I am finding that at a certain point, mobs are no longer any kind of real threat and there is little challenge for the player. This is when you have a well established base, multiple full stacks of the more important ores (eg diamonds), fully enchanted diamond armor and an extensive brewing set up. The point then is to simply maintain your systems and enjoy exploring and making ever more complex and 'epic' structures and contraptions.
My suggestion is for mob difficulty to scale with player progression, likely via increasingly difficult content. I do not mean that your standard over world mobs should be harder. I mean something on the lines of the Nether. But more of this type in volume, diversity, and difficulty.
An example would be bedrock existing as a kind of barrier to much much more difficult content that can only happen below that layer. One would need (for example) a diamond pick ax with multiple level V enchantments on it to break the barrier block. Beneath that barrier there would be mobs that could only be hit by enchanted diamond weapons and which would hit back hard. Some of them could be invisible and would require a potion of night vision to see. There could be areas that require the player to poison themselves to access at all. More and more difficult environmental hazards.
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I came up with an idea, mobs can have an evolution system. In the first 100 Minecraft days of a survival world, mobs will only be able to spawn with very little armor or weapons. Once you hit 100 days of playing, mobs will have a higher chance of spawning stronger armor and weapons. Basically, every 100 days adds up the chance of stronger mobs spawning. They can maybe even have more quicker movement or some sort of stronger power. Server owners can disable this if they want to.
I came up with an idea, mobs can have an evolution system. In the first 100 Minecraft days of a survival world, mobs will only be able to spawn with very little armor or weapons. Once you hit 100 days of playing, mobs will have a higher chance of spawning stronger armor and weapons. Basically, every 100 days adds up the chance of stronger mobs spawning. They can maybe even have more quicker movement or some sort of stronger power. Server owners can disable this if they want to.
But for the main idea- partial support.
This concept is already added. A bit differently, but essentially the same thing.
I find that Regional Difficulty barely does anything. Your progression VASTLY outpaces mobs' progression, and it only affects two enemies out of the four common overworld enemies IIRC. Even on Hard and maximum regional difficulty it translates less to "difficulty" and more to "quickly, loot all the chainmail" (and on Thaumcraft, "loot the gold armor so I can sell it to pechs").
IMO the progressive difficulty should start a lot sooner. Specifically, with caves (though both the Nether and the End also need huge improvements). Why is it that the deepest caves in the world, where the most OP material in the game can be found (in a game full of OP materials no less) is less difficult than the surface at night? Some more detail in your idea would be good but I agree with the concept.
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Thanks for the responses guys. Yes, I barely notice regional difficulty.
The random ability depending on regional difficulty is a good idea I think. Can be standard mobs, strong versions,elite versions, and paragon versions (or some such tiers).
Actually spiders are affected by the regional difficulty, too.
They have a chance, depending on the regional difficulty, to spawn with a random potion effect.
Wasn't aware that was affected by regional difficulty (I thought it was a static 10% chance on hard mode, not up to a 10% chance). The boosts for potion'd spiders are barely noticeable though, given that invisibility doesn't work on spiders (their eyes are clearly visible), regeneration will at best give them an extra hit before dying (meaningless for a melee mob), spider stats are so terrible that strength does almost nothing, and that speed will just let a spider land one extra pathetic hit slightly more often than it does now.
My idea would be to give mobs a chance to spawn with a random ability, also depending on regional difficulty.
For example they could sprint, poison you, jump higher, have more health, do more damage on normal attacks, do endermen teleports and more.
Just imagine a creeper spawning with triple health and teleports like an endermen ^^
This would be a good idea if mobs were worth a damn and there were a wider variety of mobs. Giving the existing mobs boosts doesn't help much; a bit of playing with the Infernal Mobs mod (which is basically this) showed that it took a huge amount of modifiers to make a mob competitive with iron armored players.
Making it scale off of regional difficulty is a bad idea, mostly because of multiplayer. Regional difficulty in general is a bad idea anyway; if you make the game get significantly harder the longer you stay in an area to the point where it actually makes the higher tiers in the game necessary, what will happen to the newbies that join a server with nothing and get decimated by the beefed-up mobs? The only reason regional difficulty works is, ironically, because it doesn't work (and by that I mean, do anything noticeable).
The best way to improve difficulty, IMO, is basically what the OP mentions: stronger mobs should appear in areas of the game that grant greater rewards. If regional difficulty does anything, it should just make mobs better at penetrating your shelters rather than a direct stat/ability buff.
I agree that the game is pretty easy when you have good gear, and especially nether mobs could be buffed.
At the moment only real threats in the nether are removed by fire resistance potions, and even without them it is less difficult than overworld at night.
But if they add a common hostile mob that spawns everywhere in the nether, we need a way to prevent the from spawning inside other than just covering everything with slabs.
I don't know if there's anything else that needs mentioning that someone else didn't cover already.
Not a bad idea, but settings like that could get very wobbly. I don't know the difficulty limit in this suggestion, but someone could be trapping and camping mobs for hours, and the easy kills could rack up so high that the next tap from any mob is an unfun insta-kill.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Well, since I mostly play single player I didn't even consider multiplayer at all.
I've got two ideas to fix regional difficulty:
(1) Implement a command to fix regional difficulty in a certain area to a certain amount - for example 3.14. This would allow server owners to create easier spawn points + surrounding areas. (2) The regional difficulty for every chunk is fixed from the very start, but it is higher the greater the distance to the spawn point. This means the mobs become more difficulty as you explore and increase the distance between you and your spawn point.
Both options would allow new players to prepare for stronger mobs before they set out into more dangerous fields.
I've read up on regional difficulty on the wiki and, as i see it, it really doesn't do much.
To make it really noticeable they shouldn't just cap it at 6.75, but make it go much higher.
Spiders, for example, could spawn with multiple potion effects and those could also have a higher level (strength III, IV, V, ...) than what you're allowed to brew.
First option is fairly workable. Second option also works out fairly well.
Something I thought of a long time ago that could work--so long ago that I forgot about it until now--is to have more powerful mobs spawn from regional difficulty, but to have a second variable that's tracked per-player instead of by the world. This records how much time the player has spent on the server, and if the player has spent little time on the server then mobs spawned from high regional difficulty will be neutral to that player instead of hostile. Basically: low regional difficulty means no powerful mobs. High regional difficulty and low played time means hostile weak mobs and neutral strong mobs. High regional difficulty and playtime means weak and strong hostiles.
Would be best for the surface as supposedly caves and the Nether/End would have strong hostiles all the time.
The nether currently is only using half of its height.
You could easily put another layer on top of the current nether, which is separated with a bedrock barrier and would only be accessible via difficult means.
Though the downside of this then would be the increased load of generating and rendering nether chunks.
For this to work properly you really need something like cubic chunks.
Another issue are players who "kidnap" strong monsters from higher tier areas and release them on areas meant for weaker players.
Although we already have something like in the game in form of the wither.
How do servers cope with players, who create withers just to let them run rampant?
Several times I actually did consider suggesting a dimension for that part (instead of having a bedrock boundary, it would be made of a slightly different--but still indestructible--block, and would be accessed by placing a powered beacon below it which would transform the boundary into netherrack). I usually went against it since it would be vastly more difficult than anything the current game has to offer (since, y'know, it'd be balanced) yet trying to shove it in with a balance thread would likely be seen as wishlisty.
Unless you're like... 100 days in at around the same area, then you get about 5-6 mobs with armor.... But still kinda un-noticeable.
It's completely unnoticeable on Easy and Normal for me, where armored mob spawning chances are already ridiculously low. Even on Hard I only notice a difficulty increase on servers, and that's because I'm busy trying to get resources in resource-barren areas that already have their regional difficulty maxed out. And it goes away the moment I get my hands on 24 iron anyway, which is common enough even in barren spawnlands.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Survival:
I am finding that at a certain point, mobs are no longer any kind of real threat and there is little challenge for the player. This is when you have a well established base, multiple full stacks of the more important ores (eg diamonds), fully enchanted diamond armor and an extensive brewing set up. The point then is to simply maintain your systems and enjoy exploring and making ever more complex and 'epic' structures and contraptions.
My suggestion is for mob difficulty to scale with player progression, likely via increasingly difficult content. I do not mean that your standard over world mobs should be harder. I mean something on the lines of the Nether. But more of this type in volume, diversity, and difficulty.
An example would be bedrock existing as a kind of barrier to much much more difficult content that can only happen below that layer. One would need (for example) a diamond pick ax with multiple level V enchantments on it to break the barrier block. Beneath that barrier there would be mobs that could only be hit by enchanted diamond weapons and which would hit back hard. Some of them could be invisible and would require a potion of night vision to see. There could be areas that require the player to poison themselves to access at all. More and more difficult environmental hazards.
I came up with an idea, mobs can have an evolution system. In the first 100 Minecraft days of a survival world, mobs will only be able to spawn with very little armor or weapons. Once you hit 100 days of playing, mobs will have a higher chance of spawning stronger armor and weapons. Basically, every 100 days adds up the chance of stronger mobs spawning. They can maybe even have more quicker movement or some sort of stronger power. Server owners can disable this if they want to.
But for the main idea- partial support.
This concept is already added. A bit differently, but essentially the same thing.
Global difficulty, I believe.
It's actually 'Regional Difficulty'.
Also, holy cow, triple-post?! I've seen accidental multi-posts before, but this is just ridiculous!
OMG, I didn't even notice! The forums was giving me errors, and when I posted it only showed that this was posted only once! XD
Thanks for the correction, I'll request deletions of the duplications
I find that Regional Difficulty barely does anything. Your progression VASTLY outpaces mobs' progression, and it only affects two enemies out of the four common overworld enemies IIRC. Even on Hard and maximum regional difficulty it translates less to "difficulty" and more to "quickly, loot all the chainmail" (and on Thaumcraft, "loot the gold armor so I can sell it to pechs").
IMO the progressive difficulty should start a lot sooner. Specifically, with caves (though both the Nether and the End also need huge improvements). Why is it that the deepest caves in the world, where the most OP material in the game can be found (in a game full of OP materials no less) is less difficult than the surface at night? Some more detail in your idea would be good but I agree with the concept.
Thanks for the responses guys. Yes, I barely notice regional difficulty.
The random ability depending on regional difficulty is a good idea I think. Can be standard mobs, strong versions,elite versions, and paragon versions (or some such tiers).
Wasn't aware that was affected by regional difficulty (I thought it was a static 10% chance on hard mode, not up to a 10% chance). The boosts for potion'd spiders are barely noticeable though, given that invisibility doesn't work on spiders (their eyes are clearly visible), regeneration will at best give them an extra hit before dying (meaningless for a melee mob), spider stats are so terrible that strength does almost nothing, and that speed will just let a spider land one extra pathetic hit slightly more often than it does now.
This would be a good idea if mobs were worth a damn and there were a wider variety of mobs. Giving the existing mobs boosts doesn't help much; a bit of playing with the Infernal Mobs mod (which is basically this) showed that it took a huge amount of modifiers to make a mob competitive with iron armored players.
Making it scale off of regional difficulty is a bad idea, mostly because of multiplayer. Regional difficulty in general is a bad idea anyway; if you make the game get significantly harder the longer you stay in an area to the point where it actually makes the higher tiers in the game necessary, what will happen to the newbies that join a server with nothing and get decimated by the beefed-up mobs? The only reason regional difficulty works is, ironically, because it doesn't work (and by that I mean, do anything noticeable).
The best way to improve difficulty, IMO, is basically what the OP mentions: stronger mobs should appear in areas of the game that grant greater rewards. If regional difficulty does anything, it should just make mobs better at penetrating your shelters rather than a direct stat/ability buff.
I agree that the game is pretty easy when you have good gear, and especially nether mobs could be buffed.
At the moment only real threats in the nether are removed by fire resistance potions, and even without them it is less difficult than overworld at night.
But if they add a common hostile mob that spawns everywhere in the nether, we need a way to prevent the from spawning inside other than just covering everything with slabs.
LOL I hate feeling stupid suggesting something already in the game!
Don't worry, it's a hardly noticeable feature...
Unless you're like... 100 days in at around the same area, then you get about 5-6 mobs with armor.... But still kinda un-noticeable.
I don't know if there's anything else that needs mentioning that someone else didn't cover already.
Not a bad idea, but settings like that could get very wobbly. I don't know the difficulty limit in this suggestion, but someone could be trapping and camping mobs for hours, and the easy kills could rack up so high that the next tap from any mob is an unfun insta-kill.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
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First option is fairly workable. Second option also works out fairly well.
Something I thought of a long time ago that could work--so long ago that I forgot about it until now--is to have more powerful mobs spawn from regional difficulty, but to have a second variable that's tracked per-player instead of by the world. This records how much time the player has spent on the server, and if the player has spent little time on the server then mobs spawned from high regional difficulty will be neutral to that player instead of hostile. Basically: low regional difficulty means no powerful mobs. High regional difficulty and low played time means hostile weak mobs and neutral strong mobs. High regional difficulty and playtime means weak and strong hostiles.
Would be best for the surface as supposedly caves and the Nether/End would have strong hostiles all the time.
Several times I actually did consider suggesting a dimension for that part (instead of having a bedrock boundary, it would be made of a slightly different--but still indestructible--block, and would be accessed by placing a powered beacon below it which would transform the boundary into netherrack). I usually went against it since it would be vastly more difficult than anything the current game has to offer (since, y'know, it'd be balanced) yet trying to shove it in with a balance thread would likely be seen as wishlisty.
It's completely unnoticeable on Easy and Normal for me, where armored mob spawning chances are already ridiculously low. Even on Hard I only notice a difficulty increase on servers, and that's because I'm busy trying to get resources in resource-barren areas that already have their regional difficulty maxed out. And it goes away the moment I get my hands on 24 iron anyway, which is common enough even in barren spawnlands.