You could probably offset this by only making them spawn in after a certain number of days. I would certainly welcome the challenge as this would also be fun for multiplayer SMP servers to help build stronger communities.
True, Totems of Defending would make almost no sense for End City loot since at that point, players would already have full protection 4 netherite armor. Therefore, it should have a very small chance to spawn in Pillager outposts and dungeon chests.
What about people who don't want their structures ruined?
we already earned the right to not have them griefed in survival by using lighting, an existing mechanic which has existed in Minecraft for a long time.
if we wanted griefing we would play on an anarchy server or in the case of AI, use of mods.
Not everyone plays Minecraft for the same reasons you and fishg do.
What about people who don't want their structures ruined?
we already earned the right to not have them griefed in survival by using lighting, an existing mechanic which has existed in Minecraft for a long time.
if we wanted griefing we would play on an anarchy server or in the case of AI, use of mods.
Not everyone plays Minecraft for the same reasons you and fishg do.
Maybe we could solve that by only implementing that in hard mode? Or possibly making the spawn rates of these player raids super rare. This feature should be for people who welcome a challenge, therefore making it SUPER rare in hard mode.
Maybe we could solve that by only implementing that in hard mode? Or possibly making the spawn rates of these player raids super rare. This feature should be for people who welcome a challenge, therefore making it SUPER rare in hard mode.
I see what you mean, if it doesn't affect normal difficulty then I'll compromise on this one even though I was put off by the idea of a hostile mob that is completely unaffected by lighting conditions, half slabs or glass placement or the presence of water etc, being able to smash down player houses and undo potentially hundreds of hours of work if it is a full sized mansion or palace.
I'd rather there be a very hard mode introduced with this feature, this way players have options and are not forced into it on current worlds as soon as the raid update is introduced.
There are lots of other challenges that could be safely introduced with a Very Hard mode if it existed in the game, and I'm not talking about hardcore, which is a mode that only gives the player 1 life, I'm talking about introducing a difficulty above hard that still has unlimited respawns, but buffs hostile mobs, makes them more intelligent than the previous difficulty modes, and giving them the ability to destroy buildings and steal a few chest items at random.
But seeing as me and lizking10152011's current world is on normal, (we scrapped our hard mode world in part because of suggestions like this being of a concern) if it were done in accordance with your wishes, and only affected hard mode then it wouldn't be something I'd worry about too much.
I just wished normal mode had starving to death, which would make hunger more of a danger in survival as this makes sense. Normal isn't supposed to be easy, and it isn't meant to be super tough either, it offers a sweet spot if you like for people who want monsters to fight but the freedom to build up cities, castles and railway systems without worry of their stuff getting damaged if they followed the basic mechanics of the game properly to prevent monster spawns.
I see what you mean, if it doesn't affect normal difficulty then I'll compromise on this one even though I was put off by the idea of a hostile mob that is completely unaffected by lighting conditions, half slabs or glass placement or the presence of water etc, being able to smash down player houses and undo potentially hundreds of hours of work if it is a full sized mansion or palace.
I'd rather there be a very hard mode introduced with this feature, this way players have options and are not forced into it on current worlds as soon as the raid update is introduced.
There are lots of other challenges that could be safely introduced with a Very Hard mode if it existed in the game, and I'm not talking about hardcore, which is a mode that only gives the player 1 life, I'm talking about introducing a difficulty above hard that still has unlimited respawns, but buffs hostile mobs, makes them more intelligent than the previous difficulty modes, and giving them the ability to destroy buildings and steal a few chest items at random.
But seeing as me and lizking10152011's current world is on normal, (we scrapped our hard mode world in part because of suggestions like this being of a concern) if it were done in accordance with your wishes, and only affected hard mode then it wouldn't be something I'd worry about too much.
I just wished normal mode had starving to death, which would make hunger more of a danger in survival as this makes sense. Normal isn't supposed to be easy, and it isn't meant to be super tough either, it offers a sweet spot if you like for people who want monsters to fight but the freedom to build up cities, castles and railway systems without worry of their stuff getting damaged if they followed the basic mechanics of the game properly to prevent monster spawns.
Yup. I certainly don't want anyone who doesn't enjoy having their massive builds torn apart by something that can pretty much not get spawn-proofed. But, I would love if Mojang would add this to hard mode (not hardcore, that would be a nightmare for hardcore tryhards). It would be a wonderful challenge for people like me who are hungry for PvP fights, even if its just a baby zombie that happened to kill Ph1lzA.
Yup. I certainly don't want anyone who doesn't enjoy having their massive builds torn apart by something that can pretty much not get spawn-proofed. But, I would love if Mojang would add this to hard mode (not hardcore, that would be a nightmare for hardcore tryhards). It would be a wonderful challenge for people like me who are hungry for PvP fights, even if its just a baby zombie that happened to kill Ph1lzA.
Perhaps they could introduce a similar mechanic for the Nether, Piglin brutes could be programmed to raid player bases in the Nether occasionally with the same difficulty settings you suggested. Piglin Brutes are hostile regardless of what you're wearing, they simply don't care and are naturally killers.
and it makes even more sense in the Nether since it is supposed to be a harder place to survive in than the Overworld.
Perhaps they could introduce a similar mechanic for the Nether, Piglin brutes could be programmed to raid player bases in the Nether occasionally with the same difficulty settings you suggested. Piglin Brutes are hostile regardless of what you're wearing, they simply don't care and are naturally killers.
and it makes even more sense in the Nether since it is supposed to be a harder place to survive in than the Overworld.
Yeah, that actually makes way more sense in the Nether. Although I don't know anybody who makes their player bases in the Nether, that would be pretty cool. Piglin brutes are also way more difficult to defeat then pillagers, especially if you encounter a horde. Piglin brutes not only deal way more damage, but you can easily get surrounded and overwhelmed. Pillager hordes just lazily stare at you as they load their crossbow, and at that point you can easily wipe out the majority of them. This is exactly what most hard mode players who are thrill-seekers want in Minecraft hard mode.
Yeah, that actually makes way more sense in the Nether. Although I don't know anybody who makes their player bases in the Nether, that would be pretty cool. Piglin brutes are also way more difficult to defeat then pillagers, especially if you encounter a horde. Piglin brutes not only deal way more damage, but you can easily get surrounded and overwhelmed. Pillager hordes just lazily stare at you as they load their crossbow, and at that point you can easily wipe out the majority of them. This is exactly what most hard mode players who are thrill-seekers want in Minecraft hard mode.
and Pillager AI is too incompetent to actually be a significant threat to the player, and giving them the ability to tear apart player bases doesn't address this problem directly, it's only when you're dealing with Vindicators, Ravagers, Witches, Vexes and Evokers in a raid then you got the real problem.
but triggering a raid has nothing to do with how secure your base is, all you need is a bad omen in a village, and it has to be recognized as a village by the game programming, without Villager NPC's, your base wouldn't count.
Pillagers themselves don't have the fire power needed to put you down easily once you've got armour.
But what makes them oblivious to the competition, is the fact they don't recognize your base as a village if it doesn't have Villager NPC's in it.
On normal difficulty, while I wouldn't exactly want these mobs being able to tear down buildings, looting chests and making maintaining a town an endless grind, I would welcome them being able to trigger a raid in player bases if a Captain was recently defeated at a nearby outpost, there are rewards for defeating them and extra emeralds are always helpful.
and Pillager AI is too incompetent to actually be a significant threat to the player, and giving them the ability to tear apart player bases doesn't address this problem directly, it's only when you're dealing with Vindicators, Ravagers, Witches, Vexes and Evokers in a raid then you got the real problem.
Yeah, the Pillager AI is extremely weak compared to that of the Vindicators, Ravagers, Witches (not too much better than the Pillagers as you can easily crit them out as they drink healing), Vexes (nIgHtMaReS!! aHaH!!!), and Evokers (kill them before they spawn those little nightmares of death!).
but triggering a raid has nothing to do with how secure your base is, all you need is a bad omen in a village, and it has to be recognized as a village by the game programming, without Villager NPC's, your base wouldn't count. Pillagers themselves don't have the fire power needed to put you down easily once you've got armour.
But what makes them oblivious to the competition, is the fact they don't recognize your base as a village if it doesn't have Villager NPC's in it.
True, for both ideas (the Pillager raids in the Overworld and the piglin brutes in the Nether) you need to figure out how to make sure the pillager/piglin brutes AI recognizes a player base. Maybe they could raid a player's location after about 20 Minecraft days? Those small raids would be like pillager search parties in villages. Oh yeah! And how about once a player gets the Bad Omen effect, the player has a small chance of getting attacked by a Pillager raiding party. It would be made up of Pillagers, Vindicators, and Witches (possibly a few Ravagers?). Also, in which game modes do you think this should happen? The "raiding party" should have a small chance in all modes, in my opinion. And the other two only happen in normal and hard mode? Let me know what you think.
Oh it definitely wouldn't work in normal gameplay, no shot. I'm just asking how it would detect the base in the first place, then we can start looking into how it would work.
Hmm...detecting non-natural blocks in save files? BY natural I mean not player-placed.
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DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
That is one way how the AI could detect player bases.
It's easier said than done, friend. I don't know exactly how the game saves and detects this stuff - apparently, leaves don't even 'bond' to the tree they spawn from or something like that.
It might actually be quite hard to implement at the code level, for all I know, that's all.
Rollback Post to RevisionRollBack
DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
It's easier said than done, friend. I don't know exactly how the game saves and detects this stuff - apparently, leaves don't even 'bond' to the tree they spawn from or something like that.
It might actually be quite hard to implement at the code level, for all I know, that's all.
I totally understand that. It is super hard just to create a simple minigame with code so I know that it is really hard. Just thinking that it might be an idea that Mojang can start to work towards.
I totally understand that. It is super hard just to create a simple minigame with code so I know that it is really hard. Just thinking that it might be an idea that Mojang can start to work towards.
It's likely a long term thing, and I feel Mojang is likely to reject this idea because it would not mesh well with some player styles.
Were you playing early 1.14 snapshots, where illager patrols were heavily armed and literally everywhere?
People felt persecuted and unsafe on the surface. That's not quite what the overworld feels like to me.
Rollback Post to RevisionRollBack
DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
It's likely a long term thing, and I feel Mojang is likely to reject this idea because it would not mesh well with some player styles.
Were you playing early 1.14 snapshots, where illager patrols were heavily armed and literally everywhere?
People felt persecuted and unsafe on the surface. That's not quite what the overworld feels like to me.
As has been mentioned by popular Youtubers there are people with varying play-styles in the game
Creative mode is clearly for people who only care about building, using mods, using commands etc.
Survival vanilla is a different matter altogether
some play it for building and resource gathering only, in which case peaceful mode exists for that.
some play it for building, mining, farming and combat, a combination of all those things,
but this is what I feel easy and normal difficulty should cater to. There are monster spawns, but there is freedom to build provided you followed protocol and kept using light sources, half slabs and other common spawn proofing materials properly.
The next category is building, mining, farming, combat, but with more challenge involved, monsters do more damage, zombies can break down doors, Piglin can scoop up gear dropped by dead players in the Nether, starving can become fatal directly, Drowned Zombies will not switch to fishing rods, and will hit you with tridents every time they are holding one.
What's missing is Very Hard mode, which still has unlimited respawns, but adds more combat orientated gameplay and buffs the griefing capabilities of hostile mobs.
And of course some people play for PVP, or competitive multiplayer.
There should be hybrid play-styles that don't cause random annoyances that ruin buildings, as some players didn't come to Minecraft for griefing, even if they enjoy the thrill of fighting monsters at night.
and an advanced level of survival that does something DragonAnimators and fishg want in the game,
taking raid behavior to the next level and giving them the ability to dismantle player placed blocks.
It's likely a long term thing, and I feel Mojang is likely to reject this idea because it would not mesh well with some player styles.
Were you playing early 1.14 snapshots, where illager patrols were heavily armed and literally everywhere?
People felt persecuted and unsafe on the surface. That's not quite what the overworld feels like to me.
Nope, I remember I joined right as 1.15 got released. And because I didn't know how to switch versions, I couldn't play on any servers because they hadn't updated to 1.15 yet. So yeah, I am relatively new to "playing" the game. But I have watched Minecraft since 2015.
Agtrigormortis hit the bullseye. In survival mode you have players focusing largely on building, players focusing largely on surviving, and players in the middle. You want to cater towards all these groups, hence the peaceful - hard difficulty range.
When I play survival mode I prefer to focus on the survival, but that’s just me. As we’ve demonstrated there are others with different play styles and that’s great, those differences is what keeps the game going.
However, I do believe there is a valid argument to be had that over time the game has leaned increasingly towards building / collecting rather than survival. Which is fine, but I don’t think that play style should get all the attention. I originally imagined this suggestion as a way to provide some challenge for hard mode players, fear yet overall not much to normal mode players, and nothing to easy mode players, as I by no means wish to force my way of playing onto others. This way, the change can appeal to everyone.
Agtrigormortis hit the bullseye. In survival mode you have players focusing largely on building, players focusing largely on surviving, and players in the middle. You want to cater towards all these groups, hence the peaceful - hard difficulty range.
When I play survival mode I prefer to focus on the survival, but that’s just me. As we’ve demonstrated there are others with different play styles and that’s great, those differences is what keeps the game going.
However, I do believe there is a valid argument to be had that over time the game has leaned increasingly towards building / collecting rather than survival. Which is fine, but I don’t think that play style should get all the attention. I originally imagined this suggestion as a way to provide some challenge for hard mode players, fear yet overall not much to normal mode players, and nothing to easy mode players, as I by no means wish to force my way of playing onto others. This way, the change can appeal to everyone.
Yes, and I am well aware that you desire more challenge in the game, and I do welcome some extra challenges but it depends on context
see some players don't want to invest too much of their time cleaning up after a mess hostile mobs create
if every minute of our in-game play was taken up repairing buildings in the Overworld, we wouldn't have time to explore more biomes
or do mining, leaving our buildings would risk them getting torn down by the time we had returned, even worse is the fact that some materials are an absolute pain in the rear to get without stone masons, such as bricks, because clay in natural form isn't very common, Dirt, stone, diorite, andesite, granite and sand are by far more common. Clay last I checked is only found underwater, and in the form of terracotta in Mesa biomes which are rare.
I was fine with the Piglin brutes in the Nether, they can be dangerous but there are rewards for defeating them and clearing the Bastions out to safely check the chests for rare loot.
Pillagers don't currently dismantle buildings, but triggering raids can still cause you some serious problems, in addition to this Vexes can go through walls which means they will not only hurt you but the Villagers you have in the neighborhood, if the villagers die, you lose all your valuable trades.
If you lose villagers you also lose stone masons, isn't this a penalty enough?
I think there is a compromise to be had here, but I'd rather it be in Very Hard mode, or Expert Mode,
if Mojang will ever introduce it, messing too much with the current survival experience means risk of ruining Minecraft forever.
What about people who don't want their structures ruined?
we already earned the right to not have them griefed in survival by using lighting, an existing mechanic which has existed in Minecraft for a long time.
if we wanted griefing we would play on an anarchy server or in the case of AI, use of mods.
Not everyone plays Minecraft for the same reasons you and fishg do.
Maybe we could solve that by only implementing that in hard mode? Or possibly making the spawn rates of these player raids super rare. This feature should be for people who welcome a challenge, therefore making it SUPER rare in hard mode.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
I see what you mean, if it doesn't affect normal difficulty then I'll compromise on this one even though I was put off by the idea of a hostile mob that is completely unaffected by lighting conditions, half slabs or glass placement or the presence of water etc, being able to smash down player houses and undo potentially hundreds of hours of work if it is a full sized mansion or palace.
I'd rather there be a very hard mode introduced with this feature, this way players have options and are not forced into it on current worlds as soon as the raid update is introduced.
There are lots of other challenges that could be safely introduced with a Very Hard mode if it existed in the game, and I'm not talking about hardcore, which is a mode that only gives the player 1 life, I'm talking about introducing a difficulty above hard that still has unlimited respawns, but buffs hostile mobs, makes them more intelligent than the previous difficulty modes, and giving them the ability to destroy buildings and steal a few chest items at random.
But seeing as me and lizking10152011's current world is on normal, (we scrapped our hard mode world in part because of suggestions like this being of a concern) if it were done in accordance with your wishes, and only affected hard mode then it wouldn't be something I'd worry about too much.
I just wished normal mode had starving to death, which would make hunger more of a danger in survival as this makes sense. Normal isn't supposed to be easy, and it isn't meant to be super tough either, it offers a sweet spot if you like for people who want monsters to fight but the freedom to build up cities, castles and railway systems without worry of their stuff getting damaged if they followed the basic mechanics of the game properly to prevent monster spawns.
Yup. I certainly don't want anyone who doesn't enjoy having their massive builds torn apart by something that can pretty much not get spawn-proofed. But, I would love if Mojang would add this to hard mode (not hardcore, that would be a nightmare for hardcore tryhards). It would be a wonderful challenge for people like me who are hungry for PvP fights, even if its just a baby zombie that happened to kill Ph1lzA.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
Perhaps they could introduce a similar mechanic for the Nether, Piglin brutes could be programmed to raid player bases in the Nether occasionally with the same difficulty settings you suggested. Piglin Brutes are hostile regardless of what you're wearing, they simply don't care and are naturally killers.
and it makes even more sense in the Nether since it is supposed to be a harder place to survive in than the Overworld.
Yeah, that actually makes way more sense in the Nether. Although I don't know anybody who makes their player bases in the Nether, that would be pretty cool. Piglin brutes are also way more difficult to defeat then pillagers, especially if you encounter a horde. Piglin brutes not only deal way more damage, but you can easily get surrounded and overwhelmed. Pillager hordes just lazily stare at you as they load their crossbow, and at that point you can easily wipe out the majority of them. This is exactly what most hard mode players who are thrill-seekers want in Minecraft hard mode.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
and Pillager AI is too incompetent to actually be a significant threat to the player, and giving them the ability to tear apart player bases doesn't address this problem directly, it's only when you're dealing with Vindicators, Ravagers, Witches, Vexes and Evokers in a raid then you got the real problem.
but triggering a raid has nothing to do with how secure your base is, all you need is a bad omen in a village, and it has to be recognized as a village by the game programming, without Villager NPC's, your base wouldn't count.
Pillagers themselves don't have the fire power needed to put you down easily once you've got armour.
But what makes them oblivious to the competition, is the fact they don't recognize your base as a village if it doesn't have Villager NPC's in it.
On normal difficulty, while I wouldn't exactly want these mobs being able to tear down buildings, looting chests and making maintaining a town an endless grind, I would welcome them being able to trigger a raid in player bases if a Captain was recently defeated at a nearby outpost, there are rewards for defeating them and extra emeralds are always helpful.
Yeah, the Pillager AI is extremely weak compared to that of the Vindicators, Ravagers, Witches (not too much better than the Pillagers as you can easily crit them out as they drink healing), Vexes (nIgHtMaReS!! aHaH!!!), and Evokers (kill them before they spawn those little nightmares of death!).
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
Hmm...detecting non-natural blocks in save files? BY natural I mean not player-placed.
DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
That is one way how the AI could detect player bases.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
It's easier said than done, friend. I don't know exactly how the game saves and detects this stuff - apparently, leaves don't even 'bond' to the tree they spawn from or something like that.
It might actually be quite hard to implement at the code level, for all I know, that's all.
DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
I totally understand that. It is super hard just to create a simple minigame with code so I know that it is really hard. Just thinking that it might be an idea that Mojang can start to work towards.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
It's likely a long term thing, and I feel Mojang is likely to reject this idea because it would not mesh well with some player styles.
Were you playing early 1.14 snapshots, where illager patrols were heavily armed and literally everywhere?
People felt persecuted and unsafe on the surface. That's not quite what the overworld feels like to me.
DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
As has been mentioned by popular Youtubers there are people with varying play-styles in the game
Creative mode is clearly for people who only care about building, using mods, using commands etc.
Survival vanilla is a different matter altogether
some play it for building and resource gathering only, in which case peaceful mode exists for that.
some play it for building, mining, farming and combat, a combination of all those things,
but this is what I feel easy and normal difficulty should cater to. There are monster spawns, but there is freedom to build provided you followed protocol and kept using light sources, half slabs and other common spawn proofing materials properly.
The next category is building, mining, farming, combat, but with more challenge involved, monsters do more damage, zombies can break down doors, Piglin can scoop up gear dropped by dead players in the Nether, starving can become fatal directly, Drowned Zombies will not switch to fishing rods, and will hit you with tridents every time they are holding one.
What's missing is Very Hard mode, which still has unlimited respawns, but adds more combat orientated gameplay and buffs the griefing capabilities of hostile mobs.
And of course some people play for PVP, or competitive multiplayer.
There should be hybrid play-styles that don't cause random annoyances that ruin buildings, as some players didn't come to Minecraft for griefing, even if they enjoy the thrill of fighting monsters at night.
and an advanced level of survival that does something DragonAnimators and fishg want in the game,
taking raid behavior to the next level and giving them the ability to dismantle player placed blocks.
Nope, I remember I joined right as 1.15 got released. And because I didn't know how to switch versions, I couldn't play on any servers because they hadn't updated to 1.15 yet. So yeah, I am relatively new to "playing" the game. But I have watched Minecraft since 2015.
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
@Agtrigormortis You just managed to identify the entire Minecraft community in a single post. :nssnss::nssnss:
Subscribe to my YouTube channel for Hypixel content: DragonAnimators - YouTube
And the inflexiblity between them.
What does nssnss look like?
DM me if you absolutely need me to reply to something, I have notifications off.
if your answer's more than a paragraph, chances are I'm going to skim it at best. Keep it succinct for me please.
Agtrigormortis hit the bullseye. In survival mode you have players focusing largely on building, players focusing largely on surviving, and players in the middle. You want to cater towards all these groups, hence the peaceful - hard difficulty range.
When I play survival mode I prefer to focus on the survival, but that’s just me. As we’ve demonstrated there are others with different play styles and that’s great, those differences is what keeps the game going.
However, I do believe there is a valid argument to be had that over time the game has leaned increasingly towards building / collecting rather than survival. Which is fine, but I don’t think that play style should get all the attention. I originally imagined this suggestion as a way to provide some challenge for hard mode players, fear yet overall not much to normal mode players, and nothing to easy mode players, as I by no means wish to force my way of playing onto others. This way, the change can appeal to everyone.
Yes, and I am well aware that you desire more challenge in the game, and I do welcome some extra challenges but it depends on context
see some players don't want to invest too much of their time cleaning up after a mess hostile mobs create
if every minute of our in-game play was taken up repairing buildings in the Overworld, we wouldn't have time to explore more biomes
or do mining, leaving our buildings would risk them getting torn down by the time we had returned, even worse is the fact that some materials are an absolute pain in the rear to get without stone masons, such as bricks, because clay in natural form isn't very common, Dirt, stone, diorite, andesite, granite and sand are by far more common. Clay last I checked is only found underwater, and in the form of terracotta in Mesa biomes which are rare.
I was fine with the Piglin brutes in the Nether, they can be dangerous but there are rewards for defeating them and clearing the Bastions out to safely check the chests for rare loot.
Pillagers don't currently dismantle buildings, but triggering raids can still cause you some serious problems, in addition to this Vexes can go through walls which means they will not only hurt you but the Villagers you have in the neighborhood, if the villagers die, you lose all your valuable trades.
If you lose villagers you also lose stone masons, isn't this a penalty enough?
I think there is a compromise to be had here, but I'd rather it be in Very Hard mode, or Expert Mode,
if Mojang will ever introduce it, messing too much with the current survival experience means risk of ruining Minecraft forever.