Minecraft is a great game (I love it), but suffers from one major flaw; its “Survival” mode is not anywhere near a survival mode. After the first night, you rarely have to worry about surviving at all (other than the occasional sneaky creeper). Hide and dig at night; go outside and explore during the day. Some people may say its “fine the way it is” or “it isn’t suppose to be hard” but that is not what a SURVIVAL mode is about. If you want to go out exploring and constructing great masterpieces, that’s fine but play on Peaceful mode. I (and hopefully others) want Minecraft’s Survival Mode to be about surviving.
I have come up with two key concepts that need to be implanted into the game for it to truly be about survival.
1. Scaling difficulty based on time in an area.
2. A system that will kill you when X requirement isn’t met (Hunger/thirst/disease system). (Not recommended)
2.:cool.gif: Add various mobs (Digging/flying) for attacking hiding players.
1.
Scaling difficulty would involve the difficulty of the game in a particular area increasing as time goes along. This would allow the game to start off easy (the way it is now) when you are trying to build your starting shelter. As the game progressed, the zombies would become stronger and more in number while your base got bigger and more durable.
My main idea for this would be a block-counter system. Every second the player stands near (1-3 blocks distance) any block (rock/dirt/air/etc...) a counter for that block would increase by one. Every two seconds the player is not near that block the counter would decrease by 1, never going below the default value: 0. This would create a number system for where the player is located the most, where he travels the most and where he digs the most. Using this number system you can now implant a scaling difficulty system. When the counters at 900 (Approx: 15 min of standing in that area without leaving), Zombies could spawn in greater numbers near that location. At 1800 (30min), Zombies could start walking towards that location after spawning. At 3600 (60min), Creepers could explode when X blocks away from that location (this would create a way for zombies to breach your perimeter). Using this scheme you could create an environment that increases in difficulty as one stays in that region.
Note: Not every block would have to have its own counter as that might be too memory intense. Every 10th(or so) block could have a counter. This block would increase when the player is 10-15 blocks of it and similarly decrease.
Imagine leaving your safe house to go mine some coal. After collecting enough to light your new room, you start heading back to your home. It starts getting dark. You arrive at your cosy home only to find giant holes in your walls and zombies flooding the area. Your once safe home has become a nesting ground for zombies.
2. (Not recommended by popular demand :tongue.gif: )
With the nature of a free roaming and free building game like Minecraft, something is needed to keep players from hiding in a hole 3 miles under the surface of the earth. I’m not going into complete detail as it has already been discussed, but you would need a hunger or thirst system. You need a crop, which needs water, to grow food to eat so you don’t starve. This, or something similar, is needed to keep players where the zombies are.
Imagine mining deep underground. You find some diamonds (yay!) but realize your hunger meter is low. No worries you have your trusty crop at the surface. You start heading back up and get to your crop, but this time, instead of a nice row of wheat, you find a crater and a few spiders hugging your face.
2.:cool.gif:
To prevent players from hiding in sky forts or underground, a flying and a digging mob could be added.
I hope you enjoyed this WALL of text and if you didn’t...
TL:DR; Minecraft Survival mode needs two things:
1. System that makes areas harder the longer you stay in them
2. Hunger or thirst system to prevent hiding in holes.
1 sounds interesting. Depending on how it's implemented it could give massive reason to some of the combat changes others are talking about.
2, is just a no. I've gone over this Ad Infinitum in other threads, but I would still like to discuss the possibility of #1. (it's also incredibly divisive on opinion polls)
How come hunger thirst would take them out of hidey holes?
Water spring can be infinite and wheat can be grown underground
looks like I invalidated the stupid excuse of preventing hidey holes
1 sounds cool, it might force the player to relocate after a few nights.
The counter could also be uaed to set a spawn point somwhere close to where you spend the most time but far enough to stay out of danger.
I don't really like being stuck to the same spawn point, if it was a bit more random and you spawned in an already rendered part of the map it might be better for a survival game. If you die and spawn where you have no idea where you are, you have to start all over again untl can find your old safe house.
I guess, hunger or thirst wouldn't prevent people from building underground farms and what not. Some change is needed to prevent people from hiding where zombies cant reach them. Maybe a flying mob (for atking skyforts) and a digging mob (for atking underground forts)?
How come hunger thirst would take them out of hidey holes?
Water spring can be infinite and wheat can be grown underground
looks like I invalidated the stupid excuse of preventing hidey holes
Hidey holes as in 1x2x1 pits in the ground or the side of a mountain. You would have to have a well developed base to survive.
I do support #1, but not #2. In my opinion, the best option would be to have mobs that break blocks to get to you if you stay in one place too long.
How are zombies and spiders supposed to break stone in one night? Scratch it? Just wondering?
You can break it with your hands. Realism isn't exactly a priority.
(For the record, I think that only one mob should behave this way, either an upgrade to make the zombie more dangerous or a new mob.)
How are zombies and spiders supposed to break stone in one night? Scratch it? Just wondering?
You can break it with your hands. Realism isn't exactly a priority.
(For the record, I think that only one mob should behave this way, either an upgrade to make the zombie more dangerous or a new mob.)
This has been suggested numerous times (Search, search, search!).
I think that popular consensus is that this type of play would be a toggle-able option for survival mode. I personally hate the idea of hunger/thirst/survival counters for MineCraft. I don't think MC is really even a mainly survival game, despite the name of the game mode. It's really more of a game about innovation, resource gathering, building, etc with elements of combat and survival IMO.
Like i said, though, it should be a toggle-able option if people want it.
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Choose your words wisely.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
How are zombies and spiders supposed to break stone in one night? Scratch it? Just wondering?
You can break it with your hands. Realism isn't exactly a priority.
(For the record, I think that only one mob should behave this way, either an upgrade to make the zombie more dangerous or a new mob.)
Hate to be Captain Obvious, but NOBODY DOES 2. Hiding in a hole does not make you win the game; it makes you an idiot. The point of the game is to have fun in your own way. It's not about accomplishing specific goals like most people seem to think. Nobody digs holes in the ground and hides in them because that is BORING. AS. HELL. You don't get a sense of accomplishment by doing this, you get a sense of "Save and Quit".
I have come up with two key concepts that need to be implanted into the game for it to truly be about survival.
1. Scaling difficulty based on time in an area.
2. A system that will kill you when X requirement isn’t met (Hunger/thirst/disease system). (Not recommended)
2.:cool.gif: Add various mobs (Digging/flying) for attacking hiding players.
1.
Scaling difficulty would involve the difficulty of the game in a particular area increasing as time goes along. This would allow the game to start off easy (the way it is now) when you are trying to build your starting shelter. As the game progressed, the zombies would become stronger and more in number while your base got bigger and more durable.
My main idea for this would be a block-counter system. Every second the player stands near (1-3 blocks distance) any block (rock/dirt/air/etc...) a counter for that block would increase by one. Every two seconds the player is not near that block the counter would decrease by 1, never going below the default value: 0. This would create a number system for where the player is located the most, where he travels the most and where he digs the most. Using this number system you can now implant a scaling difficulty system. When the counters at 900 (Approx: 15 min of standing in that area without leaving), Zombies could spawn in greater numbers near that location. At 1800 (30min), Zombies could start walking towards that location after spawning. At 3600 (60min), Creepers could explode when X blocks away from that location (this would create a way for zombies to breach your perimeter). Using this scheme you could create an environment that increases in difficulty as one stays in that region.
Note: Not every block would have to have its own counter as that might be too memory intense. Every 10th(or so) block could have a counter. This block would increase when the player is 10-15 blocks of it and similarly decrease.
Imagine leaving your safe house to go mine some coal. After collecting enough to light your new room, you start heading back to your home. It starts getting dark. You arrive at your cosy home only to find giant holes in your walls and zombies flooding the area. Your once safe home has become a nesting ground for zombies.
2. (Not recommended by popular demand :tongue.gif: )
With the nature of a free roaming and free building game like Minecraft, something is needed to keep players from hiding in a hole 3 miles under the surface of the earth. I’m not going into complete detail as it has already been discussed, but you would need a hunger or thirst system. You need a crop, which needs water, to grow food to eat so you don’t starve. This, or something similar, is needed to keep players where the zombies are.
Imagine mining deep underground. You find some diamonds (yay!) but realize your hunger meter is low. No worries you have your trusty crop at the surface. You start heading back up and get to your crop, but this time, instead of a nice row of wheat, you find a crater and a few spiders hugging your face.
2.:cool.gif:
To prevent players from hiding in sky forts or underground, a flying and a digging mob could be added.
I hope you enjoyed this WALL of text and if you didn’t...
TL:DR; Minecraft Survival mode needs two things:
1. System that makes areas harder the longer you stay in them
2. Hunger or thirst system to prevent hiding in holes.
Please comment/discuss below!
2, is just a no. I've gone over this Ad Infinitum in other threads, but I would still like to discuss the possibility of #1. (it's also incredibly divisive on opinion polls)
Water spring can be infinite and wheat can be grown underground
looks like I invalidated the stupid excuse of preventing hidey holes
Use for different variety of food
Now check out others suggestions
Climbing your @$$ off in minecraft
The counter could also be uaed to set a spawn point somwhere close to where you spend the most time but far enough to stay out of danger.
I don't really like being stuck to the same spawn point, if it was a bit more random and you spawned in an already rendered part of the map it might be better for a survival game. If you die and spawn where you have no idea where you are, you have to start all over again untl can find your old safe house.
Yeah just some thoughts.
Hidey holes as in 1x2x1 pits in the ground or the side of a mountain. You would have to have a well developed base to survive.
I do support #1, but not #2. In my opinion, the best option would be to have mobs that break blocks to get to you if you stay in one place too long.
You can break it with your hands. Realism isn't exactly a priority.
(For the record, I think that only one mob should behave this way, either an upgrade to make the zombie more dangerous or a new mob.)
You can break it with your hands. Realism isn't exactly a priority.
(For the record, I think that only one mob should behave this way, either an upgrade to make the zombie more dangerous or a new mob.)
The caveman's secret weapon
I think that popular consensus is that this type of play would be a toggle-able option for survival mode. I personally hate the idea of hunger/thirst/survival counters for MineCraft. I don't think MC is really even a mainly survival game, despite the name of the game mode. It's really more of a game about innovation, resource gathering, building, etc with elements of combat and survival IMO.
Like i said, though, it should be a toggle-able option if people want it.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
You can break it with your hands. Realism isn't exactly a priority.
(For the record, I think that only one mob should behave this way, either an upgrade to make the zombie more dangerous or a new mob.)