I'm not trying to advertise, but there is a kernel of truth explained in this video: Hardcore mode is actually just Hard mode but with permadeath, and nothing else extra to challenge the player. The game also induces the illusion of a harder gamemode, by only allowing you one life, but once you get past the idea of how you may die or how you manage, it's almost like playing any other difficulty. Even if you did die, the cause of death would be rare and silly mistakes as, as well as unexpected occasions. Once you have a running base, it's almost back to old school Minecraft. Should you require something, or taken heavy damage, you always retreat to your base as a safe haven.
The speaker in the video proposes taking away the bed, because it's used to sleep away the night. Before beds were added, there were videos on how to survive your 1st night almost everywhere. But now they've become nonexistent. The speaker also believes taking away the player's ability to set up a base of operations wouldn't necessarily help. Instead make the system more cumbersome (not in a bad way.) Listed instances are faster breaking armor, even more degeneration of hunger, or reduced spawn rate of ores.
I'd like to add my two cents on this matter. So Persona 5 was released about a month ago, and had a "Merciless" difficulty. It did the same thing as their "hard" difficulty, but not only did it reduce money and exp income, but also increased critical and technical multiplier damage for BOTH the enemy, AND the player. Technical damage is basically critical damage, but happens only if the player or enemy attacks with the appropriate damage type WHILE said target is inflicted with the correct status effect. This advantage (and disadvantage) rewarded players for playing smart and efficiently by synergizing status effects with appropriate damage types. This made the difficulty a breeze if the player played the right cards, without the cost of being forgiving to the player.
This is a very neat difficulty mechanic and I think hardcord could use a mechanic inspired by such. I'm clearly not saying we should copy-paste the mechanic, because if I was, it wouldn't work because of the lack of different damage types in Minecraft (if there is one at all.)I was thinking of the following:
No beds
Even if there was one, it'd be either cosmetic, or function much like Minecraft Beta beds.
Back in Beta versions of Minecraft, sleeping while a hostile mob was nearby would allow you to sleep, but teleports the mob into your place upon waking up, and does not skip the night.
If said mob is a creeper, it will have a longer detonation time.
A faster increase in local difficulty, followed by raising the local difficulty capacity (if not making it unlimited.)
Stronger mob spawns (they still deal the same damage as they do on Hard. More explained in sub-list:)
Zombie's chance to spawn with a weapon and armor (also applicable for skeletons) now scales with local difficulty, but their chances of dropping whatever they wield is also increased slightly.
If a player remains within a particular area long enough, they may eventually encounter a zombie with a full diamond set armor and sword.
Augmented enemy AIs (of course optimized for performance,)
Smarter creepers which explodes if it cannot reach you, BUT they must have sight of you in order to do so. Exclusively in this case, creepers will have a longer detonation time.
There's a 5% chance a creeper explosion lures nearby hostile mobs. Those that are armed, armored, or boosted via status effects have a higher chance of being attracted.
Skeletons have more varied behavior. Some will shoot at a further distance than normal, others may come closer before shooting. At rare occasions, they may deliberately drop their bows to chase the player, acting like a faster zombie.
Sometimes lone zombies may retreat towards other zombies, then attack the player as a pack. This behavior is less likely to happen with armored and armed zombies.
All zombies, skeletons, zombie pigmen, zombie villager, wither skeletons, can now pick up whatever item on the ground.
Hostile mobs have a small chance of fighting each other. They will also hurt each other if one hostile mob hurts another (intentionally or accidentally.) Neutral mobs may attack each other as well, but the chances are even slimmer.
Spawn chance of hostile mobs is scaled by depth of the world; up to 25% more spawn chance at Y:16 and below.
That's all the ideas I have for now. I'll add more onto this list as time flies.
I'll also create a separate community idea section within a spoiler tag, featuring ideas and changes you guys posted here that are either most requested, or popular.
So do you guys think Hardcore mode is really easier than the impression it gives off? What do you guys think should be added or changed to help hardcore mode more difficult (or simply better?)
This is the best rebalancing Hardcore suggestion I've ever seen. I'm not too sure about the bed because you could just hide in a hole anyways to avoid mobs, but the increased Regional Difficulty would definitely make it hard without making the game unfair, as the AI tweaks also would.
The only thing I'd do to improve it is to make RD a little higher, by setting the default Regional Difficulty value to the point where decently geared mobs can spawn on Night 0.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Why not just remove local difficulty? Prior to 1.6 the game behaved as if it were always at maximum because it did not exist back then; I even removed it in a mod, replacing it so it is based only on playtime and after it reaches a maximum it stays there forever, and I see crazy numbers of armored mobs all the time (on Normal difficulty. Hard is even worse... to the point where somebody else playing with my mod was forced to switch to Normal), albeit I also greatly buffed the chances of pretty much everything (higher on Normal than on Hard in vanilla, and much higher chances of better armor, which is fixed in vanilla; recently I saw 4 mobs in full diamond armor in the same number of days, with two in one day) and Hard-only effects are not limited to that difficulty.
Given my playstyle it really just nerfs the difficulty, especially with the changes 1.8 made to it (nothing even happens until it reaches at least 2; did you know that mobs used to spawn with armor and stuff on Easy? Not since 1.8 because it never gets high enough; likewise, since I'm constantly exploring new areas it never gets very high). If not remove entirely, then as I mentioned make it only based on total playtime so the player at least isn't faced with the full effects right from the start.
I also do not like to see "Hard/Hardcore-only" effects - I think that all difficulty levels should be able to experience most of what the game has to offer (about the only thing about Hard that i do not like is zombies breaking doors. The damage dealt by creepers is also disproportionately scaled (from 49-73 on Normal-Hard vs 3-4 for zombies and 4-5 for skeletons) so while I can simply upgrade my armor (I do not wear maxed-out armor, which is plenty enough to make me essentially immortal) I'd get even less damage from most mobs, which already are not even a threat (even going from Normal in 1.6.4 to Hard in 1.9+ I can entirely offset the damage increase and armor protection nerfs to get about the same amount of post-armor damage from a creeper, and otherwise you regen health 8 times faster now and have shields which block ALL damage from most attacks that you can see coming).
Also, I don't see what the big deal with beds is; it is extremely easy to survive the first night without one - start by looking for diamonds (branch-mining, so more mobs spawning deeper down makes no difference; I don't even cave for my first diamonds because branch-mining is much more efficient, as well as safer, and this is what many (most?) players do to get diamonds. Also, this means there would be less mobs on the surface), you don't really even need food right away thanks to the major nerfs to hunger drain in 1.11 (you can mine thousands of blocks and walk forever; just use stairs to get to your mine and avoid sprinting and jumping; maybe they could revert the nerfs just for Hardcore but it is still easy to find food, and lacking animals you can almost always find tall grass for seeds/wheat), and otherwise you are forced to wait 10 minutes, which is not fun at all. Their biggest advantage, setting your spawnpoint, is useless in Hardcore since you can't respawn.
That said, "hardcore" is generally used to mean permadeath, not necessarily a harder gamemode, and if such a thing were to be added to Minecraft it should be a difficulty option so you can play on it without Hardcore mode (which is not a difficulty setting), which could in turn possibly have the option of Hard or the new harder difficulty (actually, it would be nice if Hardcore could have any difficulty set, but permanently locked at world creation, or perhaps only able to be increased so players could increase it if they do not want to start out at the highest difficulty).
Speaking of your mod, what is the Time for Maximum difficulty for hard for NBT Explorer?
This isn't really the right place for it but I mentioned it here; any number 7200000 or higher will work (Hard only needs 5400000 but either will work).
Sleeping through the night isn't just about avoiding mobs; as noted, that can be done by just holing up. But then waiting through several minutes when you have nothing to do is tedious, and a bed avoids that.
The AI for mobs could certainly be buffed, it currently includes several limits aimed at giving new players or characters a better chance at survival. One mod to that effect is Special AI; I seem to recall another, but can't locate it offhand. In general, if mobs were able to purposely cooperate against players, they'd be much tougher. There are also several mods that give mobs additional special abilities or add more dangerous variations. Note that skeletons already get in fights with zombies or each other, I've made good use of this in crowded spawner rooms.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
If You Atleast just wanted to INCREASE MOB AI, Then Why dont you post that only, because a difficulty should include everything. Like Using and interacting with other items, and making it difficult for how you use them in-game, etc. Otherwise, it wholly depends on YOU how you publish the ideas on this forum. Yes, i agree with your idea that Hardcore Mode Only Feels difficult, it is not, rather
I think hardcore mode should play exactly like hard mode, except for the fact that you lose your world.
Changes like this should either be applied to regular hard mode, or added to a new "super hard" mode. Hardcore could then use super hard instead of just hard.
Any new content added to the game shouldn't be locked to hardcore. Many players enjoy the challenge it would offer, but hate losing your world. I personally doubt I could ever enjoy a hardcore world, but I can see myself wanting to face new challenges.
I think that Hardcore mode should increase chances for Zombies And Skeletons wearing armor.
Gold 91.9%
Leather 78.7%
Chainmail 65.0%
Iron 30.0%
Diamond 25.0%
Chance for Mobs wearing armor: 65.0%
Chance for Mobs getting level 30 enchantments: 35.5%
When you reach maximum difficulty on Hardcore, there is a big chance for zombies wearing diamond armor. Diamond armor can get up to Level 20 enchantments. It should also increase the chances for spiders having potions.
Zombies should also spawn with iron pickaxes, and axes, diamond pickaxes, shovel, axes. Can also get up to level 30. (35.5%)
I think that Hardcore mode should increase chances for Zombies And Skeletons wearing armor.
Gold 91.9%
Leather 78.7%
Chainmail 65.0%
Iron 30.0%
Diamond 25.0%
Chance for Mobs wearing armor: 65.0%
Chance for Mobs getting level 30 enchantments: 35.5%
When you reach maximum difficulty on Hardcore, there is a big chance for zombies wearing diamond armor. Diamond armor can get up to Level 20 enchantments. It should also increase the chances for spiders having potions.
Zombies should also spawn with iron pickaxes, and axes, diamond pickaxes, shovel, axes. Can also get up to level 30. (35.5%)
Are you implying they should be able to dig? Scary. O.o
I think that would be suitable, assuming the zombie's mining speed isn't the same as the player's when equipping a pickaxe and such.
The whole game is too easy. Everything about it is just easy. Mine iron, gear up, get diamonds, build a few things, and done. You completed the game. Minecraft has always been an easy game.
I think that Hardcore mode should increase chances for Zombies And Skeletons wearing armor.
Gold 91.9%
Leather 78.7%
Chainmail 65.0%
Iron 30.0%
Diamond 25.0%
Chance for Mobs wearing armor: 65.0%
Chance for Mobs getting level 30 enchantments: 35.5%
When you reach maximum difficulty on Hardcore, there is a big chance for zombies wearing diamond armor. Diamond armor can get up to Level 20 enchantments. It should also increase the chances for spiders having potions.
Zombies should also spawn with iron pickaxes, and axes, diamond pickaxes, shovel, axes. Can also get up to level 30. (35.5%)
I'm not a big fan of player standing still means a zombie with diamond gear. As it could potentially means the player could farm diamond stuffs.
Here's my Idea:
1.8 Hunger mechanic: this means eating doesn't heal you.
Animal attack: Animal behaves like zombie pigman, if you hit one. The other same animal will attack you.
Zombie Variety: some zombies are fast, some are slow but strong, some zombies have more knockback resistance.
Cursed Night: every 10 night is a cursed night. when a curse night occurs. Monster spawning are tripled, lighting strikes everywhere, and some stone are become monster egg stone.
Slower heart regen: instead of 0.5 heart per 5 sec. Make it 0.5 heart per 7 sec.
Shields will be disabled for 5 sec on any form of melee attack, arrows do not affect these, explosions will break it.
Rollback Post to RevisionRollBack
Frist Dimension. 4th Dimension of Minecraft created through collaboration and brainstorming. Join now:
I'm not a big fan of player standing still means a zombie with diamond gear. As it could potentially means the player could farm diamond stuffs.
Don't worry. When starting a new world, the chances would be incredibly slim, and it would take a very VERY long time for zombie to spawn in with diamond armor consistently.
When I mean very long, I'm speaking of thousands and thousands of days.
Are you implying they should be able to dig? Scary. O.o
I think that would be suitable, assuming the zombie's mining speed isn't the same as the player's when equipping a pickaxe and such.
I'm pretty sure they got that from my mod, which they play with; I made zombies able to carry any type of tool (except hoes), both iron and diamond, and a mod item. They are just for more variety, just as in vanilla zombies can carry shovels but do not do anything with them. Recently though I made it so that Efficiency acts like Sharpness when a mob holds a weapon, and in my mod axes penetrate armor, so zombies with axes (which disable shields in vanilla 1.9+) are more dangerous than ones with swords (axe damage is one less than swords, the same as pre-1.8, and weapons add another +1 damage bonus so the nerfing of weapons by 1 attack damage (+6 instead of +7 for a diamond sword) does not affect mob damage. In a similar manner armor reduces damage by 3.3% per armor point when worn by a player but 4% when worn by a mob, and in order to get maxed gear you need to find a material much rarer than diamond, and only obtainable by mining or the rare mob drop).
Also, as far as making diamond armor more common unbalancing drops, even with the much higher frequency in my mod I have not gotten many pieces of diamond equipment, and certainly nowhere near enough to repair all of my gear. I did nerf the drop rate of equipment, from 8.5% to 5% for most items (10% for amethyst), but Looting III increases that to 11% or 22% (unlike vanilla Looting acts like a multiplier, instead of adding 1% per level regardless of the base chance). And besides, with Mending and all I don't think diamonds are even that valuable; i even added them as a mob drop so they are renewable (actual diamonds, not pre-made gear, which is 100% renewable in versions before 1.8 thanks to villager trading, who sell everything. The only things that are not renewable are enchantment tables, jukeboxes, and fireworks, none of which you need many diamonds for. The mob in question is Giants, which rarely spawn (much rarer than any other mobs) and only drop them when killed with Looting; you might get 1-2 per night if lucky).
Here are the drops that I've gotten from over 3 months of intensive gameplay, with around 35,000 mobs killed, around 2/3 of those skeletons and zombies (ignore the diamond pickaxes with 100% durability, I found those in minecarts, from 53 mineshafts, the three iron pickaxes at the bottom were likewise taken from them and enchanted so I can use them to dig railways). Note that zombies have a 6.6% chance of weapons (6.6 times the chance in vanilla on Normal) and 20% of those are diamond or better; armor chance is 20% (on Normal, 30% on Hard, which is double the vanilla chance; actually, 1.8 nerfed Hard a bit by making the maximum (clamped) regional difficulty only able to reach 1 instead of 1.25, which meant the actual maximum chance in vanilla 1.6.4 is 18.75%):
Also, drops are not so useful when you can't even use them to repair your gear, thanks to the good old pre-1.8 anvil repair system (expensive? But you are not supposed to walk around with gear with 6-7 enchantments, never mind that Mending basically makes them unbreakable; my version simply replaces renaming to remove the prior work penalty so you must repair them on the anvil):
(I can repair my boots with a single unit - for 44 levels (anvil cap is 49 instead of 39 for these items); you do get 1124 durability back (all pieces of armor have the same durability) but that's still more expensive than diamond gear in vanilla, which can also get Unbreaking and be repairable 100% at a time using items you bought from a villager for a few emeralds/stacks of wheat, plus in vanilla I don't use Protection on my boots, which offsets the reduction in armor effectiveness for about the same amount of overall damage reduction, 76-77%)
Also, local difficulty (which again ought to be removed as I mentioned before) actually reaches a maximum after 16.6 hours provided you've spent at least 21 hours in the world (inhabited time is the biggest component but there is also a factor related to total playtime; what I'm saying is that they should make it only based on the latter, since otherwise I never spend enough time in a given area for it to have much effect, especially since 1.8; in my mod it takes 100 hours (75 on Hard) during a new moon. On average I explore about 100 chunks per play session, which lasts about 3 1/2 hours, so with a view distance of 10, which loads about 441 chunks, a given chunk is loaded for only 15-16 hours, half that time by the time I actually explore it).
Here is my mods "regional difficulty" calculation, really simple when compared to 1.8 (shown in the link above):
// Uses total world time instead of inhabited time, reaching a maximum after 100 hours on
// Easy-Normal, 75 on Hard (during a full moon 75 on Easy-Normal, 50 on Hard)
float var4 = (float)this.worldInfo.getWorldTotalTime() / 7200000.0F + this.getCurrentMoonPhaseFactor() * 0.25F;
if (this.difficultySetting == 1)
{
var4 /= 2.0F;
}
else if (this.difficultySetting == 3)
{
var4 *= 2.0F;
}
return MathHelper.clamp_float(var4, 0.0F, (float)this.difficultySetting * 0.5F);
(one small tweak might be to shift the lunar cycle so the first day starts on a new moon instead of full so difficulty starts at 0 instead of 0.125-0.5)
And yes, Mojang keeps making the game easier and easier by adding stuff like this, besides also nerfing mob damage (did you know that in 1.5 zombies did up to 9 damage on Hard - without any weapons? The armor and weapon nerfs in 1.9 also affect mob equipment and as a result had little effect on how easily a player can kill them; to kill a mob in full golden armor with a Sharpness V diamond sword would require 4 hits without armor penetration and 3 with, the latter the same number of hits required prior to 1.9 despite your sword dealing 42.5% more damage). Some other things were also not very well thought out; leader zombies having a few extra HP? Try more like double the health, and at least in vanilla 1.6.4 the game doesn't even actually increase their health, just their maximum health, like giving a player Health Boost with natural regeneration disabled (double health for a zombie is 4 hits even with a Sharpness V diamond sword prior to 1.9 when factoring in their 2 armor points, which incidentally should also add up to a maximum of 22 or 88% damage reduction, which is of course a lot less since 1.9 unless you punch them to death).
Note that any of these changes ought to be available on any difficulty level; I think that only a few things should be Hard-only, like zombies breaking doors and zombie sieges (which currently occur on any difficulty, and with a few simple rules are not even an issue except for the player who just wants to make a giant village on non-Peaceful Survival, or even Creative). At the least, things like the chance of zombies having weapons should actually scale between Easy and Normal (both are a puny 1% with Hard being 5%; a better scaling would be something like 3.3-6.6-10%).
I'm not trying to advertise, but there is a kernel of truth explained in this video: Hardcore mode is actually just Hard mode but with permadeath, and nothing else extra to challenge the player. The game also induces the illusion of a harder gamemode, by only allowing you one life, but once you get past the idea of how you may die or how you manage, it's almost like playing any other difficulty. Even if you did die, the cause of death would be rare and silly mistakes as, as well as unexpected occasions. Once you have a running base, it's almost back to old school Minecraft. Should you require something, or taken heavy damage, you always retreat to your base as a safe haven.
The speaker in the video proposes taking away the bed, because it's used to sleep away the night. Before beds were added, there were videos on how to survive your 1st night almost everywhere. But now they've become nonexistent. The speaker also believes taking away the player's ability to set up a base of operations wouldn't necessarily help. Instead make the system more cumbersome (not in a bad way.) Listed instances are faster breaking armor, even more degeneration of hunger, or reduced spawn rate of ores.
I'd like to add my two cents on this matter. So Persona 5 was released about a month ago, and had a "Merciless" difficulty. It did the same thing as their "hard" difficulty, but not only did it reduce money and exp income, but also increased critical and technical multiplier damage for BOTH the enemy, AND the player. Technical damage is basically critical damage, but happens only if the player or enemy attacks with the appropriate damage type WHILE said target is inflicted with the correct status effect. This advantage (and disadvantage) rewarded players for playing smart and efficiently by synergizing status effects with appropriate damage types. This made the difficulty a breeze if the player played the right cards, without the cost of being forgiving to the player.
This is a very neat difficulty mechanic and I think hardcord could use a mechanic inspired by such. I'm clearly not saying we should copy-paste the mechanic, because if I was, it wouldn't work because of the lack of different damage types in Minecraft (if there is one at all.)I was thinking of the following:
That's all the ideas I have for now. I'll add more onto this list as time flies.
I'll also create a separate community idea section within a spoiler tag, featuring ideas and changes you guys posted here that are either most requested, or popular.
So do you guys think Hardcore mode is really easier than the impression it gives off? What do you guys think should be added or changed to help hardcore mode more difficult (or simply better?)
I'm indifferent.
Nothing to see here.
This might fit better under suggestions...
I've moved this under suggestions, since it seems more like a suggestion thread.
- sunperp
This is the best rebalancing Hardcore suggestion I've ever seen. I'm not too sure about the bed because you could just hide in a hole anyways to avoid mobs, but the increased Regional Difficulty would definitely make it hard without making the game unfair, as the AI tweaks also would.
The only thing I'd do to improve it is to make RD a little higher, by setting the default Regional Difficulty value to the point where decently geared mobs can spawn on Night 0.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Why not just remove local difficulty? Prior to 1.6 the game behaved as if it were always at maximum because it did not exist back then; I even removed it in a mod, replacing it so it is based only on playtime and after it reaches a maximum it stays there forever, and I see crazy numbers of armored mobs all the time (on Normal difficulty. Hard is even worse... to the point where somebody else playing with my mod was forced to switch to Normal), albeit I also greatly buffed the chances of pretty much everything (higher on Normal than on Hard in vanilla, and much higher chances of better armor, which is fixed in vanilla; recently I saw 4 mobs in full diamond armor in the same number of days, with two in one day) and Hard-only effects are not limited to that difficulty.
Given my playstyle it really just nerfs the difficulty, especially with the changes 1.8 made to it (nothing even happens until it reaches at least 2; did you know that mobs used to spawn with armor and stuff on Easy? Not since 1.8 because it never gets high enough; likewise, since I'm constantly exploring new areas it never gets very high). If not remove entirely, then as I mentioned make it only based on total playtime so the player at least isn't faced with the full effects right from the start.
I also do not like to see "Hard/Hardcore-only" effects - I think that all difficulty levels should be able to experience most of what the game has to offer (about the only thing about Hard that i do not like is zombies breaking doors. The damage dealt by creepers is also disproportionately scaled (from 49-73 on Normal-Hard vs 3-4 for zombies and 4-5 for skeletons) so while I can simply upgrade my armor (I do not wear maxed-out armor, which is plenty enough to make me essentially immortal) I'd get even less damage from most mobs, which already are not even a threat (even going from Normal in 1.6.4 to Hard in 1.9+ I can entirely offset the damage increase and armor protection nerfs to get about the same amount of post-armor damage from a creeper, and otherwise you regen health 8 times faster now and have shields which block ALL damage from most attacks that you can see coming).
Also, I don't see what the big deal with beds is; it is extremely easy to survive the first night without one - start by looking for diamonds (branch-mining, so more mobs spawning deeper down makes no difference; I don't even cave for my first diamonds because branch-mining is much more efficient, as well as safer, and this is what many (most?) players do to get diamonds. Also, this means there would be less mobs on the surface), you don't really even need food right away thanks to the major nerfs to hunger drain in 1.11 (you can mine thousands of blocks and walk forever; just use stairs to get to your mine and avoid sprinting and jumping; maybe they could revert the nerfs just for Hardcore but it is still easy to find food, and lacking animals you can almost always find tall grass for seeds/wheat), and otherwise you are forced to wait 10 minutes, which is not fun at all. Their biggest advantage, setting your spawnpoint, is useless in Hardcore since you can't respawn.
That said, "hardcore" is generally used to mean permadeath, not necessarily a harder gamemode, and if such a thing were to be added to Minecraft it should be a difficulty option so you can play on it without Hardcore mode (which is not a difficulty setting), which could in turn possibly have the option of Hard or the new harder difficulty (actually, it would be nice if Hardcore could have any difficulty set, but permanently locked at world creation, or perhaps only able to be increased so players could increase it if they do not want to start out at the highest difficulty).
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?
Speaking of your mod, what is the Time for Maximum difficulty for hard for NBT Explorer?
This isn't really the right place for it but I mentioned it here; any number 7200000 or higher will work (Hard only needs 5400000 but either will work).
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?
Sleeping through the night isn't just about avoiding mobs; as noted, that can be done by just holing up. But then waiting through several minutes when you have nothing to do is tedious, and a bed avoids that.
The AI for mobs could certainly be buffed, it currently includes several limits aimed at giving new players or characters a better chance at survival. One mod to that effect is Special AI; I seem to recall another, but can't locate it offhand. In general, if mobs were able to purposely cooperate against players, they'd be much tougher. There are also several mods that give mobs additional special abilities or add more dangerous variations. Note that skeletons already get in fights with zombies or each other, I've made good use of this in crowded spawner rooms.
If You Atleast just wanted to INCREASE MOB AI, Then Why dont you post that only, because a difficulty should include everything. Like Using and interacting with other items, and making it difficult for how you use them in-game, etc. Otherwise, it wholly depends on YOU how you publish the ideas on this forum. Yes, i agree with your idea that Hardcore Mode Only Feels difficult, it is not, rather
I think hardcore mode should play exactly like hard mode, except for the fact that you lose your world.
Changes like this should either be applied to regular hard mode, or added to a new "super hard" mode. Hardcore could then use super hard instead of just hard.
Any new content added to the game shouldn't be locked to hardcore. Many players enjoy the challenge it would offer, but hate losing your world. I personally doubt I could ever enjoy a hardcore world, but I can see myself wanting to face new challenges.
I think that Hardcore mode should increase chances for Zombies And Skeletons wearing armor.
Gold 91.9%
Leather 78.7%
Chainmail 65.0%
Iron 30.0%
Diamond 25.0%
Chance for Mobs wearing armor: 65.0%
Chance for Mobs getting level 30 enchantments: 35.5%
When you reach maximum difficulty on Hardcore, there is a big chance for zombies wearing diamond armor. Diamond armor can get up to Level 20 enchantments. It should also increase the chances for spiders having potions.
Zombies should also spawn with iron pickaxes, and axes, diamond pickaxes, shovel, axes. Can also get up to level 30. (35.5%)
Are you implying they should be able to dig? Scary. O.o
I think that would be suitable, assuming the zombie's mining speed isn't the same as the player's when equipping a pickaxe and such.
The whole game is too easy. Everything about it is just easy. Mine iron, gear up, get diamonds, build a few things, and done. You completed the game. Minecraft has always been an easy game.
PVP Legend
Oh! Zombies Can Get A Life
And Then Edit The Mines and homes of the Player, making him disgust XD!
I'm not a big fan of player standing still means a zombie with diamond gear. As it could potentially means the player could farm diamond stuffs.
Here's my Idea:
Don't worry. When starting a new world, the chances would be incredibly slim, and it would take a very VERY long time for zombie to spawn in with diamond armor consistently.
When I mean very long, I'm speaking of thousands and thousands of days.
I'm pretty sure local difficulty maxes out after 100 hours.
The game in general is too easy, this is not an issue exclusive to hardcore.
I'm pretty sure they got that from my mod, which they play with; I made zombies able to carry any type of tool (except hoes), both iron and diamond, and a mod item. They are just for more variety, just as in vanilla zombies can carry shovels but do not do anything with them. Recently though I made it so that Efficiency acts like Sharpness when a mob holds a weapon, and in my mod axes penetrate armor, so zombies with axes (which disable shields in vanilla 1.9+) are more dangerous than ones with swords (axe damage is one less than swords, the same as pre-1.8, and weapons add another +1 damage bonus so the nerfing of weapons by 1 attack damage (+6 instead of +7 for a diamond sword) does not affect mob damage. In a similar manner armor reduces damage by 3.3% per armor point when worn by a player but 4% when worn by a mob, and in order to get maxed gear you need to find a material much rarer than diamond, and only obtainable by mining or the rare mob drop).
Also, as far as making diamond armor more common unbalancing drops, even with the much higher frequency in my mod I have not gotten many pieces of diamond equipment, and certainly nowhere near enough to repair all of my gear. I did nerf the drop rate of equipment, from 8.5% to 5% for most items (10% for amethyst), but Looting III increases that to 11% or 22% (unlike vanilla Looting acts like a multiplier, instead of adding 1% per level regardless of the base chance). And besides, with Mending and all I don't think diamonds are even that valuable; i even added them as a mob drop so they are renewable (actual diamonds, not pre-made gear, which is 100% renewable in versions before 1.8 thanks to villager trading, who sell everything. The only things that are not renewable are enchantment tables, jukeboxes, and fireworks, none of which you need many diamonds for. The mob in question is Giants, which rarely spawn (much rarer than any other mobs) and only drop them when killed with Looting; you might get 1-2 per night if lucky).
Here are the drops that I've gotten from over 3 months of intensive gameplay, with around 35,000 mobs killed, around 2/3 of those skeletons and zombies (ignore the diamond pickaxes with 100% durability, I found those in minecarts, from 53 mineshafts, the three iron pickaxes at the bottom were likewise taken from them and enchanted so I can use them to dig railways). Note that zombies have a 6.6% chance of weapons (6.6 times the chance in vanilla on Normal) and 20% of those are diamond or better; armor chance is 20% (on Normal, 30% on Hard, which is double the vanilla chance; actually, 1.8 nerfed Hard a bit by making the maximum (clamped) regional difficulty only able to reach 1 instead of 1.25, which meant the actual maximum chance in vanilla 1.6.4 is 18.75%):
Also, drops are not so useful when you can't even use them to repair your gear, thanks to the good old pre-1.8 anvil repair system (expensive? But you are not supposed to walk around with gear with 6-7 enchantments, never mind that Mending basically makes them unbreakable; my version simply replaces renaming to remove the prior work penalty so you must repair them on the anvil):
(I can repair my boots with a single unit - for 44 levels (anvil cap is 49 instead of 39 for these items); you do get 1124 durability back (all pieces of armor have the same durability) but that's still more expensive than diamond gear in vanilla, which can also get Unbreaking and be repairable 100% at a time using items you bought from a villager for a few emeralds/stacks of wheat, plus in vanilla I don't use Protection on my boots, which offsets the reduction in armor effectiveness for about the same amount of overall damage reduction, 76-77%)
Also, local difficulty (which again ought to be removed as I mentioned before) actually reaches a maximum after 16.6 hours provided you've spent at least 21 hours in the world (inhabited time is the biggest component but there is also a factor related to total playtime; what I'm saying is that they should make it only based on the latter, since otherwise I never spend enough time in a given area for it to have much effect, especially since 1.8; in my mod it takes 100 hours (75 on Hard) during a new moon. On average I explore about 100 chunks per play session, which lasts about 3 1/2 hours, so with a view distance of 10, which loads about 441 chunks, a given chunk is loaded for only 15-16 hours, half that time by the time I actually explore it).
Here is my mods "regional difficulty" calculation, really simple when compared to 1.8 (shown in the link above):
(one small tweak might be to shift the lunar cycle so the first day starts on a new moon instead of full so difficulty starts at 0 instead of 0.125-0.5)
And yes, Mojang keeps making the game easier and easier by adding stuff like this, besides also nerfing mob damage (did you know that in 1.5 zombies did up to 9 damage on Hard - without any weapons? The armor and weapon nerfs in 1.9 also affect mob equipment and as a result had little effect on how easily a player can kill them; to kill a mob in full golden armor with a Sharpness V diamond sword would require 4 hits without armor penetration and 3 with, the latter the same number of hits required prior to 1.9 despite your sword dealing 42.5% more damage). Some other things were also not very well thought out; leader zombies having a few extra HP? Try more like double the health, and at least in vanilla 1.6.4 the game doesn't even actually increase their health, just their maximum health, like giving a player Health Boost with natural regeneration disabled (double health for a zombie is 4 hits even with a Sharpness V diamond sword prior to 1.9 when factoring in their 2 armor points, which incidentally should also add up to a maximum of 22 or 88% damage reduction, which is of course a lot less since 1.9 unless you punch them to death).
Note that any of these changes ought to be available on any difficulty level; I think that only a few things should be Hard-only, like zombies breaking doors and zombie sieges (which currently occur on any difficulty, and with a few simple rules are not even an issue except for the player who just wants to make a giant village on non-Peaceful Survival, or even Creative). At the least, things like the chance of zombies having weapons should actually scale between Easy and Normal (both are a puny 1% with Hard being 5%; a better scaling would be something like 3.3-6.6-10%).
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?