When I say "levels" I don't actually mean having a visible XP bar, and getting stronger as you go. When I say levels, I mean points in the game where new mobs will appear after doing certain tasks. Example of what I mean? Skeletons appear after crafting your first bow and arrows. Creepers appear after killing x number of mobs, etc. I know that this idea can be improved, because it does have it's problems.
The main reason I am suggesting something of the sort is because new players may simply have it a bit too rough. Unless the new player actually has seen tutorials beforehand, chances are they won't think of making a shelter. So, night falls and they are now left to die from the waves of skeletons, creepers, and spiders. But what if there were only zombies the first few nights? They would be shown that the night is dangerous, but also not be raped by the countless dangerous mobs.
Some may argue that dying is a natural part of learning about the game, I believe that dying however should be just a punishment like it is later in the game, rather than a chance to learn something new. In other word's, I don't believe that players have to learn through dying in a game like this. Even if the learning occurs only within the first hour they play the game. Also, the idea could be applied to dangerous boss mobs so that they won't appear when you clearly aren't ready.
Now, thoughts on the specifics of how this could work? That, and thoughts about the concept in general.
even considering keeping most of the mobs we have now as starter mobs and add more and more as you complete certain task. Open a portal to the nether, and the over world now has a new mob to deal with. Build a flaying machine of some kind, and new air mobs roam around.
It seem to me this would just discourage advanced item building.
If making a bow and arrow allowed skeletons to roam, I wouldn't ever make a bow.
Etc.
maybe tie it into items of necessity. like zombies for making a crafting table, and creepers for crafting a furnace, or what ever would be more logical.
While i don't think it should go so far as to only have certain mobs spawn until after you got certain items, I do think it would be reasonable to at LEAST limit the spawning of enemy mobs until after you built the workbench (unless extended 2x2 crafting grid ideas get implemented, in which case it should be triggered by having both sticks and wood) At the very least remove spiders, skeletons and creepers before this point, zombies would put some pressure on the player, but not be prohibitive.
This would at least allow new players to get a foothold on the game before getting hassled.
Hmmm, I think the title should be changed... Really misleading, good thing I checked it anyway.
I agree. The title SHOULD be changed (which can be done by editing the original post) to something like "limiting starting mobs" or something better (I'm not good at coming up with names) to get the point across.
Also, this is just my two cents, I think instead of being based on your crafting (since that ends up with Left4Dead-esque complaints that the game punishes you for doing well, if anyone knows how the AI director worked in that game), the number and variety of enemies (which I will henceforth refer to as the "danger level") should change over time. The first night might only spawn, say, twelve zombies (note, spawn, not send at you), but the second night might have ten zombies and three spiders, then the third night might have eight zombies, five spiders, and a creeper, and then on the fourth night you've got seven zombies, five spiders, two creepers and a partridge in a pear tr-- I mean skeleton. Note that these numbers are entirely pulled out of thin air, and will be subject to balance plus random elements, but hopefully you get the gist of what I'm saying. Perhaps you also notice that in my example, the total number of mobs increases every night, but the number of the weakest mobs decreases.
Eventually, it reaches a cap which might be equal to or slightly lower than the current total mob spawnrate, with either equal spawns or weighted towards more dangerous and/or harder to evade enemies such as the skeletons and creepers as I said.
I don't know if a similar mechanic would be applied to the Nether creatures, considering by the time you get Obsidian you'd probably be at the maximum danger level.
Danger level could also be tied to difficulty. Perhaps the danger level could be reset if you switch to peaceful (and then unpause to kick it in, not just switch past it to go from normal to easy or such), so you can't just play in peaceful and then switch to easy/normal/hard expecting to be able to get gunpowder or records (why do creepers get the cool drops?) immediately.
The main reason I am suggesting something of the sort is because new players may simply have it a bit too rough. Unless the new player actually has seen tutorials beforehand, chances are they won't think of making a shelter. So, night falls and they are now left to die from the waves of skeletons, creepers, and spiders. But what if there were only zombies the first few nights? They would be shown that the night is dangerous, but also not be raped by the countless dangerous mobs.
Some may argue that dying is a natural part of learning about the game, I believe that dying however should be just a punishment like it is later in the game, rather than a chance to learn something new. In other word's, I don't believe that players have to learn through dying in a game like this. Even if the learning occurs only within the first hour they play the game. Also, the idea could be applied to dangerous boss mobs so that they won't appear when you clearly aren't ready.
Now, thoughts on the specifics of how this could work? That, and thoughts about the concept in general.
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If making a bow and arrow allowed skeletons to roam, I wouldn't ever make a bow.
Etc.
maybe tie it into items of necessity. like zombies for making a crafting table, and creepers for crafting a furnace, or what ever would be more logical.
might be true.
This would at least allow new players to get a foothold on the game before getting hassled.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I agree. The title SHOULD be changed (which can be done by editing the original post) to something like "limiting starting mobs" or something better (I'm not good at coming up with names) to get the point across.
Also, this is just my two cents, I think instead of being based on your crafting (since that ends up with Left4Dead-esque complaints that the game punishes you for doing well, if anyone knows how the AI director worked in that game), the number and variety of enemies (which I will henceforth refer to as the "danger level") should change over time. The first night might only spawn, say, twelve zombies (note, spawn, not send at you), but the second night might have ten zombies and three spiders, then the third night might have eight zombies, five spiders, and a creeper, and then on the fourth night you've got seven zombies, five spiders, two creepers and a partridge in a pear tr-- I mean skeleton. Note that these numbers are entirely pulled out of thin air, and will be subject to balance plus random elements, but hopefully you get the gist of what I'm saying. Perhaps you also notice that in my example, the total number of mobs increases every night, but the number of the weakest mobs decreases.
Eventually, it reaches a cap which might be equal to or slightly lower than the current total mob spawnrate, with either equal spawns or weighted towards more dangerous and/or harder to evade enemies such as the skeletons and creepers as I said.
I don't know if a similar mechanic would be applied to the Nether creatures, considering by the time you get Obsidian you'd probably be at the maximum danger level.
Danger level could also be tied to difficulty. Perhaps the danger level could be reset if you switch to peaceful (and then unpause to kick it in, not just switch past it to go from normal to easy or such), so you can't just play in peaceful and then switch to easy/normal/hard expecting to be able to get gunpowder or records (why do creepers get the cool drops?) immediately.