... 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.
This mode isn't made for players to enhance their strategical thinking. The general ideas behind this difficulty level is that a.) you already need to know tricks and strategies to stay alive, and b.) You have to work harder under a higher risk to establish yourself and grow.
I also don't understand what you mean by "every gamer buys Minecraft with the knowledge how to play?" I don't know many people who buy a game already having a basic idea of how everything works.
This mode isn't made for players to enhance their strategical thinking. The general ideas behind this difficulty level is that a.) you already need to know tricks and strategies to stay alive, and b.) You have to work harder under a higher risk to establish yourself and grow.
I also don't understand what you mean by "every gamer buys Minecraft with the knowledge how to play?" I don't know many people who buy a game already having a basic idea of how everything works.
You can't buy a game if you don't know how to play. Basically im saying you can't buy a game without some prior knowledge of it. Like say you buy a game because your friend says it's a good game, you don't just buy the game because it looks cool, you buy it if you read about it or someone recommends it to you. Ifs like a book, most people don't read it because of the "cool" title you read it because someone said it was good or your read the description on the back.
You can't buy a game if you don't know how to play. Basically im saying you can't buy a game without some prior knowledge of it. Like say you buy a game because your friend says it's a good game, you don't just buy the game because it looks cool, you buy it if you read about it or someone recommends it to you. Ifs like a book, most people don't read it because of the "cool" title you read it because someone said it was good or your read the description on the back.
I really don't see what any of this has to do with this suggestion, though.
Just give it up... Knowing all the young kids who play Minecraft they will probably think the word impregnable has something to do with being pregnant.. Love the idea of the new game mode by the way, you have my support!
Just give it up... Knowing all the young kids who play Minecraft they will probably think the word impregnable has something to do with being pregnant.. Love the idea of the new game mode by the way, you have my support!
Just give it up... Knowing all the young kids who play Minecraft they will probably think the word impregnable has something to do with being pregnant.. Love the idea of the new game mode by the way, you have my support!
while I my self liked playing hardcore, I hate the one life thing.
The one life thing you call, is the whole point of hardcore and do you Have Minecraft PC because Hardcore hasn't been implemented in XBLA Minecraft, i hope you know that right?
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 don't think so... you're forgetting that I play a lot of survival island seeds where there really aren't much in the way of ores near the surface in many parts of the map anyways and the upper levels of the underground tend to have A LOT of water flooding down on your head. A shortage of animals means that food is often in very short supply and the food bar is often below the regen mark also... and you start out with just a single tree and a couple of wheat seeds.
I actually forgot about melon stems dropping seeds, I oughta propose that being removed for this game mode as well.
Without stackable food, the inclination to mass produce melons will probably diminish anyway. Bread (which you declared as useless) would be at least better than melons in an environment where you couldn't stack them. The only food I have ever brought mining with me in a stack larger than 16 is melons. Usually I'm making do with 6 or so bread (on survival island) or 2 or 3 steaks (not survival island).
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.
However, once enchanted armor is obtained, the game gets really easy for almost everyone - even if you have to go deeper to mine ores. Removing enchanted armor is not removing enchanting. Diddling around with what enchantments can combine with others (as you proposed) in just one dfficulty level of the game is really tedious programming.. and would not do enough to separate this mode from the others, IMO. It would really just encourage more the "exit with saving" behavior in order to get bragging rights to doing something harder without it actually being too much harder than the other modes. If you really want enchanted armor to stay, then I think XP should be at least 2X as hard to accumulate. Programming the mode to require twice as many orbs to go from level to level would be far easier than diddling about with limiting protection enchants with other enchants, etc.
I have an idea of support. They should add a bunch of tougher hostile mobs that only spawn on this difficulty, and this difficulty, make the mob damage stay the same, but make there be more mobs. Make it so you go outside and get blown away by how many monsters are out there.
I have an idea of support. They should add a bunch of tougher hostile mobs that only spawn on this difficulty, and this difficulty, make the mob damage stay the same, but make there be more mobs. Make it so you go outside and get blown away by how many monsters are out there.
Like a zombie siege.
The zombies in PC track you from much further it really adds to the game and makes zombies unique.
If thet did this on Xbox aswell it would be good because it makes the game harder.
Breaking down doors is needed.
Better pathing.
New mobs is extreme work for a single mode that will be too hard to find enjoyable for a majority of people.
Zombies with armour also makes it harder, especially when they have a weapon aswell.
But why leave it at zombies? Skeletons have the base humanoid structure they can have armour aswell.
Another thing I would wanna see is craftier endermen that can teleport through walls so you're nearly never safe.
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I put my shirt on one leg at a time, just like everybody else.
Like a zombie siege.
The zombies in PC track you from much further it really adds to the game and makes zombies unique.
If thet did this on Xbox aswell it would be good because it makes the game harder.
Breaking down doors is needed.
Better pathing.
New mobs is extreme work for a single mode that will be too hard to find enjoyable for a majority of people.
Zombies with armour also makes it harder, especially when they have a weapon aswell.
But why leave it at zombies? Skeletons have the base humanoid structure they can have armour aswell.
Another thing I would wanna see is craftier endermen that can teleport through walls so you're nearly never safe.
I agree, new mobs for just one mode is a hard sell, but increasing the spawn rates is certainly doable. Zombie sieges are pretty much a given for hard and hardcore as well as further improvements to the mob AIs. Adding periodic seiges for the other mobs in the upper difficulty levels is a great idea.
However, endermen already can teleport through walls. They appear inside my house all the time and leave by teleporting outside... and come back in, etc. They also use this to teleport in and out of caves and assorted underground rooms. You just need to make sure the roof is high enough off the floor and that there is enough open floor space (i.e. spots not reduced in height because of furniture).
This mode isn't made for players to enhance their strategical thinking. The general ideas behind this difficulty level is that a.) you already need to know tricks and strategies to stay alive, and b.) You have to work harder under a higher risk to establish yourself and grow.
I also don't understand what you mean by "every gamer buys Minecraft with the knowledge how to play?" I don't know many people who buy a game already having a basic idea of how everything works.
Keep yourself up to date with the Minecraft Forum rules!
I really don't see what any of this has to do with this suggestion, though.
Keep yourself up to date with the Minecraft Forum rules!
http://www.merriam-webster.com/dictionary/apocrypha
It doesn't really fit.
Keep yourself up to date with the Minecraft Forum rules!
Preferably that it suggests difficulty.
Keep yourself up to date with the Minecraft Forum rules!
Perpetual does not suggest difficulty, no. It just suggests that it goes on forever. which is a good description for any of the game modes.
Keep yourself up to date with the Minecraft Forum rules!
Death mode?
I would absolutely love for that to be brought in - in all difficulty levels.
I don't think so... you're forgetting that I play a lot of survival island seeds where there really aren't much in the way of ores near the surface in many parts of the map anyways and the upper levels of the underground tend to have A LOT of water flooding down on your head. A shortage of animals means that food is often in very short supply and the food bar is often below the regen mark also... and you start out with just a single tree and a couple of wheat seeds.
Without stackable food, the inclination to mass produce melons will probably diminish anyway. Bread (which you declared as useless) would be at least better than melons in an environment where you couldn't stack them. The only food I have ever brought mining with me in a stack larger than 16 is melons. Usually I'm making do with 6 or so bread (on survival island) or 2 or 3 steaks (not survival island).
However, once enchanted armor is obtained, the game gets really easy for almost everyone - even if you have to go deeper to mine ores. Removing enchanted armor is not removing enchanting. Diddling around with what enchantments can combine with others (as you proposed) in just one dfficulty level of the game is really tedious programming.. and would not do enough to separate this mode from the others, IMO. It would really just encourage more the "exit with saving" behavior in order to get bragging rights to doing something harder without it actually being too much harder than the other modes. If you really want enchanted armor to stay, then I think XP should be at least 2X as hard to accumulate. Programming the mode to require twice as many orbs to go from level to level would be far easier than diddling about with limiting protection enchants with other enchants, etc.
Like a zombie siege.
The zombies in PC track you from much further it really adds to the game and makes zombies unique.
If thet did this on Xbox aswell it would be good because it makes the game harder.
Breaking down doors is needed.
Better pathing.
New mobs is extreme work for a single mode that will be too hard to find enjoyable for a majority of people.
Zombies with armour also makes it harder, especially when they have a weapon aswell.
But why leave it at zombies? Skeletons have the base humanoid structure they can have armour aswell.
Another thing I would wanna see is craftier endermen that can teleport through walls so you're nearly never safe.
I agree, new mobs for just one mode is a hard sell, but increasing the spawn rates is certainly doable. Zombie sieges are pretty much a given for hard and hardcore as well as further improvements to the mob AIs. Adding periodic seiges for the other mobs in the upper difficulty levels is a great idea.
However, endermen already can teleport through walls. They appear inside my house all the time and leave by teleporting outside... and come back in, etc. They also use this to teleport in and out of caves and assorted underground rooms. You just need to make sure the roof is high enough off the floor and that there is enough open floor space (i.e. spots not reduced in height because of furniture).