A name has been suggested
Legendary is a Halo difficulty title. It's a really good one (along with heroic), but, unfortunately, already taken nonetheless.
Well excuse me for going in my survival world in creative mode and packing on diamonds and potions, for this mode.
You sure ran with the name Legacy lol. I do like the names X_crafter suggested too.
Lots of ideas that could make this "mode" even more terrifying.
Skeletons and Zombies shouldn't burn in daylight. If an Enderman comes into field of vision it should act like you actually stared at it.
The problem with those is that it's a bit cheap to just have all the mobs survive the daytime. The undeads that spawn on the PC version with helmets can't even survive daytime completely, because the burning damage is absorbed by the helmet until the helmet breaks. I do like the idea of getting mobs with random armor.
Maybe a mob could have a chance to spawn with potion effects. If one spawns with Fire Resist II, it would certainly last the day!
Endermen being insta-aggro'd is just completely cheap xD You'd essentially have to look toward the ground all the time.
The problem with those is that it's a bit cheap to just have all the mobs survive the daytime. The undeads that spawn on the PC version with helmets can't even survive daytime completely, because the burning damage is absorbed by the helmet until the helmet breaks. I do like the idea of getting mobs with random armor.
Maybe a mob could have a chance to spawn with potion effects. If one spawns with Fire Resist II, it would certainly last the day!
Endermen being insta-aggro'd is just completely cheap xD You'd essentially have to look toward the ground all the time.
Digging the spiders, though!
You have a point. Though, it gives incentive for reasons why skipping night doesn't matter. A lot of time people skip night cycle to not deal with the mobs that spawn.
Maybe another feature of this mode is that mob spawners can not be mined and for the next update, cats can't scare off creepers and creepers have a larger radius of destruction.
You have a point. Though, it gives incentive for reasons why skipping night doesn't matter. A lot of time people skip night cycle to not deal with the mobs that spawn.
This is true..
Daytime shouldn't be completely stressful, but it would be nice to introduce some dangers, or an incentive to night time to discourage skipping it.
This is true..
Daytime shouldn't be completely stressful, but it would be nice to introduce some dangers, or an incentive to night time to discourage skipping it.
Bears, mountain lions that sometimes actually hunt people at day aswell.
Maybe more reliance on monster drops so you can't avoid them like you currently can.
Rollback Post to RevisionRollBack
I put my shirt on one leg at a time, just like everybody else.
But changing the ore generation/chest contents/etc like this would increase the difficulty on all difficulty levels, not just this one. The point is that just this one single level has these elements to up the difficulty.
Similar to the food issue, I'm not convinced it really does that much to make things more difficult. I honestly can't remember when I got all but my very first coal above sea level (level 60) anyways. With a fortune enchanted pickaxe, ores are ridiculously ease to collect - even diamonds which are found only at the lowest levels. Once you go underground, it's really the easiest thing to stay underground (the 404 challenge taught me that). Forcing the player to move frequently between the underground and the surface, I think, makes the game tougher. What you're proposing is really just going to inhibit above-ground building.
Also, your proposed changes to the enchanting, I fear, are really just going to encourage people to enchant and then exit without saving if they don't get an enchantment they like and try enchanting again. I think a blanket ban on the enchanting weapons and armor would be far more effective in making the game play tougher. You propose taking the crafting recipe for melon seeds out of the game for this difficulty level; but again that really won't do much since it's pretty easy to get melon seeds just by uprooting mature melon plants (just like wheat). Why not, say, take the crafting recipes for armor out of the game and make these die hards face the mobs without much in the way of protection instead? If the enchanting of armor and weapons is left in, then I would also change the rate at which XP is accumulated in this mode, so that it perhaps takes twice as many orbs to hit level 30 as it does in the other difficulty levels.
Similar to the food issue, I'm not convinced it really does that much to make things more difficult. I honestly can't remember when I got all but my very first coal above sea level (level 60) anyways. With a fortune enchanted pickaxe, ores are ridiculously ease to collect - even diamonds which are found only at the lowest levels. Once you go underground, it's really the easiest thing to stay underground (the 404 challenge taught me that). Forcing the player to move frequently between the underground and the surface, I think, makes the game tougher. What you're proposing is really just going to inhibit above-ground building.
Also, your proposed changes to the enchanting, I fear, are really just going to encourage people to enchant and then exit without saving if they don't get an enchantment they like and try enchanting again. I think a blanket ban on the enchanting weapons and armor would be far more effective in making the game play tougher. You propose taking the crafting recipe for melon seeds out of the game for this difficulty level; but again that really won't do much since it's pretty easy to get melon seeds just by uprooting mature melon plants (just like wheat). Why not, say, take the crafting recipes for armor out of the game and make these die hards face the mobs without much in the way of protection instead? If the enchanting of armor and weapons is left in, then I would also change the rate at which XP is accumulated in this mode, so that it perhaps takes twice as many orbs to hit level 30 as it does in the other difficulty levels.
We could be really evil and make enchanting save the game!
I think you're underestimating how easy would be to stay underground without the natural health regen, and being able to only use potion to recover health. Especially when you're getting started? I've been trying my best to emulate this by carefully keeping my food bar at 9 notches or less lately. It's pretty stressful. Even when you are well established, you can't exactly load up on heath potions go if you're not going to be able to stack food (Which I did decide that I liked that idea.)
I actually forgot about melon stems dropping seeds, I oughta propose that being removed for this game mode as well.
The reason I don't want to remove armor from the game is the same reason I don't want to remove enchanting: I don't think it's a good idea to limit players from enjoying all the core features of the game. My inspiration for that comes from the Super Hostile series by Vechs. Obviously we can't make an open ended world hard with random spawners everywhere and linear goal-oriented gameplay, but the idea is to make growing your equipment tiers harder without outright restricting you from them.
And likewise, not every proposed change to this mode has to be oriented toward making every second of existence and every cave expenditure as mind-numbingly hard as possible. The other goal that I'd like to come from this higher difficulty level is to make players utilize different strategies and think smart about how they can progress.
We could be really evil and make enchanting save the game!
I think you're underestimating how easy would be to stay underground without the natural health regen, and being able to only use potion to recover health. Especially when you're getting started? I've been trying my best to emulate this by carefully keeping my food bar at 9 notches or less lately. It's pretty stressful. Even when you are well established, you can't exactly load up on heath potions go if you're not going to be able to stack food (Which I did decide that I liked that idea.)
I actually forgot about melon stems dropping seeds, I oughta propose that being removed for this game mode as well.
The reason I don't want to remove armor from the game is the same reason I don't want to remove enchanting: I don't think it's a good idea to limit players from enjoying all the core features of the game. My inspiration for that comes from the Super Hostile series by Vechs. Obviously we can't make an open ended world hard with random spawners everywhere and linear goal-oriented gameplay, but the idea is to make growing your equipment tiers harder without outright restricting you from them.
And likewise, not every proposed change to this mode has to be oriented toward making every second of existence and every cave expenditure as mind-numbingly hard as possible. The other goal that I'd like to come from this higher difficulty level is to make players utilize different strategies and think smart about how they can progress.
... Doesn't sound like that to me. If you are trying to make a mode where players can enhance their strategical thinking, i believe you should make a practice mode in which is like this mode you described in this topic, but you are given options on how to continue, its like a cause and effect test, you basically learn from your mistakes. Then later on when you continue playing you have the choice to go on by your own. Then comes all the features of the mode you describe and all that. This is a better way to create this 't know mode i believe if you are trying to make players have more sense in strategies. You can't give out food if you receivers don't know how to eat. Just like everybody is born with the knowledge of eating, which means hat prior sentence is impossible, every gamer buys Minecraft with the knowledge of how to play, but they still need to take baby steps to fully know how to play, and this is what my version of your mode encourages. "Fast is fine, but accuracy is everything" as Wyatt Earp once said.
Lots of ideas that could make this "mode" even more terrifying.
Skeletons and Zombies shouldn't burn in daylight. If an Enderman comes into field of vision it should act like you actually stared at it.
Last stand mode because death seems inevitable, lul
The problem with those is that it's a bit cheap to just have all the mobs survive the daytime. The undeads that spawn on the PC version with helmets can't even survive daytime completely, because the burning damage is absorbed by the helmet until the helmet breaks. I do like the idea of getting mobs with random armor.
Maybe a mob could have a chance to spawn with potion effects. If one spawns with Fire Resist II, it would certainly last the day!
Endermen being insta-aggro'd is just completely cheap xD You'd essentially have to look toward the ground all the time.
Digging the spiders, though!
Keep yourself up to date with the Minecraft Forum rules!
Since staying alive is questionable in this mode and is also a false opportunity. Thank you!
This is true..
Daytime shouldn't be completely stressful, but it would be nice to introduce some dangers, or an incentive to night time to discourage skipping it.
Keep yourself up to date with the Minecraft Forum rules!
Bears, mountain lions that sometimes actually hunt people at day aswell.
Maybe more reliance on monster drops so you can't avoid them like you currently can.
Similar to the food issue, I'm not convinced it really does that much to make things more difficult. I honestly can't remember when I got all but my very first coal above sea level (level 60) anyways. With a fortune enchanted pickaxe, ores are ridiculously ease to collect - even diamonds which are found only at the lowest levels. Once you go underground, it's really the easiest thing to stay underground (the 404 challenge taught me that). Forcing the player to move frequently between the underground and the surface, I think, makes the game tougher. What you're proposing is really just going to inhibit above-ground building.
Also, your proposed changes to the enchanting, I fear, are really just going to encourage people to enchant and then exit without saving if they don't get an enchantment they like and try enchanting again. I think a blanket ban on the enchanting weapons and armor would be far more effective in making the game play tougher. You propose taking the crafting recipe for melon seeds out of the game for this difficulty level; but again that really won't do much since it's pretty easy to get melon seeds just by uprooting mature melon plants (just like wheat). Why not, say, take the crafting recipes for armor out of the game and make these die hards face the mobs without much in the way of protection instead? If the enchanting of armor and weapons is left in, then I would also change the rate at which XP is accumulated in this mode, so that it perhaps takes twice as many orbs to hit level 30 as it does in the other difficulty levels.
We could be really evil and make enchanting save the game!
I think you're underestimating how easy would be to stay underground without the natural health regen, and being able to only use potion to recover health. Especially when you're getting started? I've been trying my best to emulate this by carefully keeping my food bar at 9 notches or less lately. It's pretty stressful. Even when you are well established, you can't exactly load up on heath potions go if you're not going to be able to stack food (Which I did decide that I liked that idea.)
I actually forgot about melon stems dropping seeds, I oughta propose that being removed for this game mode as well.
The reason I don't want to remove armor from the game is the same reason I don't want to remove enchanting: I don't think it's a good idea to limit players from enjoying all the core features of the game. My inspiration for that comes from the Super Hostile series by Vechs. Obviously we can't make an open ended world hard with random spawners everywhere and linear goal-oriented gameplay, but the idea is to make growing your equipment tiers harder without outright restricting you from them.
And likewise, not every proposed change to this mode has to be oriented toward making every second of existence and every cave expenditure as mind-numbingly hard as possible. The other goal that I'd like to come from this higher difficulty level is to make players utilize different strategies and think smart about how they can progress.
Keep yourself up to date with the Minecraft Forum rules!