First of this is just a suggestion mainly about improving a part of the difficulty. Basically you all should know how hostile mobs spawn. That is mentioned in the wiki.
Now what I am suggesting is to adjust the lighting at which mobs spawn in for each difficulty. This would effectively increase/decrease the spawn for hostile mobs in the overworld. The way that it would work is rather simple, it gives more places a mob could spawn. The lighting is important for most mob grinders and such that are based on natural spawning. It is this that makes me think that why not set it different for each difficulty.
Easy: 6 or less (maybe 5 or less, which would be pushing it)
Normal: 7 or less (The same as it is now)
Hard: 9 or less (Maybe 8 or less)
That is basically the suggestion. I know this may end up making the mob grinder concept even more effective, but you have to build it first. Plus those new to the game would have a chance to experience a reduction in the spawning on easy or have even more spawn on hard.
I don't know if this is a good or bad idea, but a feasible one to add to what the difficulty setting means. As right now there is not much difference between them beyond damage of some kind, which is the reason I am looking for other ways to make the difficulty setting more pliable...:D
Feel free to add, discuss or comment on the idea, just keep it civil please.:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
An interesting idea, indeed.
With the mob caps, this probably wouldn't make a big difference, though.
It'd probably end up with stuff spawning in houses and really annoying players who use Hard. =\
Changing the light level at which they spawn would change almost nothing.
The only thing that would be affected would be areas lit by torches. Since torches are a light level of 9, that means hostile mobs would be able to spawn in places lit by torches. So if that is your primary form of lighting, then you wouldn't be able to play hard because hostile mobs would spawn in every structure you make unless you somehow mass produce glowstone or pumpkins.
That doesn't sound like all that enticing of a feature.
Changing the light level at which they spawn would change almost nothing.
The only thing that would be affected would be areas lit by torches. Since torches are a light level of 9, that means hostile mobs would be able to spawn in places lit by torches. So if that is your primary form of lighting, then you wouldn't be able to play hard because hostile mobs would spawn in every structure you make unless you somehow mass produce glowstone or pumpkins.
That doesn't sound like all that enticing of a feature.
torches are light level 14...
So what you said makes no sense...O_o
Right Now that would mean torches closer together, by like 1 or 2 spaces..
An interesting idea, indeed.
With the mob caps, this probably wouldn't make a big difference, though.
It'd probably end up with stuff spawning in houses and really annoying players who use Hard. =\
Well this is just one of many ideas to push the difficulties to what they probably should be. Step by step making the difficulties more and more easy/hard. Sure it would annoying a percentage of the people whom play on hard, but there is not much difference to play on hard for it being hard. This is just one small step of course, at least for the other ideas I have in mind to go along with them soon as I figure on how to go about the others.
It just makes sense to make more reason to make hard more challenging and easy less of a challenge.
Thank you for the input so far...:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Forgot that. I was thinking of Redstone Torches light level for some reason.
yeah it happens...lol even though the redstone torch is not really a light source it gives off some sort of light, like a few other things in game, albeit low lighting...Usually only 1 or 2 light though for those. Eception is like you said the redstone torch which is a bit more than the non-standard light sources.
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
You can't mass produce glowstone but you can make pumpkin farms and use bone meal on the plant itself to get it fully grown and then it will barely take any time at all to grow the pumpkin.You only need one pumpkin to start an entire farm.
On the PC now, glowstone can be mass produced. Witches have a chance to drop 0-6 glowstone upon death. Meaning glowstone is no longer limited. Although, this is the 360, and I doubt witches will ever make it to the game, considering 4J's plan to branch off into other things after 1.2.3 (IIRC).
Actually come to think of it, I think you can mass produce glowstone. On the xbox they did add blazes... And for the xbox 4J added that they drop glowstone dust.... Or is that in the next update? I could have sworn they added in the last major one that they drop from that mob. So it is a reality to make a blaze farm and "mass produce"
Witches are nice on the pc edition, but I am kinda glad that they added the blaze drop for them...:D Unsure if we will ever get witches. Wouldn't bother me either way. Although getting the difficulties to be what they should be is really more important than that in my opinion..
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Actually come to think of it, I think you can mass produce glowstone.
You can indeed.
I've seen a farm that outputs a stack of dust very quickly.
Of course, in SSP, I have 7 stacks of Glowstone that came from rooftops, so I never really needed to mass produce...
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Stay fluffy~
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Now what I am suggesting is to adjust the lighting at which mobs spawn in for each difficulty. This would effectively increase/decrease the spawn for hostile mobs in the overworld. The way that it would work is rather simple, it gives more places a mob could spawn. The lighting is important for most mob grinders and such that are based on natural spawning. It is this that makes me think that why not set it different for each difficulty.
Easy: 6 or less (maybe 5 or less, which would be pushing it)
Normal: 7 or less (The same as it is now)
Hard: 9 or less (Maybe 8 or less)
That is basically the suggestion. I know this may end up making the mob grinder concept even more effective, but you have to build it first. Plus those new to the game would have a chance to experience a reduction in the spawning on easy or have even more spawn on hard.
I don't know if this is a good or bad idea, but a feasible one to add to what the difficulty setting means. As right now there is not much difference between them beyond damage of some kind, which is the reason I am looking for other ways to make the difficulty setting more pliable...:D
Feel free to add, discuss or comment on the idea, just keep it civil please.:D
With the mob caps, this probably wouldn't make a big difference, though.
It'd probably end up with stuff spawning in houses and really annoying players who use Hard. =\
Stay fluffy~
The only thing that would be affected would be areas lit by torches. Since torches are a light level of 9, that means hostile mobs would be able to spawn in places lit by torches. So if that is your primary form of lighting, then you wouldn't be able to play hard because hostile mobs would spawn in every structure you make unless you somehow mass produce glowstone or pumpkins.
That doesn't sound like all that enticing of a feature.
torches are light level 14...
So what you said makes no sense...O_o
Right Now that would mean torches closer together, by like 1 or 2 spaces..
the rest of the light sources are 15.
Well this is just one of many ideas to push the difficulties to what they probably should be. Step by step making the difficulties more and more easy/hard. Sure it would annoying a percentage of the people whom play on hard, but there is not much difference to play on hard for it being hard. This is just one small step of course, at least for the other ideas I have in mind to go along with them soon as I figure on how to go about the others.
It just makes sense to make more reason to make hard more challenging and easy less of a challenge.
Thank you for the input so far...:D
yeah it happens...lol even though the redstone torch is not really a light source it gives off some sort of light, like a few other things in game, albeit low lighting...Usually only 1 or 2 light though for those. Eception is like you said the redstone torch which is a bit more than the non-standard light sources.
On the PC now, glowstone can be mass produced. Witches have a chance to drop 0-6 glowstone upon death. Meaning glowstone is no longer limited. Although, this is the 360, and I doubt witches will ever make it to the game, considering 4J's plan to branch off into other things after 1.2.3 (IIRC).
Witches are nice on the pc edition, but I am kinda glad that they added the blaze drop for them...:D Unsure if we will ever get witches. Wouldn't bother me either way. Although getting the difficulties to be what they should be is really more important than that in my opinion..
You can indeed.
I've seen a farm that outputs a stack of dust very quickly.
Of course, in SSP, I have 7 stacks of Glowstone that came from rooftops, so I never really needed to mass produce...
Stay fluffy~