The Meaning of Life, the Universe, and Everything.
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12/6/2010
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Minecraft:
tigereye504
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People, back off a little. A lot of you are attacking this idea over very trivial things. For example: the 'its optional' thing. Sure, it doesn't hold up as support for using 'why not?' as a rational for gameplay changes, but that isn't the core point of this thread. The point of the suggestion appears to be that mobs are currently weak and easily manipulated, then going on to list ways these mobs can be improved. Stop attacking this idea over minor details, when doing so takes the conversation away from the more important parts of the thread.
People, back off a little. A lot of you are attacking this idea over very trivial things. For example: the 'its optional' thing. Sure, it doesn't hold up as support for using 'why not?' as a rational for gameplay changes, but that isn't the core point of this thread. The point of the suggestion appears to be that mobs are currently weak and easily manipulated, then going on to list ways these mobs can be improved. Stop attacking this idea over minor details, when doing so takes the conversation away from the more important parts of the thread.
Thing is, it isn't a minor detail. Without a use, a suggestion means nothing. Yes, we could add , but it holds no valid use, and saying "it's optional" changes nothing.
The argument of the thread is "Hey, survival isn't hard enough, so let's make mobs harder with X, Y, and Z"
The general argument against the thread is "Improvements are good, but X, Y, and Z are not good improvements"
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Thing is, it isn't a minor detail. Without a use, a suggestion means nothing. Yes, we could add , but it holds no valid use, and saying "it's optional" changes nothing.
The argument of the thread is "Hey, survival isn't hard enough, so let's make mobs harder with X, Y, and Z"
The general argument against the thread is "Improvements are good, but X, Y, and Z are not good improvements"
How does this mod not have a use? Jeez, these days it's like anything that doesn't totally convert Minecraft or add a new weapon set isn't worth anything.
It has a use by making the currently rather sad and terrible state of the Mobs something to make them ACTUALLY Mobs. Something that will make you WANT to prepare to fight them instead of just fist fighting them all off and laughing at their attempts to kill you. It doesn't make things too hard I don't think. If you don't like it, then fine, don't support it. But please, don't just b***h . If you think I should change something in the OP, then I could make a poll about it, or just go ahead and change it.
Just whining about a part isn't getting you anywhere.
So, I've been a Minecraft player since the Alpha. A couple of friends of mine can prove that, as well as game name creation. I haven't been using the forums for that long, obviously. And there's just a few things I've noticed. While the Mojang team is making good progress with Minecraft, there's just one thing that really irks me as of late. Many of you may agree, many of you may not, but that's up to you. I'm trying to keep this balanced, so suggestions are welcome.
Mojang has indeed made a lot of good updates and interesting things for Minecraft, but there is only one problem. Once they release something, it's rare they go back and make a large change to it.
I have to disagree with you. All the mobs have undergone an A.I. update not to mention all the additions to zombies recently. It is clear that Mojang have and do make changes to already implemented features over time.
If I remember correctly, Survival was the very first game mode, and what Minecraft was based on. The problem is that it's lost that fact. Survival is now the side add-on, with creation and building being the main thing. Now this is understandable. It's fun as hell to build. However, the problem is that it's lost the point of itself. Survival is now about hoarding stuff you don't actually need. There's no challenge, and once you build a house, you literally have no feasible reason to do anything. Ever. You're set for life. And don't even tell me about food. How difficult is it to poke your head out, kill a cow, cook it, and be good for another two or three days?
How is that any different from how minecraft has always been?
And when you build your house and you actually decide to mine iron for weapons and such, what threat is there to combat? A few mobs that blindly run at you? Never use their advantages against you? Survival is basically Creative mode without the ability to fly, and you have to take an extra ten minutes to get the needed materials. To me, that isn't surviving.
The enemies are just batted away. Mojang came in, added the mobs, then left them as is. The last update was.. PATH FINDING? Yes, that's a good adjustment and ALMOST leans towards what I'm about to suggest. But it isn't enough. Mojang has been adding a LOT of stuff recently, as well as bug fixes. But when was the last time they went back and seriously improved the stuff they've previously added? The mobs would be one of the top priorities for survival.
Now, bear with me on this. I was going to try and get a mod for this, but my coder suddenly dissapeared, to where I don't know, so I'm suggesting this myself to Mojang in a plea to make survival less about hoarding and more about surviving. Don't get me wrong, I like how it is. I'm not trying to make some huge, gravity shifting change. Just some AI tweaks. Hell, in the "Please read THIS before making a suggestion" thread it SAYS that the game is about building and SURVIVING.
The mobs, obviously, have some big advantages. But they're weak, have no armor, and generally don't have a lot of coordination. This gives the player a huge advantage. A player can set up ambushes, traps, dodge, use teamwork, weapons, armor, etc. This essentially means that the Mobs are annoyances and walking item chests.
While I agree that for experienced players it does become more a matter of thriving than it is a matter of surviving, I'd hardly call the mobs "walking item chests" for starters they don't have that many types of items and of the types they do have, they drop one (usually). Although I can't talk for everyone, the only reason the mobs are easy for me to battle is because I do prepare for them.
I suggest that a few AI tweaks be made, making these walking item chests something to be worried about. No no, not some huge change that revises everything and makes the game WAY too difficult. I don't want that.
There can be two ways this goes, and either way, the original AI code can still be in there for people who like them as they are. AKA, no threat. It can either be a separate game mode entirely, where all the enemies stay just as they are now with all the AI changes in a different one, OR, the original coding can take affect if the game mode is on easy. Anything above that and the new AI takes dominance.
You'd have to make a new gamerule if you wanted it to be optional. If you made it so the old code only works in easy, those who play hard mode but wanted the old ai code would have to deal with far easier enemies than they're use to. Unless you made the mobs much harder on easy, but than those who play on easy would have to fight much harder mobs.
Zombies: Spawn in small packs of 2 to 3 on normal and 3 to 6 on hard to overcome the player with numbers, and will always move as a pack to stay together. On hard, they can slowly dig through materials if they recently saw a player go into a building, much like they do to doors now.
I think the spawn rates for the mobs are pretty good right now. I like the idea of zombies having more of a hive mind, but at the same time, I don't want them to walk completely in sync and never move away from each other.
As far as them digging through materials to get to the player, I'd be ok with that if it were blocks like dirt being destroyed and if it was only done by a zombie with the relevant tool (shovel for dirt). But that would be too weak done my way, and I think too OP if done your way.
Creepers: Spawn less frequently then most other mobs and will try and stay behind the player at all times as they approach. They will also continue to move when charging up a detonation
Again, I think the spawn rates are fine and I think if you lower it for creepers you'd actually be taking away one of the features that keeps people on their toes. I don't think they need to always be behind the player in order to approach them, the creeper is already quite sneaky (perhaps needs to be a bit more suicidal if anything.
As far as them continuing to move towards the player upon begining to detonate, I agree completely.
Spiders: Will crawl on walls and ceilings, and spawn primarily in forests and underground areas in order to use this to their advantage the most, sneaking up on the player
I don't think limiting where they spawn is of much use. They already do climb on walls. Ceilings would allow them into safe zones players have set up, which would be annoying but not really up the difficulty.
Slimes: Will hop around aimlessly as they normally do, but if they hit the player, they will attack to them and slow them down, and can only be shaken off by spinning or shaking the camera rapidly. Bigger slimes will swallow the player whole, who will then have to slice or punch their way out. This would obviously take longer on higher difficulties.
I like the idea of slimes being able to apply a slow effect to the player. I don't like the idea of having to shake the mouse around, it sounds annyoing but not difficult. I'd like this idea better if it was just like a potion effect and lasted for maybe 10 seconds. Not sure if it would be worth the coding for them to eat the player, interesting idea though.
Enderman: Won't be changed very much. They will teleport more specifically, particularly in order to chase the player through caves, forests, and into buildings. On hard, they will dig through walls to get to them if need be.
I kind of find not knowing when they're gonna tele back to me a bit scary, I wouldn't want to take that away. As far as them moving blocks to get to the player, they can already teleport there, so that would be an annoying addition (one of their old abilities was to move all blocks but it was taken out because it was annoying).
As you can see, each mob has a decent amount of tweaks. Namely the zombies and Enderman, which would probably be the hardest to do. Obviously, this would change up how enemies attack the player. However. They would still be unarmed (Save for skeletons), and have a complete lack of team work and armor. Even zombies wouldn't use teamwork, other then bum rushing the player in numbers. A bit of sword work will take of care them.
This would make the mobs something you would WANT to actually prepare for without making things too difficult. And to make SURE it isn't too difficult, all spawn rates would drop drastically. They would still attack relatively frequently, but you wouldn't see an army every time you look out the damn window.
I already do want to prepare for mobs, I don't how you're killing scores of creepers with a wooden sword and leather boots, but that's hard for me. On to your second point, I think even with your proposed changes, if you limited the spawn rates as much as you make it sound, I think the game would actually be easier.
Limited support for some areas, overall no support.
Don't use beds, turn structures off (or at least avoid villages), try the End, build the Wither. If surviving is so easy then it's more likely that you're doing it wrong.
The funny thing is, all those are easy (except the Wither where difficulty is irrelevant). Minecraft in general is an easy game, even on hard.
Hard should definitely be harder. Easy mode should probably be the current normal mode; because normal is easy (and hard is slightly challenging). Normal would be the current hard mode with a souped up AI, and hard would make the AI better and stronger.
In general, in terms of mob changes, that would be:
-Zombies/Pigzombies: On hard, if they don't spawn with armor they will spawn with leather armor instead and will also have armor a tier higher than normal. Unlike how you suggested, they won't dig through blocks (that's the Enderman's job) but they will be able to wrench through iron doors on hard after a long time (but the door won't be dropped, it'll just be opened).
-Skeletons: 10-block range on Easy, 20-block range on Normal, and a 30-block range on hard. (Same goes for all the other mobs, but they won't be able to shoot that far; as in, mobs can see you from further away on all difficulties.) To compensate for their aimbot shooting, they won't fire completely straight and will probably miss at longer distances. Also, on harder difficulties, they try to stay away and will strafe to dodge your arrows.
-Creepers: Just like how you suggested, but they will also use blocks for cover. They will determine what is cover and what is not by the AI pretending the player has a sight cone; they will hide in the areas not covered by the sight cone. They will only hide behind blocks on hard; if you get too close, they'll charge you down and stay as close as possible and try to blow you up. On Normal, they'll only try to hide if you look at them and will attack you from behind. On easy, they won't hide at all.
-Spiders: Like you said, but they gain speed with each difficulty increase. On Hard, they can catch up with a sprinting player. On Normal and Hard they will spawn on spider jockeys more frequently. On easy, the Spider controls the jockey; on normal, the spider still control the skeleton, but will have a reduced sight radius so that the Skeleton has a chance to shoot. On Hard, the skeleton controls the jockey and will attempt hit-and-run tactics.
Et cetera. Basically, easy mode becomes the current normal mode, normal becomes a harder version of hard, and hard is even harder. Rather than making mobs stronger, they get a more tactical AI.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
So... you are trying to tell me that Themed Updates aren't updates? Good to know.
Agh. No, I'm telling you that I'm NOT talking about making things more christmassy or scary for halloween. I'm talking about AI tweaks and improving old updates that they made.
As for Kholdstare and RebD, thank you. I like the ideas and I do agree on some points. I apologize for that mistake on the zombies RebD, I'll be sure and fix that. In a little while I intend to copy these down and change the OP accordingly. Might just re-write the whole thing.
while mobs need to be tougher this isn't it try making em spawn more hit harder and have more life also i like the organization idea just imagine a creeper blowing a hole in you wall and having a mass of zombies swarm in run away and skeletons positioned around your house snipe you while witches throw pots at the zombies (like swiftness and strength) but this would be like ultra hard and would make the game even more laggy (if its possible) then it already is
while mobs need to be tougher this isn't it try making em spawn more hit harder and have more life also i like the organization idea just imagine a creeper blowing a hole in you wall and having a mass of zombies swarm in run away and skeletons positioned around your house snipe you while witches throw pots at the zombies (like swiftness and strength) but this would be like ultra hard and would make the game even more laggy (if its possible) then it already is
Ah, I'm not looking to make them super intelligent and set up ambushes. I just want them to use their abilities to their advantage. Big difference.
Alright. I changed up the first post, and put all the mob changes at the bottom. Several things are clarified, I believe. If anyone wants to put up any suggested changes or add-ons, feel free to post.
I believe that survival still has a purpose. I think that sometimes the game is about self-set goals. If it is too easy for you, then make it harder on yourself. Sure, there are many tweaks that can be made, but it is all player originated.
Heck! Go cave spelunking without torches. Se how long you could go without food. Challenge yourself!
Make it more than just building a house. Try living without one just for the heck of it. Survival mode is what you make of it.
I do think that Hardcore should be more Hardcore though. You know, for those who really want to push it.
I kind of support. Spiders on ceilings sound nice like you suggested.
As for Kholdstare and RebD, thank you. I like the ideas and I do agree on some points. I apologize for that mistake on the zombies RebD, I'll be sure and fix that. In a little while I intend to copy these down and change the OP accordingly. Might just re-write the whole thing.
No need to be sorry, all it means is my reply has been of some use, which is nice to know. As for the OT, I think you have some good ideas, so I just wanted to add my 2 cents, to either help improve or refine some of them. At the very least I just wanted to provide some feedback, which you're free to disagree with.
Having said that, it's nice to be able to disagree with some one and still have a civil discussion, thanks!
No need to be sorry, all it means is my reply has been of some use, which is nice to know. As for the OT, I think you have some good ideas, so I just wanted to add my 2 cents, to either help improve or refine some of them. At the very least I just wanted to provide some feedback, which you're free to disagree with.
Having said that, it's nice to be able to disagree with some one and still have a civil discussion, thanks!
Disagreeing with someone doesn't start fights. Disagreeing with someone blatantly and offering no helpful criticism, does. I'm happy to have someone critique my ideas. All that means is a bigger chance for more support and for Mojang to consider adding it to the game!
I like your ideas. They work with the current game without breaking everything like a lot of these sorts of suggestions do. I think that mob speed and aggro range should be the focus of any difficulty upgrades, but of course other mechanics should be looked into.
Though block breaking is always a tricky subject. The range would obviously need to be low because if not then they will be like Endermen. To stop the uglying up of your terrain from creepers you need to get good at killing them, so even if you have enough armour to survive the attack you have an additional incentive to stop explosions. But Endermen break the terrain up no matter what the player does and there is nothing you can do about it. And in my opinion this is bad design. If we extend the aggro range of Zombies and give them block breaking abilities then we might have zombies tearing up the world all over the place in areas where they can't really get to the player in time, and over time this will add up. I think Zombie and Endermen block breaking should revolve around close quarter stuff. They'd need to be within so and so blocks of the player to be able to break blocks, and perhaps zombies that start breaking blocks shouldn't stop until they have a space big enough for them to walk through so that running out of range won't stop them right away. And this is really where it would be most useful, close up and personal.
And regarding iron doors, I think that zombies shouldn't be able to break them. That is the point of using iron doors. I think that zombies should be able to smash wooden doors on all difficulties by default and if iron doors stopping zombies is too OP then the recipe for iron doors should be made more expensive. Though really, cheap players could already block doorways with cobble, so paying 6 iron for the same thing except more convenient isn't that game breaking.
EDIT: And btw when people were talking about themed updates they mean Mojang will be releasing updates that focus on certain parts of the game. So an update on building, an update on underwater content or, perhaps more relevantly, an update on hostile mobs.
Hmm. I see your point there, and that would make things a bit better and less of an environmental impact. I'll slip that part in.
As for iron doors, it would only happen on hard mode, and it would take quite a while. And it wouldn't break the door, just open it as if opened by a permanent Redstone signal. A quick push of the button would open it again. Thus, I believe it would be more or less fair. Particularly if you just move out onto a balcony or something and clear out the encroaching zombies with some well placed arrows in the rather long time slot.
And I see now. I thought by themed people were meaning holiday themes. I didn't know they meant certain areas of Minecraft. Thanks!
Regarding iron doors again, you have to remember that Minecraft is a sandbox in which you can break everything. If zombies can break iron doors, then surely players will just start to block their doorways with cobblestone which they break to get in and out of until they can set up piston doorways?
Also something to add; Mojang should allow mobs to fluently climb up ladders and vines, even when not tracking the player. And zombies should be able to batter down hatches like wooden doors. I'd also personally like to see all undead immune to drowning, because they are dead. I know people will say it might break stuff, but most players use gravity traps for spawners anyways, and if anything it would allow greater control over mobs in mob systems as you could drown all the creepers and spiders.
They don't actually break the doors, they just open them. If you dispatch the zombies quickly, you can just push the button/step on the switch and the door is once more reset and safe. And like I said, it leaves plenty of time to go through a secondary exit and lead them away, then run back inside before they see you again, or you can just shoot them from the balcony as mentioned. It takes quite a while for them to open the door. And even if you let them in, it should be simple work to keep them at bay with a sword in the probably confined space. It might make players want to think about their structures a bit more in order to include zombie hazard safety, but it should be fine. I understand your concerns, of course.
While I understand surviving underwater, as it makes sense, climbing ladders and vines doesn't. They're the undead. I don't think they have the coordination to properly climb a ladder. Reaching up, gripping it, stepping onto a rung, pulling yourself up, gripping the next rung up, stepping onto a higher rung, pulling yourself up...
I'll certainly add breaking down trap doors, though. That's understandable.
I do not care if they destroy the door or not. I am just saying that what is the point in making an iron door if you can do the same thing with blocks? Even if a structure has a dodgy design, it will always be safe from breaking in if you simply don't use doors to get in. Doors exist as a luxury. People do not have to even use them. They are a convenience item and the moment iron doors are made breakable no one will use them and iron doors will become only useful for villager control. You can literally make a piston door with two iron ingots and a bunch of easy to get tat. So with this in mind, surely the entire purpose of iron doors should be to spend extra iron in order to get a door that won't break. It is more expensive then a wooden door, but it is an investment if you don't want a piston door and don't want to break blocks to get into your base. I mean even now iron doors aren't used all that much in hard mode. I never even bother with doors with my travel camps and shelters since I have eff 5 tools so blocked up doorways are less effort.
And the way I see it, if Zombies and Skeletons have the coordination to swing weapons and fire bows then they can climb ladders and vines, something they already do when chasing a player. However they don't path find to use ladders, which I think they should. And they should use ladders when they are wandering around, so if you carelessly leave one on your fortifications, you will be ambushed by mobs using them to get into your base. Players should also think about protecting ladder entrances, not only to stop ambush but to keep mobs from crawling up or down. It would also make players think more about properly lighting up mining operations so that zombies and skeletons aren't crawling up their mineshafts.
I see your point there. It is certainly understandable, though I have a question. What if a second set of doors were released? Very similar to the first ones, but with reinforcements instead? A wooden door with reinforcements would take much longer to break and cost an extra three wood mixed with a fully built door, the same thing with the iron door. A reinforced iron door would be unbreakable. This would make the cost higher, but it would give them complete security about that sort of thing. If you still don't agree with that, then I suppose I'll just go ahead and remove the breakable iron door entirely.
As for the ladders, I suppose I get it. And it IS Minecraft.
Thing is, it isn't a minor detail. Without a use, a suggestion means nothing. Yes, we could add , but it holds no valid use, and saying "it's optional" changes nothing.
The argument of the thread is "Hey, survival isn't hard enough, so let's make mobs harder with X, Y, and Z"
The general argument against the thread is "Improvements are good, but X, Y, and Z are not good improvements"
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
How does this mod not have a use? Jeez, these days it's like anything that doesn't totally convert Minecraft or add a new weapon set isn't worth anything.
It has a use by making the currently rather sad and terrible state of the Mobs something to make them ACTUALLY Mobs. Something that will make you WANT to prepare to fight them instead of just fist fighting them all off and laughing at their attempts to kill you. It doesn't make things too hard I don't think. If you don't like it, then fine, don't support it. But please, don't just b***h . If you think I should change something in the OP, then I could make a poll about it, or just go ahead and change it.
Just whining about a part isn't getting you anywhere.
I have to disagree with you. All the mobs have undergone an A.I. update not to mention all the additions to zombies recently. It is clear that Mojang have and do make changes to already implemented features over time.
How is that any different from how minecraft has always been?
While I agree that for experienced players it does become more a matter of thriving than it is a matter of surviving, I'd hardly call the mobs "walking item chests" for starters they don't have that many types of items and of the types they do have, they drop one (usually). Although I can't talk for everyone, the only reason the mobs are easy for me to battle is because I do prepare for them.
You'd have to make a new gamerule if you wanted it to be optional. If you made it so the old code only works in easy, those who play hard mode but wanted the old ai code would have to deal with far easier enemies than they're use to. Unless you made the mobs much harder on easy, but than those who play on easy would have to fight much harder mobs.
30 seems a little extreme but I do like the idea of making them shoot a little further out.
I think the spawn rates for the mobs are pretty good right now. I like the idea of zombies having more of a hive mind, but at the same time, I don't want them to walk completely in sync and never move away from each other.
As far as them digging through materials to get to the player, I'd be ok with that if it were blocks like dirt being destroyed and if it was only done by a zombie with the relevant tool (shovel for dirt). But that would be too weak done my way, and I think too OP if done your way.
Again, I think the spawn rates are fine and I think if you lower it for creepers you'd actually be taking away one of the features that keeps people on their toes. I don't think they need to always be behind the player in order to approach them, the creeper is already quite sneaky (perhaps needs to be a bit more suicidal if anything.
As far as them continuing to move towards the player upon begining to detonate, I agree completely.
I don't think limiting where they spawn is of much use. They already do climb on walls. Ceilings would allow them into safe zones players have set up, which would be annoying but not really up the difficulty.
I like the idea of slimes being able to apply a slow effect to the player. I don't like the idea of having to shake the mouse around, it sounds annyoing but not difficult. I'd like this idea better if it was just like a potion effect and lasted for maybe 10 seconds. Not sure if it would be worth the coding for them to eat the player, interesting idea though.
I kind of find not knowing when they're gonna tele back to me a bit scary, I wouldn't want to take that away. As far as them moving blocks to get to the player, they can already teleport there, so that would be an annoying addition (one of their old abilities was to move all blocks but it was taken out because it was annoying).
So basically like it is now, just more annoying?
I already do want to prepare for mobs, I don't how you're killing scores of creepers with a wooden sword and leather boots, but that's hard for me. On to your second point, I think even with your proposed changes, if you limited the spawn rates as much as you make it sound, I think the game would actually be easier.
Limited support for some areas, overall no support.
The funny thing is, all those are easy (except the Wither where difficulty is irrelevant). Minecraft in general is an easy game, even on hard.
Hard should definitely be harder. Easy mode should probably be the current normal mode; because normal is easy (and hard is slightly challenging). Normal would be the current hard mode with a souped up AI, and hard would make the AI better and stronger.
In general, in terms of mob changes, that would be:
-Zombies/Pigzombies: On hard, if they don't spawn with armor they will spawn with leather armor instead and will also have armor a tier higher than normal. Unlike how you suggested, they won't dig through blocks (that's the Enderman's job) but they will be able to wrench through iron doors on hard after a long time (but the door won't be dropped, it'll just be opened).
-Skeletons: 10-block range on Easy, 20-block range on Normal, and a 30-block range on hard. (Same goes for all the other mobs, but they won't be able to shoot that far; as in, mobs can see you from further away on all difficulties.) To compensate for their aimbot shooting, they won't fire completely straight and will probably miss at longer distances. Also, on harder difficulties, they try to stay away and will strafe to dodge your arrows.
-Creepers: Just like how you suggested, but they will also use blocks for cover. They will determine what is cover and what is not by the AI pretending the player has a sight cone; they will hide in the areas not covered by the sight cone. They will only hide behind blocks on hard; if you get too close, they'll charge you down and stay as close as possible and try to blow you up. On Normal, they'll only try to hide if you look at them and will attack you from behind. On easy, they won't hide at all.
-Spiders: Like you said, but they gain speed with each difficulty increase. On Hard, they can catch up with a sprinting player. On Normal and Hard they will spawn on spider jockeys more frequently. On easy, the Spider controls the jockey; on normal, the spider still control the skeleton, but will have a reduced sight radius so that the Skeleton has a chance to shoot. On Hard, the skeleton controls the jockey and will attempt hit-and-run tactics.
Et cetera. Basically, easy mode becomes the current normal mode, normal becomes a harder version of hard, and hard is even harder. Rather than making mobs stronger, they get a more tactical AI.
So... you are trying to tell me that Themed Updates aren't updates? Good to know.
Agh. No, I'm telling you that I'm NOT talking about making things more christmassy or scary for halloween. I'm talking about AI tweaks and improving old updates that they made.
As for Kholdstare and RebD, thank you. I like the ideas and I do agree on some points. I apologize for that mistake on the zombies RebD, I'll be sure and fix that. In a little while I intend to copy these down and change the OP accordingly. Might just re-write the whole thing.
Ah, I'm not looking to make them super intelligent and set up ambushes. I just want them to use their abilities to their advantage. Big difference.
Heck! Go cave spelunking without torches. Se how long you could go without food. Challenge yourself!
Make it more than just building a house. Try living without one just for the heck of it. Survival mode is what you make of it.
I do think that Hardcore should be more Hardcore though. You know, for those who really want to push it.
I kind of support. Spiders on ceilings sound nice like you suggested.
http://www.minecraft...orld-version-3/
I would love it if you checked out my "about me" page on my profile and looked at my threads I'm always happy to see new posters.
No need to be sorry, all it means is my reply has been of some use, which is nice to know. As for the OT, I think you have some good ideas, so I just wanted to add my 2 cents, to either help improve or refine some of them. At the very least I just wanted to provide some feedback, which you're free to disagree with.
Having said that, it's nice to be able to disagree with some one and still have a civil discussion, thanks!
Disagreeing with someone doesn't start fights. Disagreeing with someone blatantly and offering no helpful criticism, does. I'm happy to have someone critique my ideas. All that means is a bigger chance for more support and for Mojang to consider adding it to the game!
Hmm. I see your point there, and that would make things a bit better and less of an environmental impact. I'll slip that part in.
As for iron doors, it would only happen on hard mode, and it would take quite a while. And it wouldn't break the door, just open it as if opened by a permanent Redstone signal. A quick push of the button would open it again. Thus, I believe it would be more or less fair. Particularly if you just move out onto a balcony or something and clear out the encroaching zombies with some well placed arrows in the rather long time slot.
And I see now. I thought by themed people were meaning holiday themes. I didn't know they meant certain areas of Minecraft. Thanks!
They don't actually break the doors, they just open them. If you dispatch the zombies quickly, you can just push the button/step on the switch and the door is once more reset and safe. And like I said, it leaves plenty of time to go through a secondary exit and lead them away, then run back inside before they see you again, or you can just shoot them from the balcony as mentioned. It takes quite a while for them to open the door. And even if you let them in, it should be simple work to keep them at bay with a sword in the probably confined space. It might make players want to think about their structures a bit more in order to include zombie hazard safety, but it should be fine. I understand your concerns, of course.
While I understand surviving underwater, as it makes sense, climbing ladders and vines doesn't. They're the undead. I don't think they have the coordination to properly climb a ladder. Reaching up, gripping it, stepping onto a rung, pulling yourself up, gripping the next rung up, stepping onto a higher rung, pulling yourself up...
I'll certainly add breaking down trap doors, though. That's understandable.
I see your point there. It is certainly understandable, though I have a question. What if a second set of doors were released? Very similar to the first ones, but with reinforcements instead? A wooden door with reinforcements would take much longer to break and cost an extra three wood mixed with a fully built door, the same thing with the iron door. A reinforced iron door would be unbreakable. This would make the cost higher, but it would give them complete security about that sort of thing. If you still don't agree with that, then I suppose I'll just go ahead and remove the breakable iron door entirely.
As for the ladders, I suppose I get it. And it IS Minecraft.