I think that the current difficulty changes are not enough to justify a difficulty change other than peaceful/not peaceful. I think that the few mob tweaks and the food bar only makes the differences between easy, medium, and hard a formality.
This is a suggestion for conceptual mechanics changes. This is not a suggestion for specific new mobs, blocks, or other.
I propose that as difficulty increases, certain new mobs spawn. For the sake of having people not complain that someone playing on hard is receiving unique "hard items," and thus "forcing" people to play on hard, they will not drop anything new, but instead drop already existing items.
Food should give less hunger points (but the same saturation) based on difficulty. Perhaps a single food point (half a food icon) per difficulty setting (minimum value one point).
Lightning strikes should be more focused (closer and closer to the player) the harder the difficulty has been set. The current randomized area (not sure how much that is, I can find no mention of how large it is) would be kept for easy.
The current timing for water breathing should be kept for hard, but medium and easy have increasingly longer times for holding your breath.
Endermen should be capable of picking and placing blocks faster and faster the harder the difficulty is set.
The enderdragon's AI probably should already be changed regardless of the rest of it, but it should also be adjusted for difficulty. Perhaps the current dragon (maybe with a bit of movement modification) is easy, while a medium dragon would have a breath weapon, and a hard enderdragon would have the breath weapon and dive in and out of the ground to attack, making use of the fact it can go through walls. Tests would probably be required to make this balanced, and the dragon should probably be given more power than I am cautiously suggesting, since this is a boss, after all.
On the other hand, the wither's current AI would be good for medium difficulty, while a decreased aggressiveness would be for easy and more maneuverability for hard.
Keep in mind that I imagine that (excepting the wither) easy will be kept approximately the same as it is now for the purposes of these changes. Also that yes, you could just change the difficulty to get the benefits of the easier modes. But I don't see it as any different from switching to peaceful to get rid of mobs, and 1.8 is introducing difficulty locking if it really is a concern.
This is all I have for now. Please let me know what you think and why.
I support everything except the enderman block movement. Not that it's a bad idea or anything, but that the slight changes they make to terrain don't really make it any harder to survive. More moved blocks wouldn't really matter in that regard.
Rollback Post to RevisionRollBack
"Strong Pokémon. Weak Pokémon. That is only the selfish perception of people. Truly skilled Trainers should try to win with the Pokémon they love best."
I support everything except the enderman block movement. Not that it's a bad idea or anything, but that the slight changes they make to terrain don't really make it any harder to survive. More moved blocks wouldn't really matter in that regard.
But it would be a nice addition. I quite like this idea, seems appropriate. Support!
Overall I like the ideas, except the Endermen picking/placing stuff--I don't really see how that's more challenging. It just seems more annoying to me.
And as for the food thing, melons would be nullified in normal and hard; cake would be nullified in hard.
Assuming there's something that would set the minimum value to 1 point, then that's fine with me.
With some extra thought, this is really cool because of the new difficulty lock for singleplayer worlds (especially for adventure maps). So Dinnerbone please add this
Overall I like the ideas, except the Endermen picking/placing stuff--I don't really see how that's more challenging. It just seems more annoying to me.
I support everything except the enderman block movement. Not that it's a bad idea or anything, but that the slight changes they make to terrain don't really make it any harder to survive.
It would be harder. If all of a sudden the endermen are moving blocks like crazy, it's kind of scary. They can build up to your house at random. They can open up your farms if they're built over dirt. You gotta ender-proof a whole bunch of stuff. I can see how it might be annoying, but in my point of view I see it as an interesting new challenge (creating more of a reason for defensive construction). Whereas now, I'm not sure anyone really notices them doing it.
And as for the food thing, melons would be nullified in normal and hard; cake would be nullified in hard.
Assuming there's something that would set the minimum value to 1 point, then that's fine with me.
I didn't really think about the small stuff. Yes, the minimum value would be 1 point.
I think that the current difficulty changes are not enough to justify a difficulty change other than peaceful/not peaceful. I think that the few mob tweaks and the food bar only makes the differences between easy, medium, and hard a formality.
This is a suggestion for conceptual mechanics changes. This is not a suggestion for specific new mobs, blocks, or other.
I propose that as difficulty increases, certain new mobs spawn. For the sake of having people not complain that someone playing on hard is receiving unique "hard items," and thus "forcing" people to play on hard, they will not drop anything new, but instead drop already existing items. The difficulty already increases if you remain in a region. I think it should stay that way, rather than for the whole entire worlds since it makes sense, and global difficulty doesn't.
Food should give less hunger points (but the same saturation) based on difficulty. Perhaps a single food point (half a food icon) per difficulty setting (minimum value one point). I don't agree with this.
Lightning strikes should be more focused (closer and closer to the player) the harder the difficulty has been set. The current randomized area (not sure how much that is, I can find no mention of how large it is) would be kept for easy. I agree with this.
The current timing for water breathing should be kept for hard, but medium and easy have increasingly longer times for holding your breath. Yeah, I guess so.
Endermen should be capable of picking and placing blocks faster and faster the harder the difficulty is set. I don't see why not.
The enderdragon's AI probably should already be changed regardless of the rest of it, but it should also be adjusted for difficulty. Perhaps the current dragon (maybe with a bit of movement modification) is easy, while a medium dragon would have a breath weapon, and a hard enderdragon would have the breath weapon and dive in and out of the ground to attack, making use of the fact it can go through walls. Tests would probably be required to make this balanced, and the dragon should probably be given more power than I am cautiously suggesting, since this is a boss, after all. Eh, why not?
On the other hand, the wither's current AI would be good for medium difficulty, while a decreased aggressiveness would be for easy and more maneuverability for hard. I think this has been suggested before, but anyway...
Keep in mind that I imagine that (excepting the wither) easy will be kept approximately the same as it is now for the purposes of these changes. Also that yes, you could just change the difficulty to get the benefits of the easier modes. But I don't see it as any different from switching to peaceful to get rid of mobs, and 1.8 is introducing difficulty locking if it really is a concern.
This is all I have for now. Please let me know what you think and why.
The difficulty already increases if you remain in a region. I think it should stay that way, rather than for the whole entire worlds since it makes sense, and global difficulty doesn't.
The suggestion this is replying to is that when you go into the menus and switch to hard, new mobs that do not appear on easy or medium appear. This is all specifically for the already optional global difficulty. The regional difficulty is a completely different mechanic.
I am totally against the "new mobs on hard" thing. You say people would complain because "hard gets unique items" so let's make those new mobs more boring by making them drop the same stuff that othe mobds already drop. Gee, what about the complaint: "Hard gets unique mobs"? The mobs should be the same on all difficult levels.
However, there are a LOT of ways to change the difficulty of mobs and of the game depending on difficulty.
A few really quickly thrown examples:
- Mob speed: On Easy, all Mobs move 20% slower. On Hard, it is 20% Faster.
- Mobs Healthpoints: On Easy, mobs have half health points. On Hard, they have double health points.
- Mob EXP Drops: On Easy, Mobs drop double the Experience. On Hard, they drop half the experience.
- Fall Damage: On Easy, it is halved. On Hard, it is doubled.
- Logging out of the game / teleporting away: On Hard, this is NOT instantaneous. The player remains fully vulnerable for several seconds.
- On Hard, all forms of player teleportation cause damage, not only using Ender Pearls. Even adminstrators on servers (hey, they can heal real quick anyway). Only Endermen are immune.
etc.
#2 - Minus 1 Hunger point per food per difficult level
I also do not like your Hunger idea. It would mean the RELATIVE worth of each food actually would CHANGE according to which difficulty the player chose, and the Nourishment Values table wouldn't make much sense anymore. Essentially, each food has to fall into one of the 4 food categories: Junk (Ratio 0.2), Low (ratio 0.6), Medium ratio 1.2), High (ratio 1.6), and Best (ratio 2.4). Then Saturation is ALWAYS Hunger multiplied by that Nourishment value ratio.
Also, you are actually doing the opposite. Nourishment Value is the ratio of Nourishment divided by Hunger. You're effectively making ALL foods actually better by substracting 1 Hunger while leaving Saturation alone.
This is because most intelligent players eat as soon as their Hunger bar is at 17 points or less, in order t keep their natural regeneration active. Players that DON'T take the habit of putting a priority on always keeping their Hunger bar full tend to die a LOT more often. So try to figure out what is best, when you are say at 18 food points: a food item giving 2 Hunger and 1.2 Saturation, or a Food item giving 1 Hunger and the same 1.2 Saturation? Thruth is: the second one. Because it lets me eat TWO of them (it's not as if food was anything other than hyperabundant, and a food stack lasts for a really LONG time), which allows me to actually raise my Saturation to 2.4 points, meaning it will be twice as long BEFORE I get too hungry again in oher words I can enter into a bigger fight and not have to worry about losing my natural regeneration for twice as long. Which is what counts. So what REALLY counts in the game, and by FAR, is less the Hunger and more the Saturation. so the Nourishment value ratio counts too and what you're doing is simply raising it for all foods (and unevently, at that), when the harder should actually become harder. Having to eat two food items instead of one, and then resotcking my food stack in 2 hours instead of 4, isn't hard at all. Having to worry about natural regenartion stopping only after twice the amount of time, tough, that would actually be a boon.
What should be done is using multiplication all across the board, not addition/substraction of only half of the values of a food. And it is not the food themselves that should EACH be changed, but the way the character hunger mechanics work. A very simple way could be like this:
- Hunger: On Easy, Exhaustion increases half as fast. On Hard, Exhaustion increases twice as fast.
This is the way I'd personally do it. Maybe not with a exactfactor of 2, but you get the idea.
A more "complex" way would be one which targets only the "real" value of food: the Saturation. Not by changing EACH food on by one, but more like this:
- Hunger: On Easy, Exhaustion will lower Saturation by 1 (or by whatever remains over 0.0) only when it reaches 8 points (instead of 4 on Normal). On Hard, however, it will occur as soon as Exhaustion reaches 2 points instead. Essentially, this mainly affects how long the player will be able to regenerate.
This means that IF a player wants to keep his natural regenaration "on" all the time, he will end up having to eat more often.
Or like this:
- On Hard, on every game tick, Exhaustion rises a little bit, for a total of say about 10 Hunger points per Minecraft day. SO even with a full Hunger bar, going AFK for 40 minutes will start to kill you. Going to sleep in a bed, telporting or logging out also costs a lot of Hunger. Finally, logging out of the game also costs a lot of Hunger.
#3 - Not so random Lightning Strikes
Give the HIGH relative ratio of "stormy days", the very high damage, and the fact that putting ANYTHING into a game that thep layer can't see coming at all in order to have a chance to react to it, that is nout such a god idea. Challenging the player, yes. Arbitrarily punishing the player, no. Either suddenly these strikes-on-the-player become much more common, in which case this is a perfect case of pure abitrary annoyance without ANY player capability to react, or they simply go from super-dupoer-rare to still-quite-rare, in which case there are much better ways to increase difficulty.
Compare this:
You drive your car, there is a red light, forcing you to stop, thus you get a clear signal to react to in order to avoid a deadly accident.
To this:
You drive your car and suddenly a meteor crashes on you, always a deadly accident no matter what you do.
# 4 - Longer breathing on Easier difficulties
This one is actually a most excellent suggestion.
#5 - Endermen picking up blocks
Currently, Endermen pick block VERY rarely. IF they pick blocks say 4 times as often then that is still relatively rare. In the wild, you won't care anyway. In your builds, it won't change anything much apart from a bit of extra annoyance. So I'm on the fence on this one. and if the rate is jacked up a LOT, then it won't make things "really" harder, just even more annoying. So I'd rather Endermen make more intelligent block picking and placing moves, than have them pick blokcs way more frequently.
#6 - Enderdragon and Wither
Fine but not that needed I think.
But I quite agree with the basic idea behind all of your entire suggestion: the difficulty levels should count more than superficially.
For new mobs on hard, I don't think that there should be new mobs, but rather beefed up versions of them. So, there would be chances that they spawn with active effects (like Strength, Speed, etc.).
I am totally against the "new mobs on hard" thing. You say people would complain because "hard gets unique items" so let's make those new mobs more boring by making them drop the same stuff that othe mobds already drop. Gee, what about the complaint: "Hard gets unique mobs"? The mobs should be the same on all difficult levels.
However, there are a LOT of ways to change the difficulty of mobs and of the game depending on difficulty.
A few really quickly thrown examples:
- Mob speed: On Easy, all Mobs move 20% slower. On Hard, it is 20% Faster.
- Mobs Healthpoints: On Easy, mobs have half health points. On Hard, they have double health points.
- Mob EXP Drops: On Easy, Mobs drop double the Experience. On Hard, they drop half the experience.
- Fall Damage: On Easy, it is halved. On Hard, it is doubled.
- Logging out of the game / teleporting away: On Hard, this is NOT instantaneous. The player remains fully vulnerable for several seconds.
- On Hard, all forms of player teleportation cause damage, not only using Ender Pearls. Even adminstrators on servers (hey, they can heal real quick anyway). Only Endermen are immune.
etc.
#2 - Minus 1 Hunger point per food per difficult level
I also do not like your Hunger idea. It would mean the RELATIVE worth of each food actually would CHANGE according to which difficulty the player chose, and the Nourishment Values table wouldn't make much sense anymore. Essentially, each food has to fall into one of the 4 food categories: Junk (Ratio 0.2), Low (ratio 0.6), Medium ratio 1.2), High (ratio 1.6), and Best (ratio 2.4). Then Saturation is ALWAYS Hunger multiplied by that Nourishment value ratio.
Also, you are actually doing the opposite. Nourishment Value is the ratio of Nourishment divided by Hunger. You're effectively making ALL foods actually better by substracting 1 Hunger while leaving Saturation alone.
This is because most intelligent players eat as soon as their Hunger bar is at 17 points or less, in order t keep their natural regeneration active. Players that DON'T take the habit of putting a priority on always keeping their Hunger bar full tend to die a LOT more often. So try to figure out what is best, when you are say at 18 food points: a food item giving 2 Hunger and 1.2 Saturation, or a Food item giving 1 Hunger and the same 1.2 Saturation? Thruth is: the second one. Because it lets me eat TWO of them (it's not as if food was anything other than hyperabundant, and a food stack lasts for a really LONG time), which allows me to actually raise my Saturation to 2.4 points, meaning it will be twice as long BEFORE I get too hungry again in oher words I can enter into a bigger fight and not have to worry about losing my natural regeneration for twice as long. Which is what counts. So what REALLY counts in the game, and by FAR, is less the Hunger and more the Saturation. so the Nourishment value ratio counts too and what you're doing is simply raising it for all foods (and unevently, at that), when the harder should actually become harder. Having to eat two food items instead of one, and then resotcking my food stack in 2 hours instead of 4, isn't hard at all. Having to worry about natural regenartion stopping only after twice the amount of time, tough, that would actually be a boon.
What should be done is using multiplication all across the board, not addition/substraction of only half of the values of a food. And it is not the food themselves that should EACH be changed, but the way the character hunger mechanics work. A very simple way could be like this:
- Hunger: On Easy, Exhaustion increases half as fast. On Hard, Exhaustion increases twice as fast.
This is the way I'd personally do it. Maybe not with a exactfactor of 2, but you get the idea.
A more "complex" way would be one which targets only the "real" value of food: the Saturation. Not by changing EACH food on by one, but more like this:
- Hunger: On Easy, Exhaustion will lower Saturation by 1 (or by whatever remains over 0.0) only when it reaches 8 points (instead of 4 on Normal). On Hard, however, it will occur as soon as Exhaustion reaches 2 points instead. Essentially, this mainly affects how long the player will be able to regenerate.
This means that IF a player wants to keep his natural regenaration "on" all the time, he will end up having to eat more often.
Or like this:
- On Hard, on every game tick, Exhaustion rises a little bit, for a total of say about 10 Hunger points per Minecraft day. SO even with a full Hunger bar, going AFK for 40 minutes will start to kill you. Going to sleep in a bed, telporting or logging out also costs a lot of Hunger. Finally, logging out of the game also costs a lot of Hunger.
#3 - Not so random Lightning Strikes
Give the HIGH relative ratio of "stormy days", the very high damage, and the fact that putting ANYTHING into a game that thep layer can't see coming at all in order to have a chance to react to it, that is nout such a god idea. Challenging the player, yes. Arbitrarily punishing the player, no. Either suddenly these strikes-on-the-player become much more common, in which case this is a perfect case of pure abitrary annoyance without ANY player capability to react, or they simply go from super-dupoer-rare to still-quite-rare, in which case there are much better ways to increase difficulty.
Compare this:
You drive your car, there is a red light, forcing you to stop, thus you get a clear signal to react to in order to avoid a deadly accident.
To this:
You drive your car and suddenly a meteor crashes on you, always a deadly accident no matter what you do.
# 4 - Longer breathing on Easier difficulties
This one is actually a most excellent suggestion.
#5 - Endermen picking up blocks
Currently, Endermen pick block VERY rarely. IF they pick blocks say 4 times as often then that is still relatively rare. In the wild, you won't care anyway. In your builds, it won't change anything much apart from a bit of extra annoyance. So I'm on the fence on this one. and if the rate is jacked up a LOT, then it won't make things "really" harder, just even more annoying. So I'd rather Endermen make more intelligent block picking and placing moves, than have them pick blokcs way more frequently.
#6 - Enderdragon and Wither
Fine but not that needed I think.
But I quite agree with the basic idea behind all of your entire suggestion: the difficulty levels should count more than superficially.
1. The reason for this suggestion is because beefed-up versions of mobs we already have is boring or obnoxious, depending on the change. If you're doing it that way, you might as well be managing a spreadsheet. The trade-off is: easier game or challenging mobs with unique AI? And if you want absolute fairness to those who grouch about "unique on hard," then I would then suggest that perhaps each difficulty setting gets its own unique hostile mobs.
2. Whatever ends up with the player having to eat more, sure. My mechanics were meant to be simple and easy to remember, but if they are actually creating the opposite effect, then something more complex will have to do.
3. True. However, it's not meant to be harder by hitting the player. Instead, it's meant to be harder by hitting something closer to the player, so we actually care. Pigs turning to pigmen, villagers to witches, charged creepers, things setting on fire... by adding an element of randomness, it disrupts the monotony of standard gameplay by forcing us to deal with a problem, much as most hostile gameplay elements usually do.
5. I do support more intelligent Endermen placing. However, I think the first step is to make them do it more rapidly before doing it more precisely.
6. More attention could be used for more frequent gameplay elements, but the bosses deserve special mention because they are bosses.
For new mobs on hard, I don't think that there should be new mobs, but rather beefed up versions of them. So, there would be chances that they spawn with active effects (like Strength, Speed, etc.).
1. The reason for this suggestion is because beefed-up versions of mobs we already have is boring or obnoxious, depending on the change. If you're doing it that way, you might as well be managing a spreadsheet. The trade-off is: easier game or challenging mobs with unique AI? And if you want absolute fairness to those who grouch about "unique on hard," then I would then suggest that perhaps each difficulty setting gets its own unique hostile mobs.
Not really. I like the concept of "beefed up" mobs, and difficulty unique mobs just doesn't sound right. I think that mobs should be available across all difficulties.
Not really. I like the concept of "beefed up" mobs, and difficulty unique mobs just doesn't sound right. I think that mobs should be available across all difficulties.
It is kind of hard for me to explain, but I'll do my best. I think that all mobs should be available across all difficulties so that those playing on an easier difficulty can still have the same gameplay experience as those that play on harder difficulties. However, now that I think about it, I think difficulty unique mobs shouldn't be too bad, but I also don't think that it is worth making them.
This is a suggestion for conceptual mechanics changes. This is not a suggestion for specific new mobs, blocks, or other.
I propose that as difficulty increases, certain new mobs spawn. For the sake of having people not complain that someone playing on hard is receiving unique "hard items," and thus "forcing" people to play on hard, they will not drop anything new, but instead drop already existing items.
Food should give less hunger points (but the same saturation) based on difficulty. Perhaps a single food point (half a food icon) per difficulty setting (minimum value one point).
Lightning strikes should be more focused (closer and closer to the player) the harder the difficulty has been set. The current randomized area (not sure how much that is, I can find no mention of how large it is) would be kept for easy.
The current timing for water breathing should be kept for hard, but medium and easy have increasingly longer times for holding your breath.
Endermen should be capable of picking and placing blocks faster and faster the harder the difficulty is set.
The enderdragon's AI probably should already be changed regardless of the rest of it, but it should also be adjusted for difficulty. Perhaps the current dragon (maybe with a bit of movement modification) is easy, while a medium dragon would have a breath weapon, and a hard enderdragon would have the breath weapon and dive in and out of the ground to attack, making use of the fact it can go through walls. Tests would probably be required to make this balanced, and the dragon should probably be given more power than I am cautiously suggesting, since this is a boss, after all.
On the other hand, the wither's current AI would be good for medium difficulty, while a decreased aggressiveness would be for easy and more maneuverability for hard.
Keep in mind that I imagine that (excepting the wither) easy will be kept approximately the same as it is now for the purposes of these changes. Also that yes, you could just change the difficulty to get the benefits of the easier modes. But I don't see it as any different from switching to peaceful to get rid of mobs, and 1.8 is introducing difficulty locking if it really is a concern.
This is all I have for now. Please let me know what you think and why.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
PROUD USER OF THE STEVE SKIN
Heh. They'd just stay the same.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
But it would be a nice addition. I quite like this idea, seems appropriate. Support!
Support.
And as for the food thing, melons would be nullified in normal and hard; cake would be nullified in hard.
Assuming there's something that would set the minimum value to 1 point, then that's fine with me.
Stay fluffy~
It would be harder. If all of a sudden the endermen are moving blocks like crazy, it's kind of scary. They can build up to your house at random. They can open up your farms if they're built over dirt. You gotta ender-proof a whole bunch of stuff. I can see how it might be annoying, but in my point of view I see it as an interesting new challenge (creating more of a reason for defensive construction). Whereas now, I'm not sure anyone really notices them doing it.
I didn't really think about the small stuff. Yes, the minimum value would be 1 point.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Partial support!
The suggestion this is replying to is that when you go into the menus and switch to hard, new mobs that do not appear on easy or medium appear. This is all specifically for the already optional global difficulty. The regional difficulty is a completely different mechanic.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
#1 - New mobs on Hard
I am totally against the "new mobs on hard" thing. You say people would complain because "hard gets unique items" so let's make those new mobs more boring by making them drop the same stuff that othe mobds already drop. Gee, what about the complaint: "Hard gets unique mobs"? The mobs should be the same on all difficult levels.
However, there are a LOT of ways to change the difficulty of mobs and of the game depending on difficulty.
A few really quickly thrown examples:
- Mob speed: On Easy, all Mobs move 20% slower. On Hard, it is 20% Faster.
- Mobs Healthpoints: On Easy, mobs have half health points. On Hard, they have double health points.
- Mob EXP Drops: On Easy, Mobs drop double the Experience. On Hard, they drop half the experience.
- Fall Damage: On Easy, it is halved. On Hard, it is doubled.
- Logging out of the game / teleporting away: On Hard, this is NOT instantaneous. The player remains fully vulnerable for several seconds.
- On Hard, all forms of player teleportation cause damage, not only using Ender Pearls. Even adminstrators on servers (hey, they can heal real quick anyway). Only Endermen are immune.
etc.
#2 - Minus 1 Hunger point per food per difficult level
I also do not like your Hunger idea. It would mean the RELATIVE worth of each food actually would CHANGE according to which difficulty the player chose, and the Nourishment Values table wouldn't make much sense anymore. Essentially, each food has to fall into one of the 4 food categories: Junk (Ratio 0.2), Low (ratio 0.6), Medium ratio 1.2), High (ratio 1.6), and Best (ratio 2.4). Then Saturation is ALWAYS Hunger multiplied by that Nourishment value ratio.
Also, you are actually doing the opposite. Nourishment Value is the ratio of Nourishment divided by Hunger. You're effectively making ALL foods actually better by substracting 1 Hunger while leaving Saturation alone.
This is because most intelligent players eat as soon as their Hunger bar is at 17 points or less, in order t keep their natural regeneration active. Players that DON'T take the habit of putting a priority on always keeping their Hunger bar full tend to die a LOT more often. So try to figure out what is best, when you are say at 18 food points: a food item giving 2 Hunger and 1.2 Saturation, or a Food item giving 1 Hunger and the same 1.2 Saturation? Thruth is: the second one. Because it lets me eat TWO of them (it's not as if food was anything other than hyperabundant, and a food stack lasts for a really LONG time), which allows me to actually raise my Saturation to 2.4 points, meaning it will be twice as long BEFORE I get too hungry again in oher words I can enter into a bigger fight and not have to worry about losing my natural regeneration for twice as long. Which is what counts. So what REALLY counts in the game, and by FAR, is less the Hunger and more the Saturation. so the Nourishment value ratio counts too and what you're doing is simply raising it for all foods (and unevently, at that), when the harder should actually become harder. Having to eat two food items instead of one, and then resotcking my food stack in 2 hours instead of 4, isn't hard at all. Having to worry about natural regenartion stopping only after twice the amount of time, tough, that would actually be a boon.
What should be done is using multiplication all across the board, not addition/substraction of only half of the values of a food. And it is not the food themselves that should EACH be changed, but the way the character hunger mechanics work. A very simple way could be like this:
- Hunger: On Easy, Exhaustion increases half as fast. On Hard, Exhaustion increases twice as fast.
This is the way I'd personally do it. Maybe not with a exactfactor of 2, but you get the idea.
A more "complex" way would be one which targets only the "real" value of food: the Saturation. Not by changing EACH food on by one, but more like this:
- Hunger: On Easy, Exhaustion will lower Saturation by 1 (or by whatever remains over 0.0) only when it reaches 8 points (instead of 4 on Normal). On Hard, however, it will occur as soon as Exhaustion reaches 2 points instead. Essentially, this mainly affects how long the player will be able to regenerate.
This means that IF a player wants to keep his natural regenaration "on" all the time, he will end up having to eat more often.
Or like this:
- On Hard, on every game tick, Exhaustion rises a little bit, for a total of say about 10 Hunger points per Minecraft day. SO even with a full Hunger bar, going AFK for 40 minutes will start to kill you. Going to sleep in a bed, telporting or logging out also costs a lot of Hunger. Finally, logging out of the game also costs a lot of Hunger.
#3 - Not so random Lightning Strikes
Give the HIGH relative ratio of "stormy days", the very high damage, and the fact that putting ANYTHING into a game that thep layer can't see coming at all in order to have a chance to react to it, that is nout such a god idea. Challenging the player, yes. Arbitrarily punishing the player, no. Either suddenly these strikes-on-the-player become much more common, in which case this is a perfect case of pure abitrary annoyance without ANY player capability to react, or they simply go from super-dupoer-rare to still-quite-rare, in which case there are much better ways to increase difficulty.
Compare this:
You drive your car, there is a red light, forcing you to stop, thus you get a clear signal to react to in order to avoid a deadly accident.
To this:
You drive your car and suddenly a meteor crashes on you, always a deadly accident no matter what you do.
# 4 - Longer breathing on Easier difficulties
This one is actually a most excellent suggestion.
#5 - Endermen picking up blocks
Currently, Endermen pick block VERY rarely. IF they pick blocks say 4 times as often then that is still relatively rare. In the wild, you won't care anyway. In your builds, it won't change anything much apart from a bit of extra annoyance. So I'm on the fence on this one. and if the rate is jacked up a LOT, then it won't make things "really" harder, just even more annoying. So I'd rather Endermen make more intelligent block picking and placing moves, than have them pick blokcs way more frequently.
#6 - Enderdragon and Wither
Fine but not that needed I think.
But I quite agree with the basic idea behind all of your entire suggestion: the difficulty levels should count more than superficially.
1. The reason for this suggestion is because beefed-up versions of mobs we already have is boring or obnoxious, depending on the change. If you're doing it that way, you might as well be managing a spreadsheet. The trade-off is: easier game or challenging mobs with unique AI? And if you want absolute fairness to those who grouch about "unique on hard," then I would then suggest that perhaps each difficulty setting gets its own unique hostile mobs.
2. Whatever ends up with the player having to eat more, sure. My mechanics were meant to be simple and easy to remember, but if they are actually creating the opposite effect, then something more complex will have to do.
3. True. However, it's not meant to be harder by hitting the player. Instead, it's meant to be harder by hitting something closer to the player, so we actually care. Pigs turning to pigmen, villagers to witches, charged creepers, things setting on fire... by adding an element of randomness, it disrupts the monotony of standard gameplay by forcing us to deal with a problem, much as most hostile gameplay elements usually do.
5. I do support more intelligent Endermen placing. However, I think the first step is to make them do it more rapidly before doing it more precisely.
6. More attention could be used for more frequent gameplay elements, but the bosses deserve special mention because they are bosses.
See number 1 above.
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Not really. I like the concept of "beefed up" mobs, and difficulty unique mobs just doesn't sound right. I think that mobs should be available across all difficulties.
Why?
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It is kind of hard for me to explain, but I'll do my best. I think that all mobs should be available across all difficulties so that those playing on an easier difficulty can still have the same gameplay experience as those that play on harder difficulties. However, now that I think about it, I think difficulty unique mobs shouldn't be too bad, but I also don't think that it is worth making them.