least on easy and normal (or hard if an impossible difficulty were added).
2) Some people prefer a challenging game. Others don't. If you don't want a challenge, play on Easy. If you do, play on Hard.
Agreed. It would basically take until mobs treat armor as if it were nothing, and then some.
I can think of a few ways to make the game harder:
1) Do what the terrain threads want done to caves, fixing the mob-spawning balance. (Or just listen to them entirely... 'cause I want a new terrain generator, damnit.)
2) Give mobs extra attacks on harder difficulties and add extra variants of mobs (e.g. a skeleton with both a bow and a sword, who will shoot the bow from afar and will attack with the sword in melee to get you away).
3) If that's not enough, add extra structures that offer a bigger challenge. Include some sort of a "dungeony air" or something that makes blocks within unbreakable until you clear the dungeon.
4) Remove the health regeneration from full hunger, replace it with a speed boost.
5) Eating food with completely filled hunger will refill a small amount of health (1/2 heart).
6) Food only stacks up to 8. Only 4 for golden apples/carrots and stew, and 32 for cookies.
7) Add thirst. Thirst decreases at a set amount and is always decreasing; it will eventually run out after 3 in-game days (plus an extra day on easy and one less day on hard). Simply swimming in water will refill it (slowly). You can craft a waterskin with two leather, which will carry one dose of water (which heals 4 thirst units... or 8 half thirst units). Glass bottles hold two doses of liquid. Milk can be stored in a waterskin or bottle and will heal 1 thirst unit (2 when drunk from the bucket) as well as 1 heart regardless of current thirst level and can be obtained by crafting a waterskin/bottle with a bottle of milk. Potions When it's low, you will receive a permanent (invisible) Slowness I and you will take damage when it is empty. Potions will refill half a thirst unit but do not benefit from the extra dose of liquid from glass bottles. You can enchant glass bottles and waterskins to get more doses of liquid (waterskins can get up to level 3, but you must combine glass bottles on an anvil to get level 3 on those. Glass bottles fail to get enchanted if you use less than 10 levels.)
8) A slight change to the difficulty system. The difficulty must be selected on world creation, but a new difficulty option called "custom" is available that behaves just like the current difficulty system.
Any other ideas?
Well, it's a question of style. Some people want danger.
My thread: Life as a Nomadic Trapper: http://www.minecraftforum.net/topic/1664475-my-life-as-a-nomadic-trapper
IMO normal is too easy, but easy is fine as-is.
Also, added some suggestions on how to make the game harder above in a previous post.
I always try to avoid death and if I'm close to death, I switch to Peaceful right away.
Then if our suggestions and desires are implemented, play on Easy. Easy will not change.
Eradicate large caves in general? Don't think that's likely to happen.
2) Give mobs extra attacks on harder difficulties and add extra variants of mobs (e.g. a skeleton with both a bow and a sword, who will shoot the bow from afar and will attack with the sword in melee to get you away).
Like this idea, if done to only hard.
3) If that's not enough, add extra structures that offer a bigger challenge. Include some sort of a "dungeony air" or something that makes blocks within unbreakable until you clear the dungeon.
Trust me, that'll be enough.
4) Remove the health regeneration from full hunger, replace it with a speed boost.
I like the basics of this idea. Instead, health should generate very slowly and get exponentially faster as you are less hungry you are.
5) Eating food with completely filled hunger will refill a small amount of health (1/2 heart).
I don't know, seems overpowering if you have large farms.
6) Food only stacks up to 8. Only 4 for golden apples/carrots and stew, and 32 for cookies.
Where's the benefit of this? Only an annoyance in my eyes, really.
7) Add thirst. Thirst decreases at a set amount and is always decreasing; it will eventually run out after 3 in-game days (plus an extra day on easy and one less day on hard). Simply swimming in water will refill it (slowly). You can craft a waterskin with two leather, which will carry one dose of water (which heals 4 thirst units... or 8 half thirst units). Glass bottles hold two doses of liquid. Milk can be stored in a waterskin or bottle and will heal 1 thirst unit (2 when drunk from the bucket) as well as 1 heart regardless of current thirst level and can be obtained by crafting a waterskin/bottle with a bottle of milk. Potions When it's low, you will receive a permanent (invisible) Slowness I and you will take damage when it is empty. Potions will refill half a thirst unit but do not benefit from the extra dose of liquid from glass bottles. You can enchant glass bottles and waterskins to get more doses of liquid (waterskins can get up to level 3, but you must combine glass bottles on an anvil to get level 3 on those. Glass bottles fail to get enchanted if you use less than 10 levels.)
I like this idea. Thirst should also increase faster in deserts and while doing vigorous activities, and you should pass out if you are too thirsty.
8) A slight change to the difficulty system. The difficulty must be selected on world creation, but a new difficulty option called "custom" is available that behaves just like the current difficulty system.
So i'm guessing old worlds will be set to custom then, right?
Where is the fun in that?
Except they try to find you afterwards.
The only thing that should make a player better than the mobs should be his creativity and cunning, not his gear.
BBCode Render failed due to reaching MaxNestingDepth(80) for Tag: spoiler
alright, i can see that.
BUT-
i wanted to emphisise the fact that MINECRAFT IS NOT GETTING TOO EASY! seriously!
you guys are getting better at it. it's the same game to you, and its the same game to some noob.
i have a friend who didn't even know what redstone was, and it's still the same old minecraft!
Actually, it HAS gotten easier, but at the same time we have gotten better at the game. Armor was given a massive buff to the point of being OP and we got a bunch of other things that make the game easier like potions, enchanting, and hunger. We got next to nothing to make it harder in exchange.
I think that I actually got worse at Minecraft because I didn't have to push my skills to the limits when 1.8 came out.
Not sure what that has to do anything, but okay.
*sigh*
Hardcore is no harder than hard mode. If you don't die in hard, you will find no difference between hard and hardcore. In fact, probably the hardest feature of Hardcore is not the permadeath (that only takes effect when you die, and Minecraft is easy enough for death to be a rare occurrence if you know what you are doing), but the fact that you can't wuss out and switch the difficulty to Normal or lower.
No. Hardcore is still easy as hell, and does not deserve its title.
With the video I showed you before, and many others out there, that is not the only way to play minecraft while enjoying it.
Oh, and don't say I should play easy because I like the current normal difficulty setting. That's like others telling you to go play hardcore. They're both hollow and solve absolutely nothing.
I also present you a challenge that could be completed in vanilla; gather enough gold from zombie pigmen to create a gold apple. Not just the wimpy ones, the one with full gold blocks. If you die, you must start over.