Hi, I've played games for many years. I have memories of playing the original Doom games, for instance.
To start with, the only 3 aggressive mobs I really agree with are the zombies, skeletons and spiders. Creepers I never liked, because sometimes you get killed out of nowhere. Endermen, I don't know why they are even in the game, they feel like they were tacked on. Zombie babies are too fast and annoying. Half of the new mobs are just random to me.
Now, what should be added. For one, aggressive cave bats. Next, more dangerous mobs that spawn deep in the caves. A simple example is a buffed zombie. I'm not sure what they should look like. They shouldn't have any special attacks, like the endermen or anything. They should just have a stronger attack and more hit points.
To me, the ideal game is more of a dungeon crawler, where there is real progression, and increasing danger, as you get deeper into a cave, The reward is diamonds, The resources found underground are then used to better your house/mansion at the surface.
Buffed zombies already exist in the form of zombies wearing armor and wielding weapons (perhaps they should be better? My own "alternate timeline mod, e.g. if the game had been updated past 1.6.4 in a way that is more in line with my ideals; such mods are quite popular for older versions, mostly Beta 1.7.3; greatly increases the chance of mobs with armor, the quality of armor (diamond is about as common as iron in vanilla and a higher tier can also be worn, they also have more weapons, and there is no general "armor penetration that massively nerfed armor since 1.9; a zombie in amethyst armor has the equivalent of 167 health (the same armor only gives players 60 HP, while diamond in vanilla is 100 for either, since 1.9 this depends on the strength of an attack).
A percentage of zombies are also "leader" zombies, with additional health (though the game doesn't actually give them more health, only more max health, a bug which I fixed so very long ago but Mojang just shrugs and says "not important"). Not kidding (the "affects version" only goes back to the first report, leader zombies were added in 1.6 (7/2013), which also has this bug):
The classic "one line fix" (a majority of bugs are this simple to fix); if this were fixed they would have 2-5 times more health as "operation 2" means to multiply the base by (value + 1):
this.getEntityAttribute(SharedMonsterAttributes.maxHealth).applyModifier(new AttributeModifier("Leader zombie bonus", this.rand.nextDouble() * 3.0D + 1.0D, 2));
this.setHealth(this.getMaxHealth()); // this line
(so why even have them in the game at all? Yes, they do also have a higher chance of reinforcements but that only makes much of a difference if you try punching them to death)
Also, the entire concept of "regional difficulty" is anything but - it greatly reduces the chances of most effects unless you stay in the same area for a long time (up to 50 hours and/or during a full moon); I also replaced this with a system that only depends on the time spent in a world so it eventually reaches a maximum, and allow all effects to occur on all difficulties (since 1.8 regional difficulty also has no effect on Easy; try playing 1.6.4 and spawn a bunch of zombies on Easy - you'll see some with armor and stuff, but this will never happen since 1.8, no matter how long you stay in an area - this is because 1.8 changed how the factor is scaled, instead of just going from 0-1 it is scaled from 2-4 to 0-1, meaning it must reach at least 2 to have an effect).
I disagree that more mobs / mob variants are unnecessary, baby zombies move much faster, giving more balance to the ability to sprint (a lot of old players think sprinting ruined the game because among other things you can more easily escape from mobs) - I even added baby skeletons with the same attributes (including not burning in the sun, as baby zombies used to not) - I've also added many more variants of mobs because seeing the same few mobs all the time gets less interesting, though a lot of the new mobs (e.g. husks and strays) can't spawn in caves for some reason, I also added naturally spawning "cave" spiders, endermites (rather pointless when they only spawn from thrown ender pearls, and where you teleported from so you can easily never see them), and silverfish, plus the rare giant zombie (a very old mob which apparently never naturally spawned), plus the odd killer rabbit (another pointless addition as they removed it from natural spawning before 1.8 was released).
Creepers? If they are one-shotting you you need better armor, but I again blame 1.9 for its "armor penetration":
Their solution? Nerfing explosion damage just enough so you barely survive a direct hit in full Protection IV diamond armor on Hard (assuming you have full health and take no other damage, e.g. falling). My solution was to nerf the damage dealt by creepers, from 49 to 36 (modern is 43), to offset a reduction in general player armor protection (from 80% to 66.7%), either way, enchantments further reduce the damage - I regularly take only 1-2 hearts even as I also made creepers keep moving while counting down (the worst-case damage on Normal is 36, reduced to 12 in unenchanted armor; with Protection IV this is reduced by another 60% for a total of 4.8 or 2.4 hearts. I actually wear a bit less, as low as 56.7% base, 76.2% total if not wearing a helmet from mob drops, as I nearly always do (at least in older versions mobs can be baited to pick up items and the ones they drop, with a higher chance than if they drop them on death, have full durability, greatly the average durability of drops), or 8.6 damage).
Creepers are a really unique mob in my opinion, and they add a good bit of fear to exploring in my opinion, due to how strong they are. Them dropping out of nowhere makes them a dangerous threat, which I think is good. And they aren't hard to deal with, either bait their explosions, use shields, have really strong armor, which isn't that hard to get, or kill them with bows. Endermen are in the game to progress to the end. That shouldn't have to be said. Baby zombies are annoying but dangerous that add variation to a mob that gets stale.
Aggressive cave bats sound cool, until you try and kill a regular bat and find it's an unenjoyable task. Now I really like your idea for harder mobs the deeper you go in a world. I think if mobs spawned with more powerful armor the deeper you went would be super cool, so not exactly what you said, but kind of close.
I don't mind creepers, but part of that is because I'm used to them. They are an awareness check and punish players who rush carelessly into dark areas. If anything, the game needs that due to how rash players are early game and how overpowered players can get late game. Enchantments/shields largely neutralize them anyway.
Enderman, on the other hand, I mildly dislike. Unlike creepers, who (usually) only explode because of player involvement, enderman grief the landscape simply by existing.
I think having (separate) game rules for just creeper and enderman greifing would quell all complaints about them.
I would probably not like hostile bats. The passive ones can be annoying enough (they always seem to come between me and a target) but I don't mind them existing since they are relatively rare. Most players do not seem to like the faster moving and smaller mobs (baby zombies, etc.) or the flying mobs (phantoms) and bats are both. Bats are also very erratic in movement, although hostile ones would probably come towards you more predictably. They would basically be a persistent projectile (arrows) knocking you around and doing chip damage while being hard to see and hit. Skeletons sort of already serve that purpose, and the reason they work is because you have a shield, and can either close the distance and use a sword, or fight back with your own bow. Both of these would be far more frustrating against a mostly redundant, more annoying mob serving the same role that skeletons and their arrows do.
At least, that's how I see it.
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"'Tis foolishness! If all were so easy, why, none would suffer in this world!"
I would probably not like hostile bats. The passive ones can be annoying enough (they always seem to come between me and a target) but I don't mind them existing since they are relatively rare. Most players do not seem to like the faster moving and smaller mobs (baby zombies, etc.) or the flying mobs (phantoms) and bats are both. Bats are also very erratic in movement, although hostile ones would probably come towards you more predictably. They would basically be a persistent projectile (arrows) knocking you around and doing chip damage while being hard to see and hit. Skeletons sort of already serve that purpose, and the reason they work is because you have a shield, and can either close the distance and use a sword, or fight back with your own bow. Both of these would be far more frustrating against a mostly redundant, more annoying mob serving the same role that skeletons and their arrows do.
This reminds me - I actually did add hostile bats, in a way; when I implemented the biome in this suggestion I made vampires summon bats which target the player's head, not dealing any damage, just being annoying and becoming passive once the vampire is killed (the suggestion had vampires turn into bats so they could reach the player). It is also much easier to hit them when they are targeting you instead of randomly flying around.
Hi, I've played games for many years. I have memories of playing the original Doom games, for instance.
To start with, the only 3 aggressive mobs I really agree with are the zombies, skeletons and spiders. Creepers I never liked, because sometimes you get killed out of nowhere. Endermen, I don't know why they are even in the game, they feel like they were tacked on. Zombie babies are too fast and annoying. Half of the new mobs are just random to me.
Now, what should be added. For one, aggressive cave bats. Next, more dangerous mobs that spawn deep in the caves. A simple example is a buffed zombie. I'm not sure what they should look like. They shouldn't have any special attacks, like the endermen or anything. They should just have a stronger attack and more hit points.
To me, the ideal game is more of a dungeon crawler, where there is real progression, and increasing danger, as you get deeper into a cave, The reward is diamonds, The resources found underground are then used to better your house/mansion at the surface.
Thanks for reading.
Buffed zombies already exist in the form of zombies wearing armor and wielding weapons (perhaps they should be better? My own "alternate timeline mod, e.g. if the game had been updated past 1.6.4 in a way that is more in line with my ideals; such mods are quite popular for older versions, mostly Beta 1.7.3; greatly increases the chance of mobs with armor, the quality of armor (diamond is about as common as iron in vanilla and a higher tier can also be worn, they also have more weapons, and there is no general "armor penetration that massively nerfed armor since 1.9; a zombie in amethyst armor has the equivalent of 167 health (the same armor only gives players 60 HP, while diamond in vanilla is 100 for either, since 1.9 this depends on the strength of an attack).
A percentage of zombies are also "leader" zombies, with additional health (though the game doesn't actually give them more health, only more max health, a bug which I fixed so very long ago but Mojang just shrugs and says "not important"). Not kidding (the "affects version" only goes back to the first report, leader zombies were added in 1.6 (7/2013), which also has this bug):
MC-219981 If zombies spawned with max health over 20 (leader zombie bonus), they will have 20 health instead of their max health
The classic "one line fix" (a majority of bugs are this simple to fix); if this were fixed they would have 2-5 times more health as "operation 2" means to multiply the base by (value + 1):
this.getEntityAttribute(SharedMonsterAttributes.maxHealth).applyModifier(new AttributeModifier("Leader zombie bonus", this.rand.nextDouble() * 3.0D + 1.0D, 2)); this.setHealth(this.getMaxHealth()); // this line(so why even have them in the game at all? Yes, they do also have a higher chance of reinforcements but that only makes much of a difference if you try punching them to death)
Also, the entire concept of "regional difficulty" is anything but - it greatly reduces the chances of most effects unless you stay in the same area for a long time (up to 50 hours and/or during a full moon); I also replaced this with a system that only depends on the time spent in a world so it eventually reaches a maximum, and allow all effects to occur on all difficulties (since 1.8 regional difficulty also has no effect on Easy; try playing 1.6.4 and spawn a bunch of zombies on Easy - you'll see some with armor and stuff, but this will never happen since 1.8, no matter how long you stay in an area - this is because 1.8 changed how the factor is scaled, instead of just going from 0-1 it is scaled from 2-4 to 0-1, meaning it must reach at least 2 to have an effect).
I disagree that more mobs / mob variants are unnecessary, baby zombies move much faster, giving more balance to the ability to sprint (a lot of old players think sprinting ruined the game because among other things you can more easily escape from mobs) - I even added baby skeletons with the same attributes (including not burning in the sun, as baby zombies used to not) - I've also added many more variants of mobs because seeing the same few mobs all the time gets less interesting, though a lot of the new mobs (e.g. husks and strays) can't spawn in caves for some reason, I also added naturally spawning "cave" spiders, endermites (rather pointless when they only spawn from thrown ender pearls, and where you teleported from so you can easily never see them), and silverfish, plus the rare giant zombie (a very old mob which apparently never naturally spawned), plus the odd killer rabbit (another pointless addition as they removed it from natural spawning before 1.8 was released).
Creepers? If they are one-shotting you you need better armor, but I again blame 1.9 for its "armor penetration":
MC-87894 Creeper damage disproportionate
Their solution? Nerfing explosion damage just enough so you barely survive a direct hit in full Protection IV diamond armor on Hard (assuming you have full health and take no other damage, e.g. falling). My solution was to nerf the damage dealt by creepers, from 49 to 36 (modern is 43), to offset a reduction in general player armor protection (from 80% to 66.7%), either way, enchantments further reduce the damage - I regularly take only 1-2 hearts even as I also made creepers keep moving while counting down (the worst-case damage on Normal is 36, reduced to 12 in unenchanted armor; with Protection IV this is reduced by another 60% for a total of 4.8 or 2.4 hearts. I actually wear a bit less, as low as 56.7% base, 76.2% total if not wearing a helmet from mob drops, as I nearly always do (at least in older versions mobs can be baited to pick up items and the ones they drop, with a higher chance than if they drop them on death, have full durability, greatly the average durability of drops), or 8.6 damage).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Creepers are a really unique mob in my opinion, and they add a good bit of fear to exploring in my opinion, due to how strong they are. Them dropping out of nowhere makes them a dangerous threat, which I think is good. And they aren't hard to deal with, either bait their explosions, use shields, have really strong armor, which isn't that hard to get, or kill them with bows. Endermen are in the game to progress to the end. That shouldn't have to be said. Baby zombies are annoying but dangerous that add variation to a mob that gets stale.
Aggressive cave bats sound cool, until you try and kill a regular bat and find it's an unenjoyable task. Now I really like your idea for harder mobs the deeper you go in a world. I think if mobs spawned with more powerful armor the deeper you went would be super cool, so not exactly what you said, but kind of close.
I don't mind creepers, but part of that is because I'm used to them. They are an awareness check and punish players who rush carelessly into dark areas. If anything, the game needs that due to how rash players are early game and how overpowered players can get late game. Enchantments/shields largely neutralize them anyway.
Enderman, on the other hand, I mildly dislike. Unlike creepers, who (usually) only explode because of player involvement, enderman grief the landscape simply by existing.
I think having (separate) game rules for just creeper and enderman greifing would quell all complaints about them.
I would probably not like hostile bats. The passive ones can be annoying enough (they always seem to come between me and a target) but I don't mind them existing since they are relatively rare. Most players do not seem to like the faster moving and smaller mobs (baby zombies, etc.) or the flying mobs (phantoms) and bats are both. Bats are also very erratic in movement, although hostile ones would probably come towards you more predictably. They would basically be a persistent projectile (arrows) knocking you around and doing chip damage while being hard to see and hit. Skeletons sort of already serve that purpose, and the reason they work is because you have a shield, and can either close the distance and use a sword, or fight back with your own bow. Both of these would be far more frustrating against a mostly redundant, more annoying mob serving the same role that skeletons and their arrows do.
At least, that's how I see it.
"'Tis foolishness! If all were so easy, why, none would suffer in this world!"
If you're having performance concerns with Minecraft, I hope this may prove useful.
A retrospective of the most important game to me (or, a try to stay awake while I never stop talking about something challenge).
This reminds me - I actually did add hostile bats, in a way; when I implemented the biome in this suggestion I made vampires summon bats which target the player's head, not dealing any damage, just being annoying and becoming passive once the vampire is killed (the suggestion had vampires turn into bats so they could reach the player). It is also much easier to hit them when they are targeting you instead of randomly flying around.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?