This is my idea of a difficulty that gets progressively harder as you go on. The more ore you mine, the more mobs you kill, the harder it is going to get. Like first, it starts like easy. The mobs don't do much to you. Then after a while, it will progress to like normal. Then after a while, it turns into hard, where the mobs do more damage and they are smarter. Then they start spawning with higher quality stuff. Then you get skeletons with swords and armor, and new zombies that can hulk smash you, a hit animation similar to the iron golem, but downwards smash, looking like a hulk smash. The hulk smash should break blocks. Endermen would now spawn with more arms, and now not only pick up more blocks, but now throw them as an attack pattern. Then dragons should spawn every once in a while that can breathe fire. Then the mobs should take less damage from fire. If you make it the whole way without without dying, there should be a 100 point achievement for doing it.
The PC has this now so I don't see why we shouldn't have it.
actually not really...NOW the pc has it where you start out in pretty much above normal, so the new people might get frustrated before long, and then progresses in a different way; which they call regional difficulty. Of course it is similar but that doesn't have easy, there is no such thing at the moment...
What this topic is about, judging from the post is something that actually starts out in easy but gradually gets harder. Similar concept but so far since the only thing that is different between the difficulties in both versions there really is no difficulty... So until this is changed to better separate the difficulties, we don't really have much option in that respects.
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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.
The Elder Scrolls IV: Oblivion had a similar level-up system.
Basically, as the player becomes stronger so do the enemies they faced. It really had to do with the base value of that character's level. Over time, a player would take on more challenging opponents, depending on their level at the time this would determine the difficulty of the game. Their were monsters and NPC's that would gradually stay around the same strength as the player. Now, some enemies wouldn't appear till you would hit a certain level tier. From their, you would continue to battle these new adversaries for a time. In each catergory, some would continue to appear in the world no matter what. The reason was they were considered the strongest in that class, so the chances of running into them would be more often.(And more of them if not careful...) If you played the game long enough, some opponents will become easier as time goes by. Now as said previously, certain enemies will always level up with you. The reason was to make sure the player always fought against a strong opponent, so that the game will evolve with the player and continue to "challenge" him or her.
When it comes to a game like Minecraft, I'm not so certain it could be implemented. The only "levels" considered in the game is all about enchanting and not the overall strength of the player. The way you proposed the game to recognize the "level" of the player, seems a bit off. Amount of ores mined for example... It may require a more complicated system to judge the "proper" level of a player.
Besides the fact it would be pretty cool, Minecraft is more along the lines of a "building your own world" game than something like an actual RPG. The additions of survival is a nice touch already, with some improvements needed I'm sure. Respectfully, I really don't think it could be possible...
This is my idea of a difficulty that gets progressively harder as you go on. The more ore you mine, the more mobs you kill, the harder it is going to get. Like first, it starts like easy. The mobs don't do much to you. Then after a while, it will progress to like normal. Then after a while, it turns into hard, where the mobs do more damage and they are smarter.
This part is cool, and I'm alright with it though I wouldn't use it. The idea has been played around with by several developers in other games, and I believe it's called "Adaptive Difficulty", where in most cases the game simply increases difficulty in accordance with time spent in game. There have been some cases where the game's AI actually "learns" from the player's action and tailors its own responses accordingly.
Then they start spawning with higher quality stuff. Then you get skeletons with swords and armor, and new zombies that can hulk smash you, a hit animation similar to the iron golem, but downwards smash, looking like a hulk smash. The hulk smash should break blocks. Endermen would now spawn with more arms, and now not only pick up more blocks, but now throw them as an attack pattern. Then dragons should spawn every once in a while that can breathe fire. Then the mobs should take less damage from fire. If you make it the whole way without without dying, there should be a 100 point achievement for doing it.
This is the part where my palm impacts my face with force. No. In fact, I would go so far as to say that this section pretty much ruins your whole suggestion. You would be better off just removing it.
This part is cool, and I'm alright with it though I wouldn't use it. The idea has been played around with by several developers in other games, and I believe it's called "Adaptive Difficulty", where in most cases the game simply increases difficulty in accordance with time spent in game. There have been some cases where the game's AI actually "learns" from the player's action and tailors its own responses accordingly.
This is the part where my palm impacts my face with force. No. In fact, I would go so far as to say that this section pretty much ruins your whole suggestion. You would be better off just removing it.
I was gonna say something like this but then you took the words right out of my mouth.
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llamaglama, dunklestein and burningleaf777 are friends at school. Sometimes we all use the school computers. Please don't ban us for alt accounts.
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Stay fluffy~
actually not really...NOW the pc has it where you start out in pretty much above normal, so the new people might get frustrated before long, and then progresses in a different way; which they call regional difficulty. Of course it is similar but that doesn't have easy, there is no such thing at the moment...
What this topic is about, judging from the post is something that actually starts out in easy but gradually gets harder. Similar concept but so far since the only thing that is different between the difficulties in both versions there really is no difficulty... So until this is changed to better separate the difficulties, we don't really have much option in that respects.
Basically, as the player becomes stronger so do the enemies they faced. It really had to do with the base value of that character's level. Over time, a player would take on more challenging opponents, depending on their level at the time this would determine the difficulty of the game. Their were monsters and NPC's that would gradually stay around the same strength as the player. Now, some enemies wouldn't appear till you would hit a certain level tier. From their, you would continue to battle these new adversaries for a time. In each catergory, some would continue to appear in the world no matter what. The reason was they were considered the strongest in that class, so the chances of running into them would be more often.(And more of them if not careful...) If you played the game long enough, some opponents will become easier as time goes by. Now as said previously, certain enemies will always level up with you. The reason was to make sure the player always fought against a strong opponent, so that the game will evolve with the player and continue to "challenge" him or her.
When it comes to a game like Minecraft, I'm not so certain it could be implemented. The only "levels" considered in the game is all about enchanting and not the overall strength of the player. The way you proposed the game to recognize the "level" of the player, seems a bit off. Amount of ores mined for example... It may require a more complicated system to judge the "proper" level of a player.
Besides the fact it would be pretty cool, Minecraft is more along the lines of a "building your own world" game than something like an actual RPG. The additions of survival is a nice touch already, with some improvements needed I'm sure. Respectfully, I really don't think it could be possible...
This part is cool, and I'm alright with it though I wouldn't use it. The idea has been played around with by several developers in other games, and I believe it's called "Adaptive Difficulty", where in most cases the game simply increases difficulty in accordance with time spent in game. There have been some cases where the game's AI actually "learns" from the player's action and tailors its own responses accordingly.
This is the part where my palm impacts my face with force. No. In fact, I would go so far as to say that this section pretty much ruins your whole suggestion. You would be better off just removing it.
I was gonna say something like this but then you took the words right out of my mouth.