Have you ever pretty much "Completed" a Minecraft World, I don't mean just killed the Ender Dragon and seen the credits, I mean did everything you possibly could until there is nothing else to do, the mobs aren't challenging enough, so you don't want to fight something you can kill in a split second. You've built vast cities in every dimension, you have the best armor and weapon in the game, there is nothing left to do in that world, you put so much effort into that world that you just can't delete it, but it is so boring to play in after you have the ability to overpower every mob in the game.
I am suggesting a Gameplay Leveler, so the mobs and fall damage increase power after you kill the Ender Dragon. They gain potion effects, attributes, and special skills. And as for after the 1.9 update, when you kill him as said in his "new form", the difficulty would increase even more. Then Minecraft would never get boring.
I will list the effects of the mobs for after you kill the Ender Dragon the first time, I can't say the effects of the mobs when you kill it in its "new form" because I do not know how powerful it is in its "new form". These effects can be optional, Please say if you don't support one of these effects and I might change it. The leveler should be optional in the options menu or by command, however Monjang wants it. This should help with game balance and never gives the player an overpowered advantage against mobs...unless they never kill the Ender Dragon.
Creepers have a slight chance turn into Charged Creepers naturally, if they are struck with lightning while charged, they die with a giant explosion.
Skeletons shoot multiple arrows at once, the amount would be random, from 1 to 4.
Zombies walk 1.3 times faster and attack Golems and pets that are not sitting.
The Ghast's fireball has a higher explosion power and can destroy blocks as strong as stone, this can be disabled with /gamerule mobGriefing false but they still have a higher radius and higher damage to the player.
Zombie Pigmen have full leather armor or a sharpness 1 enchanted sword.
In Desert Biomes, mobs spawn a bit faster, 1.2 times faster maybe, you can decide.
These effects do not have any effect on mobs on the mushroom biome, and if one walks into a mushroom biome, they lose their effects. Mobs shouldn't be in a mushroom biome.
A new biome would spawn in Oceans with a low chance of spawning, but not as low than the mesa biome. The biome would be small and on this biome, Zombies and Skeletons respawn very quickly after death, maybe after 40 seconds, the mobs despawn when the player leaves the biome, and only Zombies and Skeletons spawn in the biome,unless they are mobs for the Mob Castle. You can decide the name.
If the player dies in a streak of 3 times, the mobs lose their effects and everything goes back to normal as if the player never killed the Ender Dragon, but the Zombie and Skeleton biome will stay there.
Spiders can hang from Ceilings and climb them, and not just walls.
Blazes spawn naturally in the Nether and not just in the Nether Fortress, they spawn very slowly though.
Endermen can pick up Endstone.
Mob Castles spawn in the Zombie and Skeleton biome.They are detailed castles with interior, and good designs.lt can spawn with different spawners inside.
Villages are made of stronger material to keep game balance.
Cave Spiders spawn naturally and spawn in swarms ranging from 1 Cave Spider(s) to 3 Cave Spiders and spawn 1.4 times slower than normal spiders.
Mobs spawn with weak random effects.
Guardians spawn naturally in the Ocean biome and spawn in the Nether's lava ocean, the nether ones are immune to fire, the natural ones that spawn are weaker than the ones that spawn in the Prismarine Structure.But the naturals only attack you while you are in water or close to lava.
Wolves and Ocelots are harder to tame.
Villagers have Regeneration on them.
Squids swim away if the player approaches them with a sword (not trying to be realistic, just makes sense)
Doesn't effect bats, they are already annoying enough.
No support for creepers; I certainly do NOT want creepers (charged creepers explode when struck by lightning) to randomly blow up (nothing is more annoying than a creeper blowing up and leaving a crater in the ground, even if it is in the middle of nowhere, it is so annoying I've even considered /gamerule doMobGriefing false).
Also, charged creepers would just make me wear incredibly overpowered armor to guarantee survival from a point-blank hit; did you know that diamond armor is necessary to survive a normal (uncharged) creeper explosion - even on Normal difficulty (well, they leave you at half a heart in iron armor but you can very easily die from fall damage or other mobs). Charged creepers? Enchanted diamond armor - really - they deal 48.5 hearts on Normal, meaning that diamond armor's 80% damage reduction leaves you at just 0.3 hearts (half a heart visually), and while they will likely not explode right on top of you you always want to plan for the worst case. Just look at this table and see how absurdly high their damage is compared to any other mob, even bosses, offset only somewhat by their suicide tactic.
Indeed, I already base my armor solely on surviving a direct (uncharged) creeper hit; I also think that explosion mechanics should be changed so creepers deal, say, half the maximum damage but the drop-off is reduced, increasing damage from several blocks away (a typical explosion distance) and half the maximum is still over the top for charged creepers (which deal double the uncharged damage).
About the only idea listed here that I've implemented myself is naturally spawning cave spiders, at a rate similar to Endermen (the majority of the spiders I encounter are from mineshafts). Some of the other stuff, like "zombie biomes", sound more like a mod than vanilla Minecraft; personally once you've "beaten" the game you shouldn't be punished for it, which is basically what you are suggesting.
Of course, there should be more to the individual difficulty settings than (basically) increased mob damage, and a real difference between Hard and Hardcore. I don't even consider there to be any difference between Normal (as I play on) and Hard difficulty since all I have to do is wear better armor (Hard is 1.5 times the damage of Normal (actually, less in many cases, e.g. skeleton arrows deal basically the same damage on any difficulty, as do some other mobs; this makes creepers even more overpowered compared to other mobs on harder difficulties); maxed armor offers triple the protection I get from my armor).
Have you ever pretty much "Completed" a Minecraft World, I don't mean just killed the Ender Dragon and seen the credits, I mean did everything you possibly could until there is nothing else to do, the mobs aren't challenging enough, so you don't want to fight something you can kill in a split second. You've built vast cities in every dimension, you have the best armor and weapon in the game, there is nothing left to do in that world, you put so much effort into that world that you just can't delete it, but it is so boring to play in after you have the ability to overpower every mob in the game.
I am suggesting a Gameplay Leveler, so the mobs and fall damage increase power after you kill the Ender Dragon. They gain potion effects, attributes, and special skills. And as for after the 1.9 update, when you kill him as said in his "new form", the difficulty would increase even more. Then Minecraft would never get boring.
I will list the effects of the mobs for after you kill the Ender Dragon the first time, I can't say the effects of the mobs when you kill it in its "new form" because I do not know how powerful it is in its "new form". These effects can be optional, Please say if you don't support one of these effects and I might change it. The leveler should be optional in the options menu or by command, however Monjang wants it. This should help with game balance and never gives the player an overpowered advantage against mobs...unless they never kill the Ender Dragon.
This topic is a bit oversuggested, but I support it nonetheless.
It makes lategame+ gameplay a little bit more challenging while remaining fun.
Support; one of the only posts where I could say challenging but fun.
Add me on steam!
Random junk is random:
A few of my suggestions and a personal favorite suggestions. More neat-o suggestions in my bio.
Thank you. It probably has been oversuggested, but the suggestions you find usually aren't very long, or have very little detail.
No support for creepers; I certainly do NOT want creepers (charged creepers explode when struck by lightning) to randomly blow up (nothing is more annoying than a creeper blowing up and leaving a crater in the ground, even if it is in the middle of nowhere, it is so annoying I've even considered /gamerule doMobGriefing false).
Also, charged creepers would just make me wear incredibly overpowered armor to guarantee survival from a point-blank hit; did you know that diamond armor is necessary to survive a normal (uncharged) creeper explosion - even on Normal difficulty (well, they leave you at half a heart in iron armor but you can very easily die from fall damage or other mobs). Charged creepers? Enchanted diamond armor - really - they deal 48.5 hearts on Normal, meaning that diamond armor's 80% damage reduction leaves you at just 0.3 hearts (half a heart visually), and while they will likely not explode right on top of you you always want to plan for the worst case. Just look at this table and see how absurdly high their damage is compared to any other mob, even bosses, offset only somewhat by their suicide tactic.
Indeed, I already base my armor solely on surviving a direct (uncharged) creeper hit; I also think that explosion mechanics should be changed so creepers deal, say, half the maximum damage but the drop-off is reduced, increasing damage from several blocks away (a typical explosion distance) and half the maximum is still over the top for charged creepers (which deal double the uncharged damage).
About the only idea listed here that I've implemented myself is naturally spawning cave spiders, at a rate similar to Endermen (the majority of the spiders I encounter are from mineshafts). Some of the other stuff, like "zombie biomes", sound more like a mod than vanilla Minecraft; personally once you've "beaten" the game you shouldn't be punished for it, which is basically what you are suggesting.
Of course, there should be more to the individual difficulty settings than (basically) increased mob damage, and a real difference between Hard and Hardcore. I don't even consider there to be any difference between Normal (as I play on) and Hard difficulty since all I have to do is wear better armor (Hard is 1.5 times the damage of Normal (actually, less in many cases, e.g. skeleton arrows deal basically the same damage on any difficulty, as do some other mobs; this makes creepers even more overpowered compared to other mobs on harder difficulties); maxed armor offers triple the protection I get from my armor).
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?