players will no longer have as fast of a natural regeneration and hunger will gradually decrease.
players will be affected by the physical world (lava, cactus, etc)
pigmen inhabit the nether but are passive (they drop no loot when killed)
Easy,Normal,andHard
Passive mobs have varying defense mechanisms based on difficulty
Hostile mobs will now vary in behavior; not just spawning, damage, and health
Insane
Serves as an even harder difficulty for more experienced players
Bats
Easy: spawn as they do now
Normal: have a 20% chance of spawning as a hostile variant with red eyes called vampires that attacks players and livestock
Hard: the vampire variant spawns with witches as pets in witch huts; the bats follow their masters
Insane: the vampire bat variant is more aware of the player and can dodge him or her more easily
Livestock
Easy: run from players as fast as they do now. when a member of the same species is attacked, livestock in a 3x3 radius will flee
Normal: run from players 5% faster than they do now. scare radius increased to 8x8
Hard: run from players 10% faster than they do in normal mode. scare radius increased to 12x12
Insane: run from players 15% faster than they do in hard mode. scare radius increased to 16x16
Rabbits
Easy: 0.05% chance of bunnies being super strong red eyed white skinned killer bunnies
Normal: 2% chance
Hard: 5% chance
Insane 10% chance
Horses, Donkeys, Mules, and Llamas
Easy: takes a minute to tame and has a 2% of kicking the player off every second (can be increased with carrots, golden carrots, etc)
Normal: takes two minutes to tame and has a 2% of kicking the player off every second
Hard: takes five minutes to tame, can sprint when not tamed, and has a 2% of kicking a player off every second
Insane: takes ten minutes to tame, can jump when not tamed, and has a 2% of kicking a player off every second
When kicking a player off, the time the player spent riding it is saved. Horses now move less randomly when a player is riding it and isn't tamed. Players are encouraged to bring horses into their bases or stables in order to have a place to tame them.
Blaze
Easy: shoots two fireballs before recharging (shoots 2% faster than usual)
Normal: shoots three shots fireballs recharging (shoots 10% faster than usual)
Hard: shoots four fireballs before recharging (shoots 14% faster than usual)
Insane: shoots five fireballs (shoots 10% faster than usual)
Creeper
Easy: explosion radius decreased by 10%, ignition proximity radius decreased by 15%
Normal: radiuses remains as they are
Hard: radius increased by 10%, ignition proximity radius increased by 5%
Insane: radius increased by 15%, ignition proximity radius increased by 8%
Drowned
Easy: acts as it is
Normal: has a chance to grab players and attempt to drown them but will let go if hit
Hard: can additionally grab players from boats and has a 60% of letting go when hit
Insane: has a 10% of letting go when hit
Guardians
Easy: act as they are
Normal: can break blocks with their beams
Hard: +10% beam detection
Insane: + 16% beam detection from original
Ender Dragon
Easy: unable to shoot fireballs and dragon breath amount reduced
Normal: can shoot fireballs and end dragons regenerates 5% faster from end crystals
Hard: extra special attack (the dragon will bring its wings to its sides and then whirl them out dealing a 20x20 aoe attack not dealing any damage but whirling the player up in the air. How high the player goes is dependant on how close the player was to the dragon. The attack isn't very common, but becomes more frequent as its health decreases.) dragon breath amount increased, and regenerates 12% faster from end crystals
Insane: extra special attack (the dragon opens up a portal and after 3-5 seconds will come out through another portal on the ground near where the player is and fly upwards dealing damage to the player. Players are repelled by enderdragon portals so they won't be able to go throught them), increased radius of hard difficulty special attack to 25x25, and regenerates health from end crystals 20% faster
Endermite
Easy: acts as it does now
Normal: spawn as frequently as zombies in the end islands
Hard: spawn chance increased and spawn in slightly larger quantities
Insane: spawns together in large quanitities
Enderman
Easy: can't pick up blocks but have a chance to spawn holding them
Normal: gets angry if a player attempts to shoot at it
Hard: teleports everytime it is attacked
Insane: +15% speed
Ghast
Easy: remains as it is
Normal: fireball speed increased by 10%
Hard: fireball speed increased by 20%
Insane: fireball speed increased by 30%
Husks, Strays, Cave Spiders, Shulkers, Wither Skeletons, Withers, and Pufferfish
Easy: doesn't inflict effect when entity is hit
Normal: inflicts level I status effect when entitiy is hit
Hard: inflicts level II
Insane: inflicts level III
Witch
Easy: neutral
Normal: as they are now
Hard: heals undead with potions of harming
Insane: 35% chance of throwing lingering potions
Slimes (maybe magma cubes)
Easy: as they are now
Normal: knocks the players back slightly when hits by melee
Hard: knocks the player back when hit by melee
Insane: knocks the player back far when hit by melee
Zombies and Variants
Easy: baby zombies can't spawn
Normal: can press wooden buttons
Hard: can break wooden doors, press all buttons, and flip lever. zombies riding zombie horses can spawn
Insane: can break all blocks and have a small chance to spawn with an iron pickaxe or axe (in addition to the shovel). zombie horses can sprint
I support this suggestion. The current difficulty system only affect damage, not mob behavior. Upgrading or downgrading mob behavior sounds like a superior system.
The only thing I am against in this suggestion is the horse taming... sounds ridiculously tedious to wait 20 minutes just for a horse to kick you off. I support everything else, though.
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I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
1. Peaceful is meant for those who don't want to deal with hunger and monsters. Neutral pigmen sound fine (give the player some company, possibly?) and being affected by the world already exists. I'd say just remove the health and hunger depleting mechanics you suggested for Peaceful to keep it relaxing for those who wish to use it.
2. Waiting 20 minutes for a horse to kick you off sounds bad. Reduce the times, probably by half.
3. Endermites spawning in large groups as frequently as zombies would probably cause lag and mob cap problems. Good in concept to have to deal with smaller, harder-to-hit enemies in an end-game zone, but that many at once would be either a laggy annoyance or would make the Endi Islands nearly unplayable without building above it or using an Elytra.
4. Cave spiders putting level 3 effects on every time one is hit would be a pain. It's even worse for the Wither, since that has regenerating health, Wither Armor, and the Wither effect can kill. Either remove them or greatly reduce the chance. (ex: 0%, 0%, 1%, 2.5%, 5%)
5. Slime knockback sounds fine since they could be rubbery, but lowering attack speed feels more appropriate to me since they're made of slime and the weapon could have some issues sliding out.
6. Don't let zombies break all blocks. Mob griefing is annoying enough just being creepers, endermen, and the likes. Letting every zombie break every block would turn Minecraft into a game of attrition or force players to live in the sky. Pressing wood buttons sounds fine, no baby zombies sounds fine, and keeping wooden door breaking sounds fine. Maybe lever-flipping and all button-pressing of Hard since redstone doors can easily be made using other bits, but definitely remove breaking all blocks.
The key is to add true difficulty and not artificial difficulty. A player shouldn't die to something completely out of their control due to game mechanics saying so, nor should their hard work suffer.
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.
I support this suggestion. The current difficulty system only affect damage, not mob behavior. Upgrading or downgrading mob behavior sounds like a superior system.
The only thing I am against in this suggestion is the horse taming... sounds ridiculously tedious to wait 20 minutes just for a horse to kick you off. I support everything else, though.
Thx for the support. When a horse kicks a player offf, the amount of time spent on it is saved. However, you're right, it's pretty tedious. I attempted to make horse riding more interesting by making it sort of risky (having it run around and such) to encourage the player to get off and take a break making it a more gradual process. I will lower the times.
1. Peaceful is meant for those who don't want to deal with hunger and monsters. Neutral pigmen sound fine (give the player some company, possibly?) and being affected by the world already exists. I'd say just remove the health and hunger depleting mechanics you suggested for Peaceful to keep it relaxing for those who wish to use it.
2. Waiting 20 minutes for a horse to kick you off sounds bad. Reduce the times, probably by half.
3. Endermites spawning in large groups as frequently as zombies would probably cause lag and mob cap problems. Good in concept to have to deal with smaller, harder-to-hit enemies in an end-game zone, but that many at once would be either a laggy annoyance or would make the Endi Islands nearly unplayable without building above it or using an Elytra.
4. Cave spiders putting level 3 effects on every time one is hit would be a pain. It's even worse for the Wither, since that has regenerating health, Wither Armor, and the Wither effect can kill. Either remove them or greatly reduce the chance. (ex: 0%, 0%, 1%, 2.5%, 5%)
5. Slime knockback sounds fine since they could be rubbery, but lowering attack speed feels more appropriate to me since they're made of slime and the weapon could have some issues sliding out.
6. Don't let zombies break all blocks. Mob griefing is annoying enough just being creepers, endermen, and the likes. Letting every zombie break every block would turn Minecraft into a game of attrition or force players to live in the sky. Pressing wood buttons sounds fine, no baby zombies sounds fine, and keeping wooden door breaking sounds fine. Maybe lever-flipping and all button-pressing of Hard since redstone doors can easily be made using other bits, but definitely remove breaking all blocks.
The key is to add true difficulty and not artificial difficulty. A player shouldn't die to something completely out of their control due to game mechanics saying so, nor should their hard work suffer.
1. I somewhat agree, but peacful just seems like a ripoff creative mode. Imo, it would be better to have it so it's just as the name implies 'peacful'
2. Agreed
3. Possibly
4. The wither fight to me was too easy (probably because I was on a multiplayer server and another player helped me). However, if the wither fight is too hard, the player could switch the difficulty to an easier level temporarily.
5. Slime logic never really made sense to me. Slime blocks are bouncy but sticky pistons are sticky. This feature sounds interesting
6. Insane mode is more geared towards survivalist players (what minecraft survival mode was originally going for) rather than builders and redstoners.
The difference between this difficulty is that players are constantly trying to survive rather than choosing when they want a challenge. If too difficult, there is always the option to choose the difficulty that fits you. I personally would chose hard (insane if I don't feel in the mood to build).
1. I somewhat agree, but peacful just seems like a ripoff creative mode. Imo, it would be better to have it so it's just as the name implies 'peacful'
I don't really understand how it feels like a ripoff creative mode. It's meant to be for extremely new/casual players who just wish to build without worrying about monsters and without having unlimited flight and blocks like Creative.
4. The wither fight to me was too easy (probably because I was on a multiplayer server and another player helped me). However, if the wither fight is too hard, the player could switch the difficulty to an easier level temporarily.
There's a fine line between making a fight more difficult and just plain annoying. I mostly play alone. Many people choose to play alone, and thus fight these enemies alone. I don't want to have to switch to Easy difficulty just to fight a Wither's second phase because the game's mechanics make it impossible to defeat without dying a hundred times. What about hardcore players, who don't have the liberty of difficulty changing? Should these simple creatures lock them out of content?
6. Insane mode is more geared towards survivalist players (what minecraft survival mode was originally going for) rather than builders and redstoners.
The difference between this difficulty is that players are constantly trying to survive rather than choosing when they want a challenge. If too difficult, there is always the option to choose the difficulty that fits you. I personally would chose hard (insane if I don't feel in the mood to build).
Survivalist games are fine, but bring able to break everything with ease isn't a good mechanic. I know of another survival game where zombies can tear through concrete like paper, and with several dozen coming every night it gets to be more of a nuisance than anything. Insane would force players into the sky if they didn't want to constantly rebuild, and then it would be quite simple to prevent zombies from spawning up there, allowing them to live a life of luxury.
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.
Whenever a suggestion has time and effort put into it, I always wonder if the people who only comment "support" or "no support" even bothered to read each change beyond the title, and if so, whether they actually fully agree/disagree with each one of them. Just a thought of mine.
If I don't respond to something, I agree with it completely. This is a good suggestion, but there are things I feel are worth saying.
players will no longer have as fast of a natural regeneration and hunger will gradually decrease.
Why? Peaceful is for people who want the easiest mode possible while still not being 100% safe. Not having to deal with annoying hunger bars and excruciatingly slow regeneration are but a few essential features of Peaceful that distinguish it from Easy. Heck, maybe you have someone who wants as little to do with killing mobs as possible, so not having to slaughter them for food will let them do their mining and exploring in peace.
pigmen inhabit the nether but are passive (they drop no loot when killed)
Seems pretty pointless. Might as well do the same for every other neutral mob. For all we know, some players are terrified of mutant pig-human hybrids. Hey, I don't judge. I used to be terrified of spiders and squid.
Hard: the vampire variant spawns with witches as pets in witch huts; the bats follow their masters
Insane: the vampire bat variant is more aware of the player and can dodge him or her more easily
On one hand, bats are pretty useless right now, so this would let at least 20% of them do something useful other than surprise and annoy you. On the other hand, tiny flying hostile mobs sounds like a recipe for disaster (and ragequits). They'd have to be pretty weak, hopefully also having a larger hitbox and dealing no knockback so you aren't hit into lava by an attack you could barely predict.
Easy: takes a minute to tame and has a 2% of kicking the player off every second (can be increased with carrots, golden carrots, etc)
Sounds boring, especially when it scales to 10 minutes. That's not difficulty, that's just making a repetitive task pointlessly complicated. Also, I think you meant "decreased", not "increased".
Normal: has a chance to grab players and attempt to drown them but will let go if hit
Hard: can additionally grab players from boats and has a 60% of letting go when hit
Interesting mechanic, but drowning is kind of weak anyways and takes a while until you start taking damage. I assume that they won't be able to attack while they're holding you, so this will be sort of a nerf. However, I haven't actually played against Drowned yet so I don't know what their behavior would be after they release you or even how swimming works, so take this with a grain of salt.
Hard: extra special attack (the dragon will bring its wings to its sides and then whirl them out dealing a 20x20 aoe attack not dealing any damage but whirling the player up in the air.
I'm not sure how I feel about a giant dragon twirling like a ballerina.
Insane: extra special attack (the dragon opens up a portal and after 3-5 seconds will come out through another portal on the ground near where the player is and fly upwards dealing damage to the player. Players are repelled by enderdragon portals so they won't be able to go throught them)
Interesting concept as well, but an easier mechanic would just be increasing its speed either overall or when charging.
Hard: can break wooden doors, press all buttons, and flip lever. zombies riding zombie horses can spawn
Insane: can break all blocks and have a small chance to spawn with an iron pickaxe or axe (in addition to the shovel). zombie horses can sprint
Okay: So I assume Zombies would only press buttons/flip levers if they're next to a door and they spot a player/villager they can't reach.
Not too bad of an idea, but it would render a main use for Iron Doors pointless, so that's an issue.
And surely you don't mean Zombies can break ALL blocks? Endrock, obsidian, bedrock?
Changes to unused mobs like zombie horses is also completely unnecessary unless there are plans to re-integrate them like they did to the Skeleton Horse.
On one hand, bats are pretty useless right now, so this would let at least 20% of them do something useful other than surprise and annoy you. On the other hand, tiny flying hostile mobs sounds like a recipe for disaster (and ragequits). They'd have to be pretty weak, hopefully also having a larger hitbox and dealing no knockback so you aren't hit into lava by an attack you could barely predict.
They do as much damage as vexes- the other tiny flying mob that can additionally go through walls
So... the Killer Bunny? And define "super strong", because tiny hopping hostile mobs are also a recipe for disaster.
pretty much. their unique. if mobs that can dodge your attacks is too difficult for you, then switch to a lower difficulty.
Sounds boring, especially when it scales to 10 minutes. That's not difficulty, that's just making a repetitive task pointlessly complicated. Also, I think you meant "decreased", not "increased".
Already discussed this
Interesting mechanic, but drowning is kind of weak anyways and takes a while until you start taking damage. I assume that they won't be able to attack while they're holding you, so this will be sort of a nerf. However, I haven't actually played against Drowned yet so I don't know what their behavior would be after they release you or even how swimming works, so take this with a grain of salt.
Partial resistance when drowning seems appropriate.
Breaking blocks seems unnecessary and doesn't fit the idea of guardians protecting an ancient monument. And what does "beam detection" mean?
true, changes made
I'm not sure how I feel about a giant dragon twirling like a ballerina.
It doesn't twirl. The dragon's body itself doesn't move. The wings are bent into the dragons sides and then flap outward once.
Interesting concept as well, but an easier mechanic would just be increasing its speed either overall or when charging.
Easy concept but a more interesting mechanic would be something more epic.
Ew.
Ew for not wanting or not wanting others to experience a challenging end islands experience.
Sounds too simple. You could've targeted flying speed, health, a variety of things, but why fireball speed?
The purpose of this suggestion was to modify mob behaviour- not damage and health as the system already does. A visual change such as speedy fireball is more appealing then simply changes to health. A speedy ghast is unrealistic.
Sounds incredibly annoying and a little unnecessary. Slimes could use a little more love but I don't think this is the way to go about it.
Disagree.
Okay: So I assume Zombies would only press buttons/flip levers if they're next to a door and they spot a player/villager they can't reach.
Not too bad of an idea, but it would render a main use for Iron Doors pointless, so that's an issue. Changes made
And surely you don't mean Zombies can break ALL blocks? Endrock, obsidian, bedrock? Yes. The changes made in insane mode are specifically for survivalist players (not builders, redstoners, etc). If you aren't aware, this feature was once going to be added. However, a separate mob seems fit.
Changes to unused mobs like zombie horses is also completely unnecessary unless there are plans to re-integrate them like they did to the Skeleton Horse.
You either have not read or misread this section of the thread.
They [Bats] do as much damage as vexes- the other tiny flying mob that can additionally go through walls
True, but vexes don't spawn naturally in dark caves while you're trying to mine diamonds next to lava. Bats are much more common and unlike vexes you aren't expecting them to come.
pretty much. their unique. if mobs that can dodge your attacks is too difficult for you, then switch to a lower difficulty.
Again, what do you mean by "super strong" killer rabbits?
Already discussed this [horses take 10 minutes to tame on Insane]
You agreed that 20 minutes is too much, but I'm saying half that is still too long.
Partial resistance when drowning seems appropriate.
Partial resistance to what??
It doesn't twirl. The dragon's body itself doesn't move. The wings are bent into the dragons sides and then flap outward once.
So it hits you with the wind?
Easy concept but a more interesting mechanic would be something more epic.
Being "epic" isn't a reason, it's giving the developers more work for something that could be done in a much simpler way.
Ew for not wanting or not wanting others to experience a challenging end islands experience.
Ew for not liking tiny ender silverfish in general, but I wouldn't be too against this change.
The purpose of this suggestion was to modify mob behaviour- not damage and health as the system already does. A visual change such as speedy fireball is more appealing then simply changes to health. A speedy ghast is unrealistic.
Good point. Though you did suggest a different fireball change for Blazes, why not Ghasts too?
Yes. The changes made in insane mode are specifically for survivalist players (not builders, redstoners, etc). If you aren't aware, this feature was once going to be added. However, a separate mob seems fit.
I suppose zombies breaking blocks like wood could be a good addition for Insane. But zombies breaking obsidian, unless they spawned with a diamond pickaxe, is just overpowered for the sake of being hard.
You either have not read or misread this section of the thread.
Did you not say "zombie horses can sprint"?
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Quote me if you're replying to my comment please.
Check out my maps! Vampire and Hunter PVP - multiplayer PvP map:
Peaceful
Easy, Normal, and Hard
Insane
Bats
Livestock
Rabbits
Horses, Donkeys, Mules, and Llamas
When kicking a player off, the time the player spent riding it is saved. Horses now move less randomly when a player is riding it and isn't tamed. Players are encouraged to bring horses into their bases or stables in order to have a place to tame them.
Blaze
Creeper
Drowned
Guardians
Ender Dragon
Endermite
Enderman
Ghast
Husks, Strays, Cave Spiders, Shulkers, Wither Skeletons, Withers, and Pufferfish
Witch
Slimes (maybe magma cubes)
Zombies and Variants
Phantom
Skeleton and Variants
I support this suggestion. The current difficulty system only affect damage, not mob behavior. Upgrading or downgrading mob behavior sounds like a superior system.
The only thing I am against in this suggestion is the horse taming... sounds ridiculously tedious to wait 20 minutes just for a horse to kick you off. I support everything else, though.
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
FULL SUPPORT YES
it's mostly okay, but I have some problems.
1. Peaceful is meant for those who don't want to deal with hunger and monsters. Neutral pigmen sound fine (give the player some company, possibly?) and being affected by the world already exists. I'd say just remove the health and hunger depleting mechanics you suggested for Peaceful to keep it relaxing for those who wish to use it.
2. Waiting 20 minutes for a horse to kick you off sounds bad. Reduce the times, probably by half.
3. Endermites spawning in large groups as frequently as zombies would probably cause lag and mob cap problems. Good in concept to have to deal with smaller, harder-to-hit enemies in an end-game zone, but that many at once would be either a laggy annoyance or would make the Endi Islands nearly unplayable without building above it or using an Elytra.
4. Cave spiders putting level 3 effects on every time one is hit would be a pain. It's even worse for the Wither, since that has regenerating health, Wither Armor, and the Wither effect can kill. Either remove them or greatly reduce the chance. (ex: 0%, 0%, 1%, 2.5%, 5%)
5. Slime knockback sounds fine since they could be rubbery, but lowering attack speed feels more appropriate to me since they're made of slime and the weapon could have some issues sliding out.
6. Don't let zombies break all blocks. Mob griefing is annoying enough just being creepers, endermen, and the likes. Letting every zombie break every block would turn Minecraft into a game of attrition or force players to live in the sky. Pressing wood buttons sounds fine, no baby zombies sounds fine, and keeping wooden door breaking sounds fine. Maybe lever-flipping and all button-pressing of Hard since redstone doors can easily be made using other bits, but definitely remove breaking all blocks.
The key is to add true difficulty and not artificial difficulty. A player shouldn't die to something completely out of their control due to game mechanics saying so, nor should their hard work suffer.
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.
Thx for the support
Thx for the support. When a horse kicks a player offf, the amount of time spent on it is saved. However, you're right, it's pretty tedious. I attempted to make horse riding more interesting by making it sort of risky (having it run around and such) to encourage the player to get off and take a break making it a more gradual process. I will lower the times.
Thx for the support.
1. I somewhat agree, but peacful just seems like a ripoff creative mode. Imo, it would be better to have it so it's just as the name implies 'peacful'
2. Agreed
3. Possibly
4. The wither fight to me was too easy (probably because I was on a multiplayer server and another player helped me). However, if the wither fight is too hard, the player could switch the difficulty to an easier level temporarily.
5. Slime logic never really made sense to me. Slime blocks are bouncy but sticky pistons are sticky. This feature sounds interesting
6. Insane mode is more geared towards survivalist players (what minecraft survival mode was originally going for) rather than builders and redstoners.
The difference between this difficulty is that players are constantly trying to survive rather than choosing when they want a challenge. If too difficult, there is always the option to choose the difficulty that fits you. I personally would chose hard (insane if I don't feel in the mood to build).
Thx for the support and feedback.
I don't really understand how it feels like a ripoff creative mode. It's meant to be for extremely new/casual players who just wish to build without worrying about monsters and without having unlimited flight and blocks like Creative.
There's a fine line between making a fight more difficult and just plain annoying. I mostly play alone. Many people choose to play alone, and thus fight these enemies alone. I don't want to have to switch to Easy difficulty just to fight a Wither's second phase because the game's mechanics make it impossible to defeat without dying a hundred times. What about hardcore players, who don't have the liberty of difficulty changing? Should these simple creatures lock them out of content?
Survivalist games are fine, but bring able to break everything with ease isn't a good mechanic. I know of another survival game where zombies can tear through concrete like paper, and with several dozen coming every night it gets to be more of a nuisance than anything. Insane would force players into the sky if they didn't want to constantly rebuild, and then it would be quite simple to prevent zombies from spawning up there, allowing them to live a life of luxury.
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.
Makes difficulty more separate from themselves rather than just buffing mobs.
Support
follow lezanman on minecraftforum
Whenever a suggestion has time and effort put into it, I always wonder if the people who only comment "support" or "no support" even bothered to read each change beyond the title, and if so, whether they actually fully agree/disagree with each one of them. Just a thought of mine.
If I don't respond to something, I agree with it completely. This is a good suggestion, but there are things I feel are worth saying.
Why? Peaceful is for people who want the easiest mode possible while still not being 100% safe. Not having to deal with annoying hunger bars and excruciatingly slow regeneration are but a few essential features of Peaceful that distinguish it from Easy. Heck, maybe you have someone who wants as little to do with killing mobs as possible, so not having to slaughter them for food will let them do their mining and exploring in peace.
Isn't this already the case regardless of difficulty?
Seems pretty pointless. Might as well do the same for every other neutral mob. For all we know, some players are terrified of mutant pig-human hybrids. Hey, I don't judge. I used to be terrified of spiders and squid.
More than a simple difficulty revamp, hm?
On one hand, bats are pretty useless right now, so this would let at least 20% of them do something useful other than surprise and annoy you. On the other hand, tiny flying hostile mobs sounds like a recipe for disaster (and ragequits). They'd have to be pretty weak, hopefully also having a larger hitbox and dealing no knockback so you aren't hit into lava by an attack you could barely predict.
So... the Killer Bunny? And define "super strong", because tiny hopping hostile mobs are also a recipe for disaster.
Sounds boring, especially when it scales to 10 minutes. That's not difficulty, that's just making a repetitive task pointlessly complicated. Also, I think you meant "decreased", not "increased".
Interesting mechanic, but drowning is kind of weak anyways and takes a while until you start taking damage. I assume that they won't be able to attack while they're holding you, so this will be sort of a nerf. However, I haven't actually played against Drowned yet so I don't know what their behavior would be after they release you or even how swimming works, so take this with a grain of salt.
Breaking blocks seems unnecessary and doesn't fit the idea of guardians protecting an ancient monument. And what does "beam detection" mean?
I'm not sure how I feel about a giant dragon twirling like a ballerina.
Interesting concept as well, but an easier mechanic would just be increasing its speed either overall or when charging.
Ew.
Sounds too simple. You could've targeted flying speed, health, a variety of things, but why fireball speed?
Sounds incredibly annoying and a little unnecessary. Slimes could use a little more love but I don't think this is the way to go about it.
Okay: So I assume Zombies would only press buttons/flip levers if they're next to a door and they spot a player/villager they can't reach.
Not too bad of an idea, but it would render a main use for Iron Doors pointless, so that's an issue.
And surely you don't mean Zombies can break ALL blocks? Endrock, obsidian, bedrock?
Changes to unused mobs like zombie horses is also completely unnecessary unless there are plans to re-integrate them like they did to the Skeleton Horse.
Quote me if you're replying to my comment please.
Check out my maps!
Vampire and Hunter PVP - multiplayer PvP map:
Custom vanilla mobs showcase map:
Collection of two WIP maps (Quad SB and Advanced Village) [MinecraftForum thread]
Quote me if you're replying to my comment please.
Check out my maps!
Vampire and Hunter PVP - multiplayer PvP map:
Custom vanilla mobs showcase map:
Collection of two WIP maps (Quad SB and Advanced Village) [MinecraftForum thread]
Bats: It's the same mob but in a another scenario where you should be provided with a challenge
Rabbits: Very damaging killer rabbits
Horses: the untamed riding experience is also improved.
Ghasts: I feel as if the rapid fire attack should be unique to blazes
Zombie Horses: I mentioned that they would spawn in hard- should have mentioned it would in insane too m- I'll edit
Thanks for the feedback