I don't see the point of increasing the chances of zombies spawning with armor. It makes the game unnecessarily harder. Mojang has better things to do to the game than make it more difficult.
I know where you got this idea from(my mod) but the chance of diamond armor is much lower than what you give:
Chance of leather is 25.6%
Chance of gold is 44.8%
Chance of chain is 24%
Chance of iron is 5.2%
Chance of diamond is 0.3%
Chance of amethyst is 0.1%
That is still 7.5 times more likely than in vanilla, but still so rare that you have to kill thousands of mobs in order to have a chance of seeing it (333 for an armor chance of 100%).
Also, what you propose for local difficulty would actually do the opposite - very few players are willing to spend even 50 hours in the same spot just so regional difficulty can reach a maximum (actually, it takes a lot less on Hard because it is capped to the maximum on Normal) - my mod does change it to 100 hours but that is on a global scale - regional difficulty does not even exist.
IMO, what they really need to do is bring back armored mobs on Easy and make regional difficulty-dependent effects start from 0; 1.8 changed the regional difficulty scaling so that none of the effects ever occur on Easy, and on Normal you must wait for it to reach 2 - whereas in 1.7.10 and earlier versions the effects started occurring right away (that is, in 1.8+ the intermediate value, as displayed in F3, is scaled from 2-4 to 0-1 so it must reach 2 to have any effects and is capped at 4. In older version the calculation could also give a value as high as 1.5 on Hard, effectively limited to 1.25 due to the calculations, which gave a chance of armor of up to 18.75%).
Or even make regional difficulty optional; prior to 1.5 the game behaved as if it was always at the maximum, and for somebody with my playstyle it is never able to get that high because I'm always moving around to explore new areas; for example, here is the inhabited time for a chunk in the middle of the largest cave that I explored in TMCWv4:
That's not even a third of the maximum (3600000 ticks = 50 hours)!
For comparison, here is the total time I spent in the world ("Time"):
This is 5.39 times the amount required for maximum global difficulty using my mod's scaling (100 hours, independent of sleeping or using commands, which also do not directly affect regional difficulty aside from the moon phase); even on Hard it still takes 75 hours (both are the point where moon phase no longer contributes as it is always capped; it takes 75 or 50 hours to start to cap out during a full moon). Even that may be a bit high for the average player though, as 100 hours is over 4 days of playtime and up to 600 in-game days (always sleeping to skip the night, 300 if you never sleep), but still much better than the current implementation.
I know where you got this idea from(my mod) but the chance of diamond armor is much lower than what you give:
That is still 7.5 times more likely than in vanilla, but still so rare that you have to kill thousands of mobs in order to have a chance of seeing it (333 for an armor chance of 100%).
Also, what you propose for local difficulty would actually do the opposite - very few players are willing to spend even 50 hours in the same spot just so regional difficulty can reach a maximum (actually, it takes a lot less on Hard because it is capped to the maximum on Normal) - my mod does change it to 100 hours but that is on a global scale - regional difficulty does not even exist.
IMO, what they really need to do is bring back armored mobs on Easy and make regional difficulty-dependent effects start from 0; 1.8 changed the regional difficulty scaling so that none of the effects ever occur on Easy, and on Normal you must wait for it to reach 2 - whereas in 1.7.10 and earlier versions the effects started occurring right away (that is, in 1.8+ the intermediate value, as displayed in F3, is scaled from 2-4 to 0-1 so it must reach 2 to have any effects and is capped at 4. In older version the calculation could also give a value as high as 1.5 on Hard, effectively limited to 1.25 due to the calculations, which gave a chance of armor of up to 18.75%).
Or even make regional difficulty optional; prior to 1.5 the game behaved as if it was always at the maximum, and for somebody with my playstyle it is never able to get that high because I'm always moving around to explore new areas; for example, here is the inhabited time for a chunk in the middle of the largest cave that I explored in TMCWv4:
That's not even a third of the maximum (3600000 ticks = 50 hours)!
For comparison, here is the total time I spent in the world ("Time"):
This is 5.39 times the amount required for maximum global difficulty using my mod's scaling (100 hours, independent of sleeping or using commands, which also do not directly affect regional difficulty aside from the moon phase); even on Hard it still takes 75 hours (both are the point where moon phase no longer contributes as it is always capped; it takes 75 or 50 hours to start to cap out during a full moon). Even that may be a bit high for the average player though, as 100 hours is over 4 days of playtime and up to 600 in-game days (always sleeping to skip the night, 300 if you never sleep), but still much better than the current implementation.
Oh cool, I was just going to suggest/ask if one could customize this on their own server etc. Personally I'd love to see this made into an option one can adjust in a menu; the vanilla difficulty settings are nice but it'd be nice to have the options to fine tune your gaming experience like this.
Mojang has better things to do to the game than make it more difficult.
This is pretty much gatekeeping, and doesn't work as valid criticism.
Anyway this paves the way to players getting some gear easier by using mob traps. The idea is just a "they should make it this way just because". The wording is something that makes the game better for you rather than something that encompasses more people.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
They should make the chances for zombies in diamond armor increase.
Instead of 0.04%, they should have a 7.04% chance. Iron armor should then
get 12.27%, while the rest remain. Zombies should hold iron tools, diamond tools, stone tools, and wooden tools.
Local difficulty should be 100 hours instead of 50 hours. The chances for armor on hard mode is 30%, double that in vanilla 1.8.
I don't see the point of increasing the chances of zombies spawning with armor. It makes the game unnecessarily harder. Mojang has better things to do to the game than make it more difficult.
No support.
I know where you got this idea from(my mod) but the chance of diamond armor is much lower than what you give:
That is still 7.5 times more likely than in vanilla, but still so rare that you have to kill thousands of mobs in order to have a chance of seeing it (333 for an armor chance of 100%).
Also, what you propose for local difficulty would actually do the opposite - very few players are willing to spend even 50 hours in the same spot just so regional difficulty can reach a maximum (actually, it takes a lot less on Hard because it is capped to the maximum on Normal) - my mod does change it to 100 hours but that is on a global scale - regional difficulty does not even exist.
IMO, what they really need to do is bring back armored mobs on Easy and make regional difficulty-dependent effects start from 0; 1.8 changed the regional difficulty scaling so that none of the effects ever occur on Easy, and on Normal you must wait for it to reach 2 - whereas in 1.7.10 and earlier versions the effects started occurring right away (that is, in 1.8+ the intermediate value, as displayed in F3, is scaled from 2-4 to 0-1 so it must reach 2 to have any effects and is capped at 4. In older version the calculation could also give a value as high as 1.5 on Hard, effectively limited to 1.25 due to the calculations, which gave a chance of armor of up to 18.75%).
Or even make regional difficulty optional; prior to 1.5 the game behaved as if it was always at the maximum, and for somebody with my playstyle it is never able to get that high because I'm always moving around to explore new areas; for example, here is the inhabited time for a chunk in the middle of the largest cave that I explored in TMCWv4:
That's not even a third of the maximum (3600000 ticks = 50 hours)!
For comparison, here is the total time I spent in the world ("Time"):
This is 5.39 times the amount required for maximum global difficulty using my mod's scaling (100 hours, independent of sleeping or using commands, which also do not directly affect regional difficulty aside from the moon phase); even on Hard it still takes 75 hours (both are the point where moon phase no longer contributes as it is always capped; it takes 75 or 50 hours to start to cap out during a full moon). Even that may be a bit high for the average player though, as 100 hours is over 4 days of playtime and up to 600 in-game days (always sleeping to skip the night, 300 if you never sleep), but still much better than the current implementation.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Oh cool, I was just going to suggest/ask if one could customize this on their own server etc. Personally I'd love to see this made into an option one can adjust in a menu; the vanilla difficulty settings are nice but it'd be nice to have the options to fine tune your gaming experience like this.
This is pretty much gatekeeping, and doesn't work as valid criticism.
Anyway this paves the way to players getting some gear easier by using mob traps. The idea is just a "they should make it this way just because". The wording is something that makes the game better for you rather than something that encompasses more people.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
i like this idea, this can make survival/hardcore mode more challenging.
maybe add an options on the customized world setting, so not only you can increase the chance of zombie with armor but mob spawn rate etc.