When minecraft was first released, survival was the only mode there is, and it is still considered the main mode of minecraft. However, over the years minecraft has gotten easier and easier; Food isn't a challenge to get, mobs can be easily evaded by sleeping at night, health heals back very quickly.
The idea of having a second "Survival" mode isn't just a turn around for "If you don't like it its just optional", but minecrafts community has grown very big and its hard to get something to satisfy everybody, making the game more difficult may be unsettling for casual players who just want to play a friendly game.
My suggestion is to add another survival mode for people who want to play a hardcore survival game.
My idea about the name is that this mode should be called "Hardcore", and the old hardcore mode should be replaced with an option that basically locks difficult on hard and prevents re-spawning.
Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode".
So lets get started!
Food
The hunger system in minecraft is basically a chore; something that isn't challenging to do, but you still gotta do it.
Food resources are incredibly abundant, one can just gather a stack of pork or beef in a single day, and it'll be enough for him for days before needing to restock, then all you have to do is eat it when your hunger drops low.
Solution :
Food is difficult to obtain.
1. Hunting : Sheep, Cows, Pigs and chicken are now exclusively limited to villages.
The game now has new mobs for wildlife :
Deer : Always tries to keep distance from the player, and are much faster than the player when they sprint.
The only way to get them is sneaking and ambushing them, ranged weapons, or laying out traps.
Buffalo : much less scaredy than deer, but will still try to maintain distance. Has a much larger health pool, and will defend them selves when attacked by ramming the player, dealing heavy damage.
Mallards : Your source of feathers in this mode, mallards do not walk around passively waiting for you to harvest them. Mallards can be seen flying in the sky, and they require good marksmanship to get.
Fish : Fish are much faster and will immediately swim away from the player. They can be lured to the surface by throwing food items into the water, which makes getting them easier, but still, attacking them will scare them away so this will only work for a few fish or so.
2. Farming : Crops and mobs take a MUCH longer time to grow.
Building a farm is a sound strategy for reliable food resource, but it needs commitment; when growth time is significantly longer, you need to farm large amounts in order to make it worthwhile. Same applies to mobs.
Bone meal will not instantly grow your food, it will increase its growth speed, and need to be applied regularly to keep the bonus going.
Food rots
even with difficulty obtaining food, in the end the player can stock up on food, that's why we need rotting; food items will have a rot bar, which decays overtime.
This will also create more diversity between food items; while certain items are more inventory-space/hunger-points efficient, certain food items are more reliable in longer trips.
Preservingfood : the player can increase foods life duration with a plenty of ways :
1. Salt : normally found on beaches and a unique salt beach biome, salt can be applied to food items to increase its duration.
2. DryBox : an expensive container block with a limited amount of slots, any food item inside of it will decay at a much slower rate.
Inventory Slot limit
Inventory space it self is a resource that should be managed.
Food items can't be stacked into 64 items; each type of food items will have its own slot limit, for example steak items may be limited to 8 per slot, while carrots can be limited to 16 per slot.
Health
Restoring health is quite easy in minecraft, and as long as you don't get killed, you can immediately recover health as long as your hunger is full.
This mode will retain the passive health regeneration as long as your hunger is full; however, it will be at a much slower pace. Any point of damage taken will be a penalty that you'll have to take seriously.
Also taking any damage will pause your healing temporarily (healing from potions is unaffected).
Danger
Day time danger
The game boasts little to no danger in the overworld; as long as you can sleep the night, there's really not much of a challenge in the game other than the occasional fall you damage you receive from walking carelessly.
Day time should also be dangerous, of course not as much as night time, but still it shouldn't be a safe zone.
There can be tons of different mobs that can be introduced to the overworld during daytime to make it a bit more challenging, so i won't go into detail on each mob, but i will give a general idea :
Territorial mobs
Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory.
The main idea is that these mobs aren't as aggressive as hostile mobs that spawn at night, but still they can be easily provoked when trespassed.
Occasional encounters
perhaps something similar to hound attacks from don't starve, these mobs may spawn from time to time and impose a challenge on the player.
More dangerous mobs
as long as you're much faster than mobs, no matter how many there are or how strong they are you can just always run away or run through them.
I think mobs in general should have a larger aggression range, and the ability to sprint in some cases.
Also maybe add new types of mobs that spawn at night and are actually faster than regular mobs
______
I didn't want this suggestion to be very long, so i only discussed the main problems and general ideas of how to solve them.
There are many ways to approach these issues, one way or another they need to be approached nonetheless.
perhaps we don't need a second mode, instead these ideas can be mildly introduced to the normal survival mode, and they can be scaled up with the difficulty option.
Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode.
For example we can still have the newly introduced deer in the normal mode, while still having cows and sheep, etc..
It can be just another mob for the normal mode.
Or the new aggressive mobs added for daytime, they can be just much less aggressive or rare in the normal mode.
Uhhhh, what's with the big font at the start? That's not gonna improve your suggestion or make people notice it more... No shade, but I've also read your other threads and I'm noticing some patterns. I'll elaborate on that as I go on.
My suggestion is to add another survival mode for people who want to play a hardcore survival game.
My idea about the name is that this mode should be called "Hardcore", and the old hardcore mode should be replaced with an option that basically locks difficult on hard and prevents re-spawning.
Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode".
Um, no. Absolutely not to the max. This isn't the kind of idea that requires a brand new gamemode just for some survival tweaks. This is just a weird, unoriginal "Survival Mode 2". Gamemodes should encompass original things, not small specific things some players want. Otherwise we'd have a ton of more uncreative survival mode copies with extra tweaks suited for specific players just to satisfy their personal wants. Not what the game is about. =/
This mode will retain the passive health regeneration as long as your hunger is full; however, it will be at a much slower pace. Any point of damage taken will be a penalty that you'll have to take seriously.
Also taking any damage will pause your healing temporarily (healing from potions is unaffected).
We're off to a weird start. I know this is just the start of the idea here, but the devs aren't gonna program a separate gamemode game just for a health regen change and a few mobs. I've also noticed you use a lot of "you're not the one making the game, so you can't make that call" statements in your older threads. With all respect, that argument won't work. Just wanted to throw that out there just in case you were gonna use that.
The game boasts little to no danger in the overworld; as long as you can sleep the night, there's really not much of a challenge in the game other than the occasional fall you damage you receive from walking carelessly.
I slightly agree, but this is just an opinion trying to hold up a gamemode suggestion.
Day time should also be dangerous, of course not as much as night time, but still it shouldn't be a safe zone.
There can be tons of different mobs that can be introduced to the overworld during daytime to make it a bit more challenging, so i won't go into detail on each mob, but i will give a general idea:
Why should the daytime be dangerous? Again, we're using paper flimsy opinion supports. Daytime and night are designed the way they are for a reason, one giving breathing room for you to do stuff and one being dangerous where you should shelter yourself unless you want to be daring and get mob drops. Day and night are meant to be "safe and dangerous", not "dangerous and more dangerous".
I understand you probably meant all of this just for the gamemode. But this is still very specific.
As for the four mobs you suggested. They could all just be thrown into normal survival mode.
Territorial mobs
Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory.
The main idea is that these mobs aren't as aggressive as hostile mobs that spawn at night, but still they can be easily provoked when trespassed.
-_____-
Could you uh... maybe explain what the mobs do? This is a brand new gamemode we're talking about. Going "here's some mobs that attack the player" and nothing more is already putting you in the negatives. If they just attack you and that's it, then congrats, we have some very very boring mobs that are farted in the game just for this one subjective gamemode.
Occasional encounters
perhaps something similar to hound attacks from don't starve, these mobs may spawn from time to time and impose a challenge on the player.
Now this all looks like it was made up as you went. Anything else we should know? Damage values? Health values? Again dude, if you want us to be on your side, you're gonna have to try explaining things. -___-
More dangerous mobs
as long as you're much faster than mobs, no matter how many there are or how strong they are you can just always run away or run through them. I think mobs in general should have a larger aggression range, and the ability to sprint in some case. Also maybe add new types of mobs that spawn at night and are actually faster than regular mobs.
....???????????
CAN YOU TELL US WHAT THE MOBS ARE??!!
I didn't want this suggestion to be very long, so i only discussed the main problems and general ideas of how to solve them. There are many ways to approach these issues, one way or another they need to be approached nonetheless.
ice000breaker. No, you hardly discussed anything. You're suggesting a gamemode that seems to be specifically just for you (which I can say with confidence is not gonna be added in a game with millions of players). We're not gonna get a copypasta of Survival Mode with vague mobs and a mildly different health system. The devs aren't gonna suddenly deicde to rename an existing gamemode we all know and love years and make your vague one the new Survival Mode. no.
You didn't list any problems. You just listed stuff you didn't like, so there's nothing that needs to be approached.
perhaps we don't need a second mode, instead these ideas can be mildly introduced to the normal survival mode, and they can be scaled up with the difficulty option.
Well no, we absolutely don't need a second mode. Why didn't you suggest this for the original survival mode in the first place? If people happen to like your mobs (which you didn't explain in the slightest), they don't want to swap back and forth between copypasta gamemodes.
Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode.
"There can be a new block that's function is different." [no block is explained or named whatsoever]
For example we can still have the newly introduced deer in the normal mode, while still having cows and sheep, etc..
It can be just another mob for the normal mode.
Which could have just been the original idea...
Or the new aggressive mobs added for daytime, they can be just much less aggressive or rare in the normal mode.
It seems like you already knew a gamemode wasn't needed for these small unexplained small things.
In spite of the fact that you don't have much to judge here, I'll try to judge it anyway,
"Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode"."
Calling regular survival "casual mode" often leads to elitists judging anyone playing on it. This happens with Terraria Expert Mode, and I have no doubt it will happen here too. Even though Terraria called the regular mode "Normal" and the elitist one "Expert", people will still call out anyone who plays on normal. Imagine the degree that this mockery would reach on a much bigger game like minecraft, especially when you call what most people want to play "casual".
"Mallards : Your source of feathers in this mode, mallards do not walk around passively waiting for you to harvest them. Mallards can be seen flying in the sky, and they require good marksmanship to get."
And what are feathers used for? Arrows. As in, the things you use to kill mallards. I'm noticing an issue here.
"Inventory space it self is a resource that should be managed."
Minecraft gains nothing by occasionally making you throw things out. If you want to encourage the fun adventure that is making people walk back to their bases to get an item, this is the way to go.
"Food rots"
Oh boy, that'd be lovely. Instead of gathering food for 15 minutes, I can gather food for 3 minutes 5 times. That's an increase in challenge if I've ever seen one.
Uhhhh, what's with the big font at the start? That's not gonna improve your suggestion or make people notice it more... No shade, but I've also read your other threads and I'm noticing some patterns. I'll elaborate on that as I go on.
Probably a formatting mistake, but it's a very bad reason to express disapproval for a suggestion, whether it was intentional or not.
Um, no. Absolutely not to the max. This isn't the kind of idea that requires a brand new gamemode just for some survival tweaks. This is just a weird, unoriginal "Survival Mode 2". Gamemodes should encompass original things, not small specific things some players want. Otherwise we'd have a ton of more uncreative survival mode copies with extra tweaks suited for specific players just to satisfy their personal wants. Not what the game is about. =/
You took the specific suggestion of a gamemode and decided that it was the only thing you were going to discuss. Yet, as mentioned later in the thread, the OP is open to more ways of implementation, and the main idea is just "make survival mode harder". Theoretically, some of this could be implemented into a new difficulty, considering that the entire purpose of peaceful mode is the similarly formatted "make survival mode easier".
We're off to a weird start. I know this is just the start of the idea here, but the devs aren't gonna program a separate gamemode game just for a health regen change and a few mobs. I've also noticed you use a lot of "you're not the one making the game, so you can't make that call" statements in your older threads. With all respect, that argument won't work. Just wanted to throw that out there just in case you were gonna use that.
They programmed a second difficulty for almost exactly that (edited mob spawning, looser regeneration rules, modified mob behavior, etc.), and it isn't inconceivable that the spawning of some mobs would be configurable, as we have many examples to look at that are currently in the game. I would agree that the argument you mention isn't very strong, but neither is yours. Saying "the devs won't do that" is almost weaker than saying "you don't know" because it doesn't give any type of defense or facts to support the assumption. And, as I said, they've done similar things before.
I slightly agree, but this is just an opinion trying to hold up a gamemode suggestion.
It's also justification for the added danger during the daytime, and you seem to have completely forgotten this given reason in your next paragraph.
Why should the daytime be dangerous? Again, we're using paper flimsy opinion supports. Daytime and night are designed the way they are for a reason, one giving breathing room for you to do stuff and one being dangerous where you should shelter yourself unless you want to be daring and get mob drops. Day and night are meant to be "safe and dangerous", not "dangerous and more dangerous".
You literally just said that you agreed that the overworld does not pose much danger due to the design of the daytime, and then you reject the idea of editing it because of that same design? That's just inconsistent. You can be given breathing room without being completely immune to danger, and not everything that contains a slight amount of danger is automatically considered "dangerous". The day would still be quite peaceful.
As for the four mobs you suggested. They could all just be thrown into normal survival mode.
Yes, they could, and this exact sentiment was recognized later in the thread. Maybe you should make sure you understand the whole thing before making responses.
-_____-
Could you uh... maybe explain what the mobs do? This is a brand new gamemode we're talking about. Going "here's some mobs that attack the player" and nothing more is already putting you in the negatives. If they just attack you and that's it, then congrats, we have some very very boring mobs that are farted in the game just for this one subjective gamemode.
He literally just did. Not every suggestion needs to be pin-point specific in order to be a good idea. The idea of "territorial" mobs should have merit in itself without any mention of specific implementations. It's a simple question - should these types of mobs be implemented or not? The specifics are beside the point.
Now this all looks like it was made up as you went. Anything else we should know? Damage values? Health values? Again dude, if you want us to be on your side, you're gonna have to try explaining things. -___-
See above. Also, this reply also sounds like it was made up as you went since the thread specifically addresses some of your rebuttals, but it only happens near the end. If you had read the whole thing, you would likely rethink some of your arguments.
....???????????
CAN YOU TELL US WHAT THE MOBS ARE??!!
Not necessary. All that is relevant is that the OP is suggesting faster mob speeds. The specifics are honestly unimportant in this case. The same type of thing with the territorial mobs.
ice000breaker. No, you hardly discussed anything. You're suggesting a gamemode that seems to be specifically just for you (which I can say with confidence is not gonna be added in a game with millions of players). We're not gonna get a copypasta of Survival Mode with vague mobs and a mildly different health system. The devs aren't gonna suddenly deicde to rename an existing gamemode we all know and love years and make your vague one the new Survival Mode. no.
He discussed plenty. He just didn't get into the logistics of things because, as mentioned, he didn't want it to be so long. It's actually a very common strategy to discuss ideas in this manner for conciseness sake. And the thread later mentions how such things could be implemented in other ways than a gamemode, so you homing in on the gamemode thing is really being close-minded.
You didn't list any problems. You just listed stuff you didn't like, so there's nothing that needs to be approached. Well no, we absolutely don't need a second mode. Why didn't you suggest this for the original survival mode in the first place? If people happen to like your mobs (which you didn't explain in the slightest), they don't want to swap back and forth between copypasta gamemodes.
That is literally what a problem is - something that you believe should be addressed. If only the absolutely needed things should be implemented then the game is literally finished, save a few bug fixes here and there. But they keep on adding new content, despite no absolute need being present. And this is the fourth time I'm mentioning that alternate implementation was mentioned, this time directly in the quote you responded to. Way to nitpick.
"There can be a new block that's function is different." [no block is explained or named whatsoever]
This is getting old... Just read what I've already posted on this sentiment of yours.
Which could have just been the original idea...
It seems like you already knew a gamemode wasn't needed for these small unexplained small things.
Absolutely no support
It is the original idea, you just exploited the meaning by applying rigid criteria where none really existed. The OP is open, but you're framing him like he isn't.
Overall, you haven't really addressed the idea at hand - only the way it was presented. I don't think that's a valid reason to revoke support.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Probably a formatting mistake, but it's a very bad reason to express disapproval for a suggestion, whether it was intentional or not.
You know what? I fully agree with this.
You took the specific suggestion of a gamemode and decided that it was the only thing you were going to discuss. Yet, as mentioned later in the thread, the OP is open to more ways of implementation, and the main idea is just "make survival mode harder". Theoretically, some of this could be implemented into a new difficulty, considering that the entire purpose of peaceful mode is the similarly formatted "make survival mode easier".
Making a gamemode in this way is just really, really bad. The other parts of the idea I'll talk about further down this reply. There's nothing wrong with the part where he wanted harder things, but Mojang/Microsoft won't be changing the name of a gamemode that's a concrete part of the game and then slipping in this Survival Mode, Part 2 with these little tweaks with that being the new "Survival Mode". no. Yes, I know that was just one arm of the idea.
They programmed a second difficulty for almost exactly that (edited mob spawning, looser regeneration rules, modified mob behavior, etc.), and it isn't inconceivable that the spawning of some mobs would be configurable, as we have many examples to look at that are currently in the game. I would agree that the argument you mention isn't very strong, but neither is yours. Saying "the devs won't do that" is almost weaker than saying "you don't know" because it doesn't give any type of defense or facts to support the assumption. And, as I said, they've done similar things before.
This is not a good comparison. You're talking about something that's more of a difficulty than a purely brand new gamemode. I stand by saying "the devs won't do that" with no regret and no chance that I'll ever change that statement. You don't need to be fortune teller to know what things are ridiculous enough to not touch a game (and if some of those things were added, they'd be stupid additions). Also, you saying "because it doesn't give any type of defense or facts to support the assumption"... Uh yeah... I mean I kind of explained my points to support why "the devs won't do that"... Many times.
You literally just said that you agreed that the overworld does not pose much danger due to the design of the daytime, and then you reject the idea of editing it because of that same design? That's just inconsistent. You can be given breathing room without being completely immune to danger, and not everything that contains a slight amount of danger is automatically considered "dangerous". The day would still be quite peaceful.
There was actually a few more sentences that I had after the part here you quoted. This is what happens when I edit posts and the forum just doesn't save anything because it doesn't feel like it. I mentioned that I agreed with this part, and it might have worked alright in the form of a difficulty or possibly even an option (which I usually hate when ideas are shoehorned into the "it cAn bE aN oPtIoN" because that's usually a fail-crutch). Come to think of it, it might even fit in Hardcore. Just not a gamemode. And yes, again, I know the OP covered that.
Yes, they could, and this exact sentiment was recognized later in the thread. Maybe you should make sure you understand the whole thing before making responses.
I'll still get to this further down...
He literally just did. Not every suggestion needs to be pin-point specific in order to be a good idea. The idea of "territorial" mobs should have merit in itself without any mention of specific implementations. It's a simple question - should these types of mobs be implemented or not? The specifics are beside the point.
Specific or not, you should still finalize what you're talking about. When someone goes "hey you guys there should be new mobs and blocks!!!!" and doesn't describe a single solitary part of that. You did it wrong. We can't critique a part of an idea properly if something goes completely unmentioned. If you read ALL the versions of the guides, it explains this part beautifully. It doesn't matter if it's a simple question, if it's an important part of the idea, explain it.
There's a ton of people here (mostly lazy kiddies) that go "we should have a new boss in da overworld! u agreeee???" With absolutely 0% explanation of what the boss is. No. Bzzzzzt. Wrong. That is NOT how suggestions here work. Not that I'm saying the OP did that, but I'm still making a point. You want ideas to add or refine your suggestion? That's fine. You want ideas to complete entire parts of your suggestion for you that should've filled? Nope.
See above. Also, this reply also sounds like it was made up as you went since the thread specifically addresses some of your rebuttals, but it only happens near the end. If you had read the whole thing, you would likely rethink some of your arguments.
It's kinda awkward that it started out as a weird overly subjective custom gamemode thing, then moved into the "we could just add them in the normal game I guess". My points on the other parts of the idea are still the same.
Not necessary. All that is relevant is that the OP is suggesting faster mob speeds. The specifics are honestly unimportant in this case. The same type of thing with the territorial mobs.
*headdesk* Uuuugh... Have you actually read the suggestion guides? It covers this topic and why it's important. If you want people to be more interested in what they're reading, just going "let's uhh add mobs that are faster and more aggressive" is general as all hell and not particularly very interesting.
He discussed plenty. He just didn't get into the logistics of things because, as mentioned, he didn't want it to be so long. It's actually a very common strategy to discuss ideas in this manner for conciseness sake. And the thread later mentions how such things could be implemented in other ways than a gamemode, so you homing in on the gamemode thing is really being close-minded.
I honed in on the gamemode idea because of how ridiculous it was. As for the other parts of the idea, I'll (again) get into that further down.
That is literally what a problem is - something that you believe should be addressed. If only the absolutely needed things should be implemented then the game is literally finished, save a few bug fixes here and there. But they keep on adding new content, despite no absolute need being present. And this is the fourth time I'm mentioning that alternate implementation was mentioned, this time directly in the quote you responded to. Way to nitpick.
This is another part I can fully agree with.
This is getting old... Just read what I've already posted on this sentiment of yours.
Yeeeeaahh, this part here is meaningless. You're defending the part where he said "Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode."
lol what? This is even more vague than the mob thing. What "different behavior"? This part is so unexplained it didn't even pay to mention it at all.
It is the original idea, you just exploited the meaning by applying rigid criteria where none really existed. The OP is open, but you're framing him like he isn't.
My opinion is still pretty unchanged. Gamemode part aside, the other part of the idea still has a lot of holes and unexplained confusion. So if we just focus on the "adding ideas to the main game part", the flaws are still there. The mobs the block thing is still glossed over. I'm not gonna get all supportive and happy because something talked about adding "bears, wolves, tigers, you name it" - just because I enjoyed reading the names of those animals. That isn't enough. What do these mobs even do?
"Yeah duuude he mentioned bears support support supp0rt!!!" No. Let me know if this mob is original and interesting enough to touch the game. I'm not supporting just because these things were named and not talked about anymore. If all those mobs are just territorial with nothing else going for them, it sounds like a bunch of mobs are being added with the exact same behavior and just different coats of paint.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/11/2017
Posts:
662
Member Details
Making a gamemode in this way is just really, really bad. The other parts of the idea I'll talk about further down this reply. There's nothing wrong with the part where he wanted harder things, but Mojang/Microsoft won't be changing the name of a gamemode that's a concrete part of the game and then slipping in this Survival Mode, Part 2 with these little tweaks with that being the new "Survival Mode". no. Yes, I know that was just one arm of the idea.
Well, they added hardcore mode, which could be considered a tweaked version of survival mode, though they didn't rename the current version. But I never saw that as a required part of the suggestion - It's only mentioned in one sentence and it isn't very emphasized, so it doesn't seem like a very important part.
This is not a good comparison. You're talking about something that's more of a difficulty than a purely brand new gamemode. I stand by saying "the devs won't do that" with no regret and no chance that I'll ever change that statement. You don't need to be fortune teller to know what things are ridiculous enough to not touch a game (and if some of those things were added, they'd be stupid additions). Also, you saying "because it doesn't give any type of defense or facts to support the assumption"... Uh yeah... I mean I kind of explained my points to support why "the devs won't do that"... Many times.
My point was that they had already implemented a system that changes difficulty in almost the exact way that you say they would never do. The method of that implementation is unimportant to my point. What you identify as "ridiculous" is very subjective, and the devs might not think the same thing. There are likely people here that would have thought adding a new tier beyond diamond was ridiculous, and there are likely some that would have never expected mending to actually get into the game. There are also people who would have scoffed at the idea of a new combat system, yet all of these things were implemented. Generally, I've seen you critique the given format and presentation of the suggestion, but I have not seen any concrete evidence as to why this idea seems so ridiculous as an idea, not a suggestion thread (though I may have missed that).
Specific or not, you should still finalize what you're talking about. When someone goes "hey you guys there should be new mobs and blocks!!!!" and doesn't describe a single solitary part of that. You did it wrong. We can't critique a part of an idea properly if something goes completely unmentioned. If you read ALL the versions of the guides, it explains this part beautifully. It doesn't matter if it's a simple question, if it's an important part of the idea, explain it.
There's a ton of people here (mostly lazy kiddies) that go "we should have a new boss in da overworld! u agreeee???" With absolutely 0% explanation of what the boss is. No. Bzzzzzt. Wrong. That is NOT how suggestions here work. Not that I'm saying the OP did that, but I'm still making a point. You want ideas to add or refine your suggestion? That's fine. You want ideas to complete entire parts of your suggestion for you that should've filled? Nope.
But the ideas mentioned in the OP weren't nearly that generic. Clearly, he was suggesting a group of mobs that would attack the player during the daytime if they weren't careful. Whether this is a tiger or a bear, easy or hard to kill, large or small, the same idea exists here. Simply saying "add a new boss" is something that literally cannot be critiqued because the information given is almost absolute zero. But when you get theoretical mob behavior, you can at least critique that without demanding it to be converted to a form that can already be implemented. I would argue that these specifics are not actually important to the suggestion, given the OP was trying to describe mob behavior and not any specific mob.
*headdesk* Uuuugh... Have you actually read the suggestion guides? It covers this topic and why it's important. If you want people to be more interested in what they're reading, just going "let's uhh add mobs that are faster and more aggressive" is general as all hell and not particularly very interesting.
Again, the context is key. The OP wasn't trying to add these new mobs as an important part of the suggestion, merely a sidenote for the much more important "mobs should be more of a threat to the player". Providing specific examples would have been pointless because none of these examples are important to the problem at hand.
I honed in on the gamemode idea because of how ridiculous it was. As for the other parts of the idea, I'll (again) get into that further down.
So, you focused on the most ridiculous part of the thread because...?
Yeeeeaahh, this part here is meaningless. You're defending the part where he said "Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode."
lol what? This is even more vague than the mob thing. What "different behavior"? This part is so unexplained it didn't even pay to mention it at all.
Such "different behavior" was already implemented into the difficulty system, and most people would be able to infer based on that. In case it's still not clear, mobs can have variable hostility, damage amounts, health amounts, speeds, and some game mechanics can be edited (such as the zombie villager mechanic).
My opinion is still pretty unchanged. Gamemode part aside, the other part of the idea still has a lot of holes and unexplained confusion. So if we just focus on the "adding ideas to the main game part", the flaws are still there. The mobs the block thing is still glossed over. I'm not gonna get all supportive and happy because something talked about adding "bears, wolves, tigers, you name it" - just because I enjoyed reading the names of those animals. That isn't enough. What do these mobs even do?
"Yeah duuude he mentioned bears support support supp0rt!!!" No. Let me know if this mob is original and interesting enough to touch the game. I'm not supporting just because these things were named and not talked about anymore. If all those mobs are just territorial with nothing else going for them, it sounds like a bunch of mobs are being added with the exact same behavior and just different coats of paint
But the suggestion wasn't to add bears, wolves, or tigers in the first place. These were merely examples provided to help people grasp where he was going with this. The actual suggestion was to add more territorial and aggressive mobs, and people would support because they like that idea, not just because they like the examples.
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
When minecraft was first released, survival was the only mode there is, and it is still considered the main mode of minecraft. However, over the years minecraft has gotten easier and easier; Food isn't a challenge to get, mobs can be easily evaded by sleeping at night, health heals back very quickly.
I would agree with you on these to some extent, though I have some different opinions on these:
- Food isn't a challenge to get and at the moment it kinda has to be that way because of how fast the hunger bar depletes. When the hunger bar depletes just a little bit, your ability to heal yourself is gone. That means that without a stack of potatoes, hand-to-hand combat is basically impossible. Better bring a bow!
- The way mobs work is kinda stupid. Personally I think mobs should only spawn underground so that intentionally dark builds can remain mob-free. Mobs should then be able to detect players from a much further distance and attempt to crawl out of caves at night, charging towards the player. This would make walls and trenches actually useful for defense rather than mere decorations.
- I disagree that health heals too quickly. If you try and fight mobs and get a little bit damaged, your hunger drops below the health-healing level incredibly quickly. Try fighting some blazes with a stack of potatoes and some iron armor, as an example.
The idea of having a second "Survival" mode isn't just a turn around for "If you don't like it its just optional", but minecrafts community has grown very big and its hard to get something to satisfy everybody, making the game more difficult may be unsettling for casual players who just want to play a friendly game.
My suggestion is to add another survival mode for people who want to play a hardcore survival game.
My idea about the name is that this mode should be called "Hardcore", and the old hardcore mode should be replaced with an option that basically locks difficult on hard and prevents re-spawning.
Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode".
Now if the gameplay of Survival Mode is really good but Casual mode is necessary, I actually don't mind too much. Some people in the replies said that naming it "Casual Mode" would encourage mockery, but I would argue it's just an accurate name for a game mode that you play casually and I don't really see anything wrong with that.
That being said, the use of a gamemode in order to just respond to any criticism with "but it's a different gamemode so it's okay" is not okay. It's similar to the people who suggest natural disasters or destructive RNG chaos "but it only happens on hard mode so just don't play on hard mode". You do need to remember that by creating a new gamemode, you are effectively creating a new game on top of Minecraft's engine, so try to remember that balance is essential.
So lets get started!
Food
The hunger system in minecraft is basically a chore; something that isn't challenging to do, but you still gotta do it.
Food resources are incredibly abundant, one can just gather a stack of pork or beef in a single day, and it'll be enough for him for days before needing to restock, then all you have to do is eat it when your hunger drops low.
Solution :
Food is difficult to obtain.
1. Hunting : Sheep, Cows, Pigs and chicken are now exclusively limited to villages.
The game now has new mobs for wildlife :
Deer : Always tries to keep distance from the player, and are much faster than the player when they sprint.
The only way to get them is sneaking and ambushing them, ranged weapons, or laying out traps.
Buffalo : much less scaredy than deer, but will still try to maintain distance. Has a much larger health pool, and will defend them selves when attacked by ramming the player, dealing heavy damage.
Mallards : Your source of feathers in this mode, mallards do not walk around passively waiting for you to harvest them. Mallards can be seen flying in the sky, and they require good marksmanship to get.
Fish : Fish are much faster and will immediately swim away from the player. They can be lured to the surface by throwing food items into the water, which makes getting them easier, but still, attacking them will scare them away so this will only work for a few fish or so.
Small Problem: If you've ever played with mods or tried to code one, you know that adding a mob into the game is not something that can be turned on and off while in the game. That means we can't have one gamemode without these new animals and one gamemode with them. That being said, I'd actually be okay if this was implemented into current survival mode/casual mode to a certain extent, though I still think domesticated animals should spawn around the world.
I think we need to consider that hunting in the game suffers from the lack of spears. Swords themselves are actually more of a personal-defense weapon like a handgun, while spears are closer to a modern rifle. Another benefit of spears is that they can be thrown. Considering that feathers are now much harder to obtain, I feel like spears are a necessity for players this early in the game. (Perhaps the ability to throw flint rocks too?)
Anyway, this idea isn't too far-fetched for me if spears were implemented.
2. Farming : Crops and mobs take a MUCH longer time to grow.
Building a farm is a sound strategy for reliable food resource, but it needs commitment; when growth time is significantly longer, you need to farm large amounts in order to make it worthwhile. Same applies to mobs.
Bone meal will not instantly grow your food, it will increase its growth speed, and need to be applied regularly to keep the bonus going.
I'd like to add to this idea a little bit more: implement seasons. Certain crops would only be ripe during certain seasons, meaning keeping a variety of crops growing on your farm can help you grow beyond the need to constantly hunt.
I don't think bonemeal should be applied regularly. I think it'd be better if bonemeal was used on dirt to create fertilized soil, which would in turn grow crops faster or possibly to grow crops outside of their growing season. When a crop is ready for harvest, it sucks all of the bonemeal out of the soil, reverting it to simple farmland, so you'll want to keep collecting bonemeal.
Food rots
even with difficulty obtaining food, in the end the player can stock up on food, that's why we need rotting; food items will have a rot bar, which decays overtime.
This will also create more diversity between food items; while certain items are more inventory-space/hunger-points efficient, certain food items are more reliable in longer trips.
Preservingfood : the player can increase foods life duration with a plenty of ways :
1. Salt : normally found on beaches and a unique salt beach biome, salt can be applied to food items to increase its duration.
2. DryBox : an expensive container block with a limited amount of slots, any food item inside of it will decay at a much slower rate.
There's a part of me that wants this and there's a part of me that's not.
For reference, I'm coming at this from the perspective of someone who enjoys TerraFirmaCraft, which does implement food rotting. It does make the game a little bit more interesting as you'll want to avoid turning your flour directly into bread the minute you make it since flour will last almost a whole year while bread lasts a little more than a week. That being said, you can end up in a situation where you're stuck eating nothing but bread and meat during the winter, which is especially bad in TFC as eating a variety of foods is what keeps your health up.
You didn't mention crops rotting, which does throw a wrench into this whole idea. If crops don't rot, then the solution to rotting food is to just leave food on the plant until I need it.
Now, the positive side of food rot is that it does encourage the player to work a bit harder to preserve their food or to find ways of maintaining food throughout the year. This means the food system actually has progression where players will want to work to find the longest-lasting or the most-nutritious foods. That being said, I think late-game with your salt and dry boxes, food rot should become less of an issue. (I would say your "expensive" dry box should make food last forever.)
Inventory Slot limit
Inventory space it self is a resource that should be managed.
Food items can't be stacked into 64 items; each type of food items will have its own slot limit, for example steak items may be limited to 8 per slot, while carrots can be limited to 16 per slot.
I'm not really a fan of this one since the amount of food I'm carrying tends to limit the amount I can adventure just as much as the amount of wood I'm carrying limits how long I can mine. The inventory also gets cluttered way too fast anyway with tools and buckets and trash.
Health
Restoring health is quite easy in minecraft, and as long as you don't get killed, you can immediately recover health as long as your hunger is full.
This mode will retain the passive health regeneration as long as your hunger is full; however, it will be at a much slower pace. Any point of damage taken will be a penalty that you'll have to take seriously.
Also taking any damage will pause your healing temporarily (healing from potions is unaffected).
I would again have to disagree with your premise here as you're only really going to be able to regenerate a few hearts before you need to eat again. Eating in the middle of combat is in no way an option especially when confronted with multiple mobs, which is why I think health potions are a joke. That means that even entering combat with a full hunger bar, you only really have effectively an extra four hearts before that "shield" is gone.
Danger
Day time danger
The game boasts little to no danger in the overworld; as long as you can sleep the night, there's really not much of a challenge in the game other than the occasional fall you damage you receive from walking carelessly.
Day time should also be dangerous, of course not as much as night time, but still it shouldn't be a safe zone.
There can be tons of different mobs that can be introduced to the overworld during daytime to make it a bit more challenging, so i won't go into detail on each mob, but i will give a general idea :
Territorial mobs
Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory.
The main idea is that these mobs aren't as aggressive as hostile mobs that spawn at night, but still they can be easily provoked when trespassed.
Occasional encounters
perhaps something similar to hound attacks from don't starve, these mobs may spawn from time to time and impose a challenge on the player.
I don't really think day time should be dangerous at all. I think the whole point of day time is that it gives the player a chance to work and build safely, which is something that would still be essential in Survival mode. (Especially when this new gamemode requires the ability to grow large quantities of crops, which requires working on a very large section of land for a long time.) Not only that but I think a new gamemode should still allow for the possibility that the player wants to spend their time building things, which is annoying to do when forest mobs want to stop you from doing that.
More dangerous mobs
as long as you're much faster than mobs, no matter how many there are or how strong they are you can just always run away or run through them.
I think mobs in general should have a larger aggression range, and the ability to sprint in some cases.
Also maybe add new types of mobs that spawn at night and are actually faster than regular mobs
I agree that mobs should have a much larger aggression range, but I'm not a fan of letting them sprint. I think early-game mobs should still be easy for new players to deal with once they've equipped some armor and a weapon.
______
I didn't want this suggestion to be very long, so i only discussed the main problems and general ideas of how to solve them.
There are many ways to approach these issues, one way or another they need to be approached nonetheless.
perhaps we don't need a second mode, instead these ideas can be mildly introduced to the normal survival mode, and they can be scaled up with the difficulty option.
Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode.
For example we can still have the newly introduced deer in the normal mode, while still having cows and sheep, etc..
It can be just another mob for the normal mode.
Or the new aggressive mobs added for daytime, they can be just much less aggressive or rare in the normal mode.
So there are some good ideas here, and some ideas that need tweaking, but honestly I think this suggestion needs more fleshing out as well. I think it'd be interesting to see food progression be tied in with accomplishments made throughout the game. What if crops could grow during the winter, but required a blaze powder-based fertilizer? What if you could build an icebox that made food last forever that required an item found only in ice spikes biomes?
I disagree with most if not all of the statements you've made about health and healing too fast. Maybe for some people who avoid all damage at all, but whenever I do hand-to-hand combat I get damaged constantly and that's not even counting stealth creepers and sniper skeletons inflicting damage you can't really avoid. The shield does make this easier, but it's not a be-all-end-all solution.
At the very least if you're going to lower the speed that health regenerates, I think health should regenerate as long as hunger is above can't-sprint level. Alternatively, items like salves or bandages should exist that are consumed instantly and replenish health quickly similarly to health potions in other games or like the salves and bandages in Starbound.
Some support... kinda.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Well, they added hardcore mode, which could be considered a tweaked version of survival mode, though they didn't rename the current version. But I never saw that as a required part of the suggestion - It's only mentioned in one sentence and it isn't very emphasized, so it doesn't seem like a very important part.
Hardcore just takes what's already there with some hot sauce and gives you one life. This doesn't work as a comparison for the idea. "It doesn't seem like a very important part"? Uhh..? I mean you were the one who brought that up.
My point was that they had already implemented a system that changes difficulty in almost the exact way that you say they would never do. The method of that implementation is unimportant to my point. What you identify as "ridiculous" is very subjective, and the devs might not think the same thing.
Okay, seriously. This comparison with Hardcore and this idea is just not gonna work. It really won't. We're talking about a difficulty that's pretty much the same as hard but with one life. Simple concept. This idea is Survival with a bunch of specific personal wants slapped in. I don't think you even understand my perspective here...
It's ridiculous, and I'm willing to bet my life the devs would think the same thing, because that's just. Not. How. A gamemode in this game works. A couple vague unexplained mobs with a little health tweak and an annoying food rotting mechanic is not original enough or even good enough to just take the role of being the new "Survival Mode" with the old one being renamed. I wish I could find strong enough words to explain how painfully goofy that is.
This is just too sloppy. What if I happened to like the mobs the OP mentioned? So now I have to play this other weird gamemode just to experience them? Yeah, there's not gonna be an update put on everyone's game that will include a new survival mode packaged with ice000breaker's personal wants. "Introducing a copy-paste Survival Mode with 9 new things!" Yeah, that's totally not gonna be a stupid read in the changelog.
Yes, I know this idea includes putting these ideas in normal Survival instead. It's baffling that this part wasn't the lead idea because of how unholy far away from being vanilla-worthy the gamemode part is. Back to the "ideas added in normal gameplay" part, it's still flawed and unexplained.
Also the part where he suggested "food rots" is just awwwwwwful. There's a level of obnoxious micromanaging no person with any spec of good game design mentality wants. I totally always wanted to check my chests constantly non-stop if my food went bad when there's a million other things to do in the game. The OP mentioned that idea in other threads and I do NOT understand why. An idea that bad doesn't need to be resurrected.
There are likely people here that would have thought adding a new tier beyond diamond was ridiculous, and there are likely some that would have never expected mending to actually get into the game. There are also people who would have scoffed at the idea of a new combat system, yet all of these things were implemented. Generally, I've seen you critique the given format and presentation of the suggestion, but I have not seen any concrete evidence as to why this idea seems so ridiculous as an idea, not a suggestion thread (though I may have missed that).
This is getting really repetitive now, but those things added to the game are still not as ridiculous as this custom gamemode. Whether those mentioned ideas are hated or not. Please tell me the part marked in red is a joke. I've been explaining myself to death here.
But the ideas mentioned in the OP weren't nearly that generic. Clearly, he was suggesting a group of mobs that would attack the player during the daytime if they weren't careful.
Whether this is a tiger or a bear, easy or hard to kill, large or small, the same idea exists here. Simply saying "add a new boss" is something that literally cannot be critiqued because the information given is almost absolute zero. But when you get theoretical mob behavior, you can at least critique that without demanding it to be converted to a form that can already be implemented. I would argue that these specifics are not actually important to the suggestion, given the OP was trying to describe mob behavior and not any specific mo
Okay the first part of this quote is just straight up dead wrong. Please look up the word generic. "Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory." No drops. No health values. Nothing. I'm just getting "here's a bunch of mobs dat chase you when you in their territory". These mobs are an important part of the suggestion. At this point, the animals he named are just the same exact thing with different skins that do the same thing. Uninteresting.
Again, the context is key. The OP wasn't trying to add these new mobs as an important part of the suggestion, merely a sidenote for the much more important "mobs should be more of a threat to the player". Providing specific examples would have been pointless because none of these examples are important to the problem at hand.
He's doing it wrong. These mobs aren't supposed to be a sidenote for an idea like this. Okay, now I know you skipped the link to the guide I posted. Please read that before you make your next reply. The OP wants more of a challenge, "a mob chasing me bcuz I'm in their territory" is just a slapped in idea. How do I know how challenging it really is if nothing else is presented? Maybe I'll just sidestep and bash it with my sword with ease if it tries to charge me. Challenge averted.
So, you focused on the most ridiculous part of the thread because...?
already explained.
Such "different behavior" was already implemented into the difficulty system, and most people would be able to infer based on that. In case it's still not clear, mobs can have variable hostility, damage amounts, health amounts, speeds, and some game mechanics can be edited (such as the zombie villager mechanic).
Like I said before. Hardcore took what existed and juiced it up. This idea is implemented much differently than Hardcore. Good comparison = still noooo.
But the suggestion wasn't to add bears, wolves, or tigers in the first place. These were merely examples provided to help people grasp where he was going with this. The actual suggestion was to add more territorial and aggressive mobs, and people would support because they like that idea, not just because they like the examples.
The suggestion was to add a challenge, and these mobs are an important of that right? That's why this shouldn't be a "sidenote". That's not how you do a suggestion. If you gloss over crap and not explain it, you're making it that much harder to support. If I go "I suggest a yeti and he's suuuuper strong or something idk pls suppoooort XD" and I picture in my head a perfectly balanced yeti with good design and original mechanics, how will the reader get that from my doofy vague explanation?
The Meaning of Life, the Universe, and Everything.
Join Date:
2/11/2017
Posts:
662
Member Details
Hardcore just takes what's already there with some hot sauce and gives you one life. This doesn't work as a comparison for the idea. "It doesn't seem like a very important part"? Uhh..? I mean you were the one who brought that up.
Clearly, there's a difference between hardcore mode and the idea presented in this suggestion, else I'd be immediately rejecting it because it's already implemented in the game. Not all elements of comparison need to be equivalent, else why even make a comparison in the first place. Your first sentence here is like saying that porkchops are incomparable to steak because "steak heals more hunger". They may have different stats, but they follow the same general concept of a consumable item that heals hunger. In the same way, both hardcore mode and this suggestion follow the same general concept of making the game harder, though hardcore mode does so more passively.
Also, my unimportant comment was referring specifically to the changing of the name, sorry for the confusion.
Okay, seriously. This comparison with Hardcore and this idea is just not gonna work. It really won't. We're talking about a difficulty that's pretty much the same as hard but with one life. Simple concept. This idea is Survival with a bunch of specific personal wants slapped in. I don't think you even understand my perspective here...
The entire point of my side of this discussion is that it is not specific. The OP basically just wants the implementation of a few simple concepts, just like those implemented into hardcore mode.
It's ridiculous, and I'm willing to bet my life the devs would think the same thing, because that's just. Not. How. A gamemode in this game works. A couple vague unexplained mobs with a little health tweak and an annoying food rotting mechanic is not original enough or even good enough to just take the role of being the new "Survival Mode" with the old one being renamed. I wish I could find strong enough words to explain how painfully goofy that is.
Again, honing in on the gamemode suggestion, as if that's the only implementation of these concepts that can possibly happen. Maybe it wouldn't fit into a gamemode, but that does not make it a bad idea.
This is just too sloppy. What if I happened to like the mobs the OP mentioned? So now I have to play this other weird gamemode just to experience them? Yeah, there's not gonna be an update put on everyone's game that will include a new survival mode packaged with ice000breaker's personal wants. "Introducing a copy-paste Survival Mode with 9 new things!" Yeah, that's totally not gonna be a stupid read in the changelog.
That's why Minecraft places its focus on customizable elements. I wouldn't be surprised if specific mob spawning became configurable at some time in the future. You could make a game on easy mode with all these new features if Mojang continues going the direction that they are now. Also, "a copy-paste Survival Mode with 9 new things" sounds a lot better than "a copy-paste Survival Mode with 2 new things", which you practically admit that hardcore mode literally is.
Also the part where he suggested "food rots" is just awwwwwwful. There's a level of obnoxious micromanaging no person with any spec of good game design mentality wants. I totally always wanted to check my chests constantly non-stop if my food went bad when there's a million other things to do in the game. The OP mentioned that idea in other threads and I do NOT understand why. An idea that bad doesn't need to be resurrected.
This is actually one of the first direct addresses of one of the ideas (other than the gamemode one) I've seen coming from you in this thread.
This is getting really repetitive now, but those things added to the game are still not as ridiculous as this custom gamemode. Whether those mentioned ideas are hated or not.
The point is that they were considered ridiculous by some. It doesn't matter how ridiculous they were considered or even how hated they were. They were considered ridiculous, yet implemented, which shows that not everything that's "ridiculous" in the eyes of the community (or really just you) is the same in the eyes of the devs. I thought of some more examples as well - Many people probably would have never thought of Mojang adding a backpack-like item to the game or making the nether anything more than a fiery wasteland. Enter 1.11 and 1.16.
Please tell me the part marked in red is a joke. I've been explaining myself to death here.
No.
You began your critique with a petty formatting complaint and went on to criticize the gamemode idea for being too "ridiculous" to be implemented. Then, you briefly rejected the idea of daytime danger and then dedicated basically the rest of your post to complaints that the other ideas were too generic, barely even touching on their actual content. Basically, you've been complaining about the lack of details providing rather than judging what's there. You've only addressed two of the many ideas that were involved (3, now that you mention food rotting).
Okay the first part of this quote is just straight up dead wrong. Please look up the word generic. "Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory." No drops. No health values. Nothing. I'm just getting "here's a bunch of mobs dat chase you when you in their territory". These mobs are an important part of the suggestion. At this point, the animals he named are just the same exact thing with different skins that do the same thing. Uninteresting.
But there's an understandable concept there and a base for mob behavior. Health values, drops, etc. are usually implemented for progression or balance, but they are not important ideas of a mob concept, just the implementation. And to demand that all suggestions be implementation ready is limiting and unrealistic.
He's doing it wrong. These mobs aren't supposed to be a sidenote for an idea like this. Okay, now I know you skipped the link to the guide I posted. Please read that before you make your next reply. The OP wants more of a challenge, "a mob chasing me bcuz I'm in their territory" is just a slapped in idea. How do I know how challenging it really is if nothing else is presented? Maybe I'll just sidestep and bash it with my sword with ease if it tries to charge me. Challenge averted.
I did not skip the link, I just didn't read the whole thing because the guide is far too long to realistically expect anyone to read in its entirety. But I did read it this morning since you so much insisted that I do. I'll disagree with quite a few things mentioned in the guide, but that's really pointless because I don't know what you're expecting me to look at and what kind of arguments reading the guide now brings to this discussion.
You should really stop using quotes to express mocking, grammatically incorrect, and highly satirized imitations of what people say, and just stick to using them as they were intended - as direct quotes. You're framing the OP as some kind of idiot for no justified reason. Just because you don't like the idea doesn't mean you have to start attacking the poster.
This is a list of ideas, not a list of requested features.
already explained.
I must have missed that. Why would you take an entire list of ideas, only critique the most ridiculous one from the list, and then trash every other idea based on that one critique? It sounds like a cheap way to knock off everything you don't like.
Like I said before. Hardcore took what existed and juiced it up. This idea is implemented much differently than Hardcore. Good comparison = still noooo.
Such variation was implemented into every difficulty, not just hardcore. It's a way to change the difficulty of the game, as the name suggests. That's exactly the goal of this entire suggestion.
The suggestion was to add a challenge, and these mobs are an important of that right? That's why this shouldn't be a "sidenote". That's not how you do a suggestion. If you gloss over crap and not explain it, you're making it that much harder to support. If I go "I suggest a yeti and he's suuuuper strong or something idk pls suppoooort XD" and I picture in my head a perfectly balanced yeti with good design and original mechanics, how will the reader get that from my doofy vague explanation?
The mobs are not the point. The point is territorial behavior, which was explained sufficiently.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Clearly, there's a difference between hardcore mode and the idea presented in this suggestion, else I'd be immediately rejecting it because it's already implemented in the game. Not all elements of comparison need to be equivalent, else why even make a comparison in the first place.
You're trying to bring up Hardcore Mode and use that as an argument to defend the gamemode idea. It doesn't work. It just doesn't.
Your first sentence here is like saying that porkchops are incomparable to steak because "steak heals more hunger". They may have different stats, but they follow the same general concept of a consumable item that heals hunger. In the same way, both hardcore mode and this suggestion follow the same general concept of making the game harder, though hardcore mode does so more passively.
lol this comparison is now getting worse. You're approaching this so wrong it hurts. Both Hardcore Mode and the ridiculous gamemode thing being ways to add a challenge still doesn't mean that talking about Hardcore Mode works as a comparison for this suggestion. That's like me trying to defend a garbage Herobrine suggestion about it trying to kill you, and then going "Well Creepers try to kill u too so whats the difference?!" no. That doesn't make the comparison valid.
The entire point of my side of this discussion is that it is not specific. The OP basically just wants the implementation of a few simple concepts, just like those implemented into hardcore mode.
The mobs still sound uninteresting and not something I'd readily support. I go over this a little more further down.
Again, honing in on the gamemode suggestion, as if that's the only implementation of these concepts that can possibly happen. Maybe it wouldn't fit into a gamemode, but that does not make it a bad idea.
It doesn't matter how this idea was presented, the gamemode thing is still just a personal pocket gamemode. Look at each existing gamemode and note how very different they are from each other and each provide their own unique thing. You know what's not gonna enter that list? "Survival Mode but with a couple changes I guess um idk..." Same reason there's not gonna be another Creative Mode with 4 little micro changes. Same reason there won't be another Adventure Mode but just with a grappling hook. No need to re-implement what we have for hardly any reason.
That's why Minecraft places its focus on customizable elements. I wouldn't be surprised if specific mob spawning became configurable at some time in the future. You could make a game on easy mode with all these new features if Mojang continues going the direction that they are now. Also, "a copy-paste Survival Mode with 9 new things" sounds a lot better than "a copy-paste Survival Mode with 2 new things", which you practically admit that hardcore mode literally is.
No, it doesn't sound better. -___- Both the "9 new things" and "2 new things" are both dumbdy dumb dumb. Agaaaaaaaaiin, Hardcore Mode is just a difficulty above hard. The reason it's presented *like* a gamemode is - programming wise - to make sure the difficulty is locked and there's one life. Game development wise, adding a new difficulty is not the same as a freakin' personal pocket gamemode made for ice000breaker.
What if more people want a new Survival Mode with just a few mechanics changed but it's different between those people? Should the devs fart out 5 new Survival Modes with these little changes just to make those 5 people happy? No. Not how it works. Won't happen. Personal special treatment gamemodes that just stupidly copy Survival will not be on the way.
The customized mob spawn thing would be perfect assuming it's implemented in a smart way. Honestly, I'd be all over that.
This is actually one of the first direct addresses of one of the ideas (other than the gamemode one) I've seen coming from you in this thread.
I forgot to add it in my other posts (it should have appeared in one of the edits). I have no idea why the OP would ever think rotting food is a good idea.
The point is that they were considered ridiculous by some. It doesn't matter how ridiculous they were considered or even how hated they were. They were considered ridiculous, yet implemented, which shows that not everything that's "ridiculous" in the eyes of the community (or really just you) is the same in the eyes of the devs. I thought of some more examples as well - Many people probably would have never thought of Mojang adding a backpack-like item to the game or making the nether anything more than a fiery wasteland. Enter 1.11 and 1.16.
These "once-ridiculous" ideas still aren't as bad subjective personal gamemodes. The "people once thought these other ideas were bad once but look at them now" argument doesn't save some ideas if they're still really really bad. Some ideas are still worse than others. And just because some mocked ideas are in the game now, still doesn't mean they're completely good adds.
You began your critique with a petty formatting complaint and went on to criticize the gamemode idea for being too "ridiculous" to be implemented. Then, you briefly rejected the idea of daytime danger and then dedicated basically the rest of your post to complaints that the other ideas were too generic, barely even touching on their actual content. Basically, you've been complaining about the lack of details providing rather than judging what's there. You've only addressed two of the many ideas that were involved (3, now that you mention food rotting).
This is all true, but I've more than expanded my arguments on this.
But there's an understandable concept there and a base for mob behavior. Health values, drops, etc. are usually implemented for progression or balance, but they are not important ideas of a mob concept, just the implementation. And to demand that all suggestions be implementation ready is limiting and unrealistic.
"There's tigers and bears you name it and they're territorial." - Wow greeeaatt... So these mobs just look different but all do the exact same thing? What does "you name it" mean? How many more mobs is the OP really suggesting? Do you see the potential holes created when people get vague? I can't control if people are happy with vague explanations, but you will get clearer reception when you explain bits of ideas better. That is an absolute truth. There most likely WILL be confusion if important bits are left out, because the reader will most likely get unanswered questions in their heads.
I did not skip the link, I just didn't read the whole thing because the guide is far too long to realistically expect anyone to read in its entirety. But I did read it this morning since you so much insisted that I do. I'll disagree with quite a few things mentioned in the guide, but that's really pointless because I don't know what you're expecting me to look at and what kind of arguments reading the guide now brings to this discussion.
I left links to specific parts of the guide but all those links broke. Nevermind, if the links won't work, it's not worth it.
You should really stop using quotes to express mocking, grammatically incorrect, and highly satirized imitations of what people say, and just stick to using them as they were intended - as direct quotes. You're framing the OP as some kind of idiot for no justified reason. Just because you don't like the idea doesn't mean you have to start attacking the poster.
I should have explained that most of my quotes were meant to be hypothetical "anyone" example quotes, not ones to solely mock the OP.
I must have missed that. Why would you take an entire list of ideas, only critique the most ridiculous one from the list, and then trash every other idea based on that one critique? It sounds like a cheap way to knock off everything you don't like.
We went over this part already. Didn't I already say I agreed with that and then explained my views on the rest of the idea?
Such variation was implemented into every difficulty, not just hardcore. It's a way to change the difficulty of the game, as the name suggests. That's exactly the goal of this entire suggestion.
Buuuuut Hardcore Mode is MUCH more practically made, and doesn't need to add the OP's personal wants to work. What if I find ways to skirt around the 'challenges' of the OP's ideas? What if his mobs aren't challenging? The food rotting is a bad idea - gamemode or not. Like I've repeated, these are just ice000breaker's personal wants (though I still understand he's aiming for more challenge), and that is not what a brand new gamemode being added to everyone's vanilla game is about. Some of these ideas are okay if added to normal gameplay, but don't sound very interesting anyway.
The mobs are not the point. The point is territorial behavior, which was explained sufficiently.
"Explained sufficiently" in general? Or "explained sufficiently" for you? Minecraft (for sort of the most part) does a good job on having a lot of things be quality over quantity, in that each mob provides something unique. So when I read "here's a list of animals, you name it", there's just not a lot to get from that. The mobs are territorial, cool. Do they do anything else? They're meant to provide challenges right? So all they do is just try to melee tackle me if I get near them and there's nothing beyond that? Doesn't sound very challenging or fun, but uh... okay.
Hello Minecraft community
When minecraft was first released, survival was the only mode there is, and it is still considered the main mode of minecraft. However, over the years minecraft has gotten easier and easier; Food isn't a challenge to get, mobs can be easily evaded by sleeping at night, health heals back very quickly.
The idea of having a second "Survival" mode isn't just a turn around for "If you don't like it its just optional", but minecrafts community has grown very big and its hard to get something to satisfy everybody, making the game more difficult may be unsettling for casual players who just want to play a friendly game.
My suggestion is to add another survival mode for people who want to play a hardcore survival game.
My idea about the name is that this mode should be called "Hardcore", and the old hardcore mode should be replaced with an option that basically locks difficult on hard and prevents re-spawning.
Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode".
So lets get started!
Food
The hunger system in minecraft is basically a chore; something that isn't challenging to do, but you still gotta do it.
Food resources are incredibly abundant, one can just gather a stack of pork or beef in a single day, and it'll be enough for him for days before needing to restock, then all you have to do is eat it when your hunger drops low.
Solution :
Food is difficult to obtain.
1. Hunting : Sheep, Cows, Pigs and chicken are now exclusively limited to villages.
The game now has new mobs for wildlife :
Deer : Always tries to keep distance from the player, and are much faster than the player when they sprint.
The only way to get them is sneaking and ambushing them, ranged weapons, or laying out traps.
Buffalo : much less scaredy than deer, but will still try to maintain distance. Has a much larger health pool, and will defend them selves when attacked by ramming the player, dealing heavy damage.
Mallards : Your source of feathers in this mode, mallards do not walk around passively waiting for you to harvest them. Mallards can be seen flying in the sky, and they require good marksmanship to get.
Fish : Fish are much faster and will immediately swim away from the player. They can be lured to the surface by throwing food items into the water, which makes getting them easier, but still, attacking them will scare them away so this will only work for a few fish or so.
2. Farming : Crops and mobs take a MUCH longer time to grow.
Building a farm is a sound strategy for reliable food resource, but it needs commitment; when growth time is significantly longer, you need to farm large amounts in order to make it worthwhile. Same applies to mobs.
Bone meal will not instantly grow your food, it will increase its growth speed, and need to be applied regularly to keep the bonus going.
Food rots
even with difficulty obtaining food, in the end the player can stock up on food, that's why we need rotting; food items will have a rot bar, which decays overtime.
This will also create more diversity between food items; while certain items are more inventory-space/hunger-points efficient, certain food items are more reliable in longer trips.
Preserving food : the player can increase foods life duration with a plenty of ways :
1. Salt : normally found on beaches and a unique salt beach biome, salt can be applied to food items to increase its duration.
2. DryBox : an expensive container block with a limited amount of slots, any food item inside of it will decay at a much slower rate.
Inventory Slot limit
Inventory space it self is a resource that should be managed.
Food items can't be stacked into 64 items; each type of food items will have its own slot limit, for example steak items may be limited to 8 per slot, while carrots can be limited to 16 per slot.
Health
Restoring health is quite easy in minecraft, and as long as you don't get killed, you can immediately recover health as long as your hunger is full.
This mode will retain the passive health regeneration as long as your hunger is full; however, it will be at a much slower pace. Any point of damage taken will be a penalty that you'll have to take seriously.
Also taking any damage will pause your healing temporarily (healing from potions is unaffected).
Danger
Day time danger
The game boasts little to no danger in the overworld; as long as you can sleep the night, there's really not much of a challenge in the game other than the occasional fall you damage you receive from walking carelessly.
Day time should also be dangerous, of course not as much as night time, but still it shouldn't be a safe zone.
There can be tons of different mobs that can be introduced to the overworld during daytime to make it a bit more challenging, so i won't go into detail on each mob, but i will give a general idea :
Territorial mobs
Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory.
The main idea is that these mobs aren't as aggressive as hostile mobs that spawn at night, but still they can be easily provoked when trespassed.
Occasional encounters
perhaps something similar to hound attacks from don't starve, these mobs may spawn from time to time and impose a challenge on the player.
More dangerous mobs
as long as you're much faster than mobs, no matter how many there are or how strong they are you can just always run away or run through them.
I think mobs in general should have a larger aggression range, and the ability to sprint in some cases.
Also maybe add new types of mobs that spawn at night and are actually faster than regular mobs
______
I didn't want this suggestion to be very long, so i only discussed the main problems and general ideas of how to solve them.
There are many ways to approach these issues, one way or another they need to be approached nonetheless.
perhaps we don't need a second mode, instead these ideas can be mildly introduced to the normal survival mode, and they can be scaled up with the difficulty option.
Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode.
For example we can still have the newly introduced deer in the normal mode, while still having cows and sheep, etc..
It can be just another mob for the normal mode.
Or the new aggressive mobs added for daytime, they can be just much less aggressive or rare in the normal mode.
Uhhhh, what's with the big font at the start? That's not gonna improve your suggestion or make people notice it more... No shade, but I've also read your other threads and I'm noticing some patterns. I'll elaborate on that as I go on.
Um, no. Absolutely not to the max. This isn't the kind of idea that requires a brand new gamemode just for some survival tweaks. This is just a weird, unoriginal "Survival Mode 2". Gamemodes should encompass original things, not small specific things some players want. Otherwise we'd have a ton of more uncreative survival mode copies with extra tweaks suited for specific players just to satisfy their personal wants. Not what the game is about. =/
We're off to a weird start. I know this is just the start of the idea here, but the devs aren't gonna program a separate gamemode game just for a health regen change and a few mobs. I've also noticed you use a lot of "you're not the one making the game, so you can't make that call" statements in your older threads. With all respect, that argument won't work. Just wanted to throw that out there just in case you were gonna use that.
I slightly agree, but this is just an opinion trying to hold up a gamemode suggestion.
Why should the daytime be dangerous? Again, we're using paper flimsy opinion supports. Daytime and night are designed the way they are for a reason, one giving breathing room for you to do stuff and one being dangerous where you should shelter yourself unless you want to be daring and get mob drops. Day and night are meant to be "safe and dangerous", not "dangerous and more dangerous".
I understand you probably meant all of this just for the gamemode. But this is still very specific.
As for the four mobs you suggested. They could all just be thrown into normal survival mode.
-_____-
Could you uh... maybe explain what the mobs do? This is a brand new gamemode we're talking about. Going "here's some mobs that attack the player" and nothing more is already putting you in the negatives. If they just attack you and that's it, then congrats, we have some very very boring mobs that are farted in the game just for this one subjective gamemode.
Now this all looks like it was made up as you went. Anything else we should know? Damage values? Health values? Again dude, if you want us to be on your side, you're gonna have to try explaining things. -___-
....???????????
CAN YOU TELL US WHAT THE MOBS ARE??!!
ice000breaker. No, you hardly discussed anything. You're suggesting a gamemode that seems to be specifically just for you (which I can say with confidence is not gonna be added in a game with millions of players). We're not gonna get a copypasta of Survival Mode with vague mobs and a mildly different health system. The devs aren't gonna suddenly deicde to rename an existing gamemode we all know and love years and make your vague one the new Survival Mode. no.
You didn't list any problems. You just listed stuff you didn't like, so there's nothing that needs to be approached.
Well no, we absolutely don't need a second mode. Why didn't you suggest this for the original survival mode in the first place? If people happen to like your mobs (which you didn't explain in the slightest), they don't want to swap back and forth between copypasta gamemodes.
"There can be a new block that's function is different." [no block is explained or named whatsoever]
Which could have just been the original idea...
It seems like you already knew a gamemode wasn't needed for these small unexplained small things.
Absolutely no support.
I think you might have confused Minecraft with Skyrim or something like that.
In spite of the fact that you don't have much to judge here, I'll try to judge it anyway,
"Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode"."
Calling regular survival "casual mode" often leads to elitists judging anyone playing on it. This happens with Terraria Expert Mode, and I have no doubt it will happen here too. Even though Terraria called the regular mode "Normal" and the elitist one "Expert", people will still call out anyone who plays on normal. Imagine the degree that this mockery would reach on a much bigger game like minecraft, especially when you call what most people want to play "casual".
"Mallards : Your source of feathers in this mode, mallards do not walk around passively waiting for you to harvest them. Mallards can be seen flying in the sky, and they require good marksmanship to get."
And what are feathers used for? Arrows. As in, the things you use to kill mallards. I'm noticing an issue here.
"Inventory space it self is a resource that should be managed."
Minecraft gains nothing by occasionally making you throw things out. If you want to encourage the fun adventure that is making people walk back to their bases to get an item, this is the way to go.
"Food rots"
Oh boy, that'd be lovely. Instead of gathering food for 15 minutes, I can gather food for 3 minutes 5 times. That's an increase in challenge if I've ever seen one.
Probably a formatting mistake, but it's a very bad reason to express disapproval for a suggestion, whether it was intentional or not.
You took the specific suggestion of a gamemode and decided that it was the only thing you were going to discuss. Yet, as mentioned later in the thread, the OP is open to more ways of implementation, and the main idea is just "make survival mode harder". Theoretically, some of this could be implemented into a new difficulty, considering that the entire purpose of peaceful mode is the similarly formatted "make survival mode easier".
They programmed a second difficulty for almost exactly that (edited mob spawning, looser regeneration rules, modified mob behavior, etc.), and it isn't inconceivable that the spawning of some mobs would be configurable, as we have many examples to look at that are currently in the game. I would agree that the argument you mention isn't very strong, but neither is yours. Saying "the devs won't do that" is almost weaker than saying "you don't know" because it doesn't give any type of defense or facts to support the assumption. And, as I said, they've done similar things before.
It's also justification for the added danger during the daytime, and you seem to have completely forgotten this given reason in your next paragraph.
You literally just said that you agreed that the overworld does not pose much danger due to the design of the daytime, and then you reject the idea of editing it because of that same design? That's just inconsistent. You can be given breathing room without being completely immune to danger, and not everything that contains a slight amount of danger is automatically considered "dangerous". The day would still be quite peaceful.
Yes, they could, and this exact sentiment was recognized later in the thread. Maybe you should make sure you understand the whole thing before making responses.
He literally just did. Not every suggestion needs to be pin-point specific in order to be a good idea. The idea of "territorial" mobs should have merit in itself without any mention of specific implementations. It's a simple question - should these types of mobs be implemented or not? The specifics are beside the point.
See above. Also, this reply also sounds like it was made up as you went since the thread specifically addresses some of your rebuttals, but it only happens near the end. If you had read the whole thing, you would likely rethink some of your arguments.
Not necessary. All that is relevant is that the OP is suggesting faster mob speeds. The specifics are honestly unimportant in this case. The same type of thing with the territorial mobs.
He discussed plenty. He just didn't get into the logistics of things because, as mentioned, he didn't want it to be so long. It's actually a very common strategy to discuss ideas in this manner for conciseness sake. And the thread later mentions how such things could be implemented in other ways than a gamemode, so you homing in on the gamemode thing is really being close-minded.
That is literally what a problem is - something that you believe should be addressed. If only the absolutely needed things should be implemented then the game is literally finished, save a few bug fixes here and there. But they keep on adding new content, despite no absolute need being present. And this is the fourth time I'm mentioning that alternate implementation was mentioned, this time directly in the quote you responded to. Way to nitpick.
This is getting old... Just read what I've already posted on this sentiment of yours.
It is the original idea, you just exploited the meaning by applying rigid criteria where none really existed. The OP is open, but you're framing him like he isn't.
Overall, you haven't really addressed the idea at hand - only the way it was presented. I don't think that's a valid reason to revoke support.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
You know what? I fully agree with this.
Making a gamemode in this way is just really, really bad. The other parts of the idea I'll talk about further down this reply. There's nothing wrong with the part where he wanted harder things, but Mojang/Microsoft won't be changing the name of a gamemode that's a concrete part of the game and then slipping in this Survival Mode, Part 2 with these little tweaks with that being the new "Survival Mode". no. Yes, I know that was just one arm of the idea.
This is not a good comparison. You're talking about something that's more of a difficulty than a purely brand new gamemode. I stand by saying "the devs won't do that" with no regret and no chance that I'll ever change that statement. You don't need to be fortune teller to know what things are ridiculous enough to not touch a game (and if some of those things were added, they'd be stupid additions). Also, you saying "because it doesn't give any type of defense or facts to support the assumption"... Uh yeah... I mean I kind of explained my points to support why "the devs won't do that"... Many times.
There was actually a few more sentences that I had after the part here you quoted. This is what happens when I edit posts and the forum just doesn't save anything because it doesn't feel like it. I mentioned that I agreed with this part, and it might have worked alright in the form of a difficulty or possibly even an option (which I usually hate when ideas are shoehorned into the "it cAn bE aN oPtIoN" because that's usually a fail-crutch). Come to think of it, it might even fit in Hardcore. Just not a gamemode. And yes, again, I know the OP covered that.
I'll still get to this further down...
Specific or not, you should still finalize what you're talking about. When someone goes "hey you guys there should be new mobs and blocks!!!!" and doesn't describe a single solitary part of that. You did it wrong. We can't critique a part of an idea properly if something goes completely unmentioned. If you read ALL the versions of the guides, it explains this part beautifully. It doesn't matter if it's a simple question, if it's an important part of the idea, explain it.
There's a ton of people here (mostly lazy kiddies) that go "we should have a new boss in da overworld! u agreeee???" With absolutely 0% explanation of what the boss is. No. Bzzzzzt. Wrong. That is NOT how suggestions here work. Not that I'm saying the OP did that, but I'm still making a point. You want ideas to add or refine your suggestion? That's fine. You want ideas to complete entire parts of your suggestion for you that should've filled? Nope.
It's kinda awkward that it started out as a weird overly subjective custom gamemode thing, then moved into the "we could just add them in the normal game I guess". My points on the other parts of the idea are still the same.
*headdesk* Uuuugh... Have you actually read the suggestion guides? It covers this topic and why it's important. If you want people to be more interested in what they're reading, just going "let's uhh add mobs that are faster and more aggressive" is general as all hell and not particularly very interesting.
I honed in on the gamemode idea because of how ridiculous it was. As for the other parts of the idea, I'll (again) get into that further down.
This is another part I can fully agree with.
Yeeeeaahh, this part here is meaningless. You're defending the part where he said "Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode."
lol what? This is even more vague than the mob thing. What "different behavior"? This part is so unexplained it didn't even pay to mention it at all.
My opinion is still pretty unchanged. Gamemode part aside, the other part of the idea still has a lot of holes and unexplained confusion. So if we just focus on the "adding ideas to the main game part", the flaws are still there. The mobs the block thing is still glossed over. I'm not gonna get all supportive and happy because something talked about adding "bears, wolves, tigers, you name it" - just because I enjoyed reading the names of those animals. That isn't enough. What do these mobs even do?
"Yeah duuude he mentioned bears support support supp0rt!!!" No. Let me know if this mob is original and interesting enough to touch the game. I'm not supporting just because these things were named and not talked about anymore. If all those mobs are just territorial with nothing else going for them, it sounds like a bunch of mobs are being added with the exact same behavior and just different coats of paint.
Well, they added hardcore mode, which could be considered a tweaked version of survival mode, though they didn't rename the current version. But I never saw that as a required part of the suggestion - It's only mentioned in one sentence and it isn't very emphasized, so it doesn't seem like a very important part.
My point was that they had already implemented a system that changes difficulty in almost the exact way that you say they would never do. The method of that implementation is unimportant to my point. What you identify as "ridiculous" is very subjective, and the devs might not think the same thing. There are likely people here that would have thought adding a new tier beyond diamond was ridiculous, and there are likely some that would have never expected mending to actually get into the game. There are also people who would have scoffed at the idea of a new combat system, yet all of these things were implemented. Generally, I've seen you critique the given format and presentation of the suggestion, but I have not seen any concrete evidence as to why this idea seems so ridiculous as an idea, not a suggestion thread (though I may have missed that).
But the ideas mentioned in the OP weren't nearly that generic. Clearly, he was suggesting a group of mobs that would attack the player during the daytime if they weren't careful. Whether this is a tiger or a bear, easy or hard to kill, large or small, the same idea exists here. Simply saying "add a new boss" is something that literally cannot be critiqued because the information given is almost absolute zero. But when you get theoretical mob behavior, you can at least critique that without demanding it to be converted to a form that can already be implemented. I would argue that these specifics are not actually important to the suggestion, given the OP was trying to describe mob behavior and not any specific mob.
Again, the context is key. The OP wasn't trying to add these new mobs as an important part of the suggestion, merely a sidenote for the much more important "mobs should be more of a threat to the player". Providing specific examples would have been pointless because none of these examples are important to the problem at hand.
So, you focused on the most ridiculous part of the thread because...?
Such "different behavior" was already implemented into the difficulty system, and most people would be able to infer based on that. In case it's still not clear, mobs can have variable hostility, damage amounts, health amounts, speeds, and some game mechanics can be edited (such as the zombie villager mechanic).
But the suggestion wasn't to add bears, wolves, or tigers in the first place. These were merely examples provided to help people grasp where he was going with this. The actual suggestion was to add more territorial and aggressive mobs, and people would support because they like that idea, not just because they like the examples.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I would agree with you on these to some extent, though I have some different opinions on these:
- Food isn't a challenge to get and at the moment it kinda has to be that way because of how fast the hunger bar depletes. When the hunger bar depletes just a little bit, your ability to heal yourself is gone. That means that without a stack of potatoes, hand-to-hand combat is basically impossible. Better bring a bow!
- The way mobs work is kinda stupid. Personally I think mobs should only spawn underground so that intentionally dark builds can remain mob-free. Mobs should then be able to detect players from a much further distance and attempt to crawl out of caves at night, charging towards the player. This would make walls and trenches actually useful for defense rather than mere decorations.
- I disagree that health heals too quickly. If you try and fight mobs and get a little bit damaged, your hunger drops below the health-healing level incredibly quickly. Try fighting some blazes with a stack of potatoes and some iron armor, as an example.
Now if the gameplay of Survival Mode is really good but Casual mode is necessary, I actually don't mind too much. Some people in the replies said that naming it "Casual Mode" would encourage mockery, but I would argue it's just an accurate name for a game mode that you play casually and I don't really see anything wrong with that.
That being said, the use of a gamemode in order to just respond to any criticism with "but it's a different gamemode so it's okay" is not okay. It's similar to the people who suggest natural disasters or destructive RNG chaos "but it only happens on hard mode so just don't play on hard mode". You do need to remember that by creating a new gamemode, you are effectively creating a new game on top of Minecraft's engine, so try to remember that balance is essential.
Small Problem: If you've ever played with mods or tried to code one, you know that adding a mob into the game is not something that can be turned on and off while in the game. That means we can't have one gamemode without these new animals and one gamemode with them. That being said, I'd actually be okay if this was implemented into current survival mode/casual mode to a certain extent, though I still think domesticated animals should spawn around the world.
I think we need to consider that hunting in the game suffers from the lack of spears. Swords themselves are actually more of a personal-defense weapon like a handgun, while spears are closer to a modern rifle. Another benefit of spears is that they can be thrown. Considering that feathers are now much harder to obtain, I feel like spears are a necessity for players this early in the game. (Perhaps the ability to throw flint rocks too?)
Anyway, this idea isn't too far-fetched for me if spears were implemented.
I'd like to add to this idea a little bit more: implement seasons. Certain crops would only be ripe during certain seasons, meaning keeping a variety of crops growing on your farm can help you grow beyond the need to constantly hunt.
I don't think bonemeal should be applied regularly. I think it'd be better if bonemeal was used on dirt to create fertilized soil, which would in turn grow crops faster or possibly to grow crops outside of their growing season. When a crop is ready for harvest, it sucks all of the bonemeal out of the soil, reverting it to simple farmland, so you'll want to keep collecting bonemeal.
There's a part of me that wants this and there's a part of me that's not.
For reference, I'm coming at this from the perspective of someone who enjoys TerraFirmaCraft, which does implement food rotting. It does make the game a little bit more interesting as you'll want to avoid turning your flour directly into bread the minute you make it since flour will last almost a whole year while bread lasts a little more than a week. That being said, you can end up in a situation where you're stuck eating nothing but bread and meat during the winter, which is especially bad in TFC as eating a variety of foods is what keeps your health up.
You didn't mention crops rotting, which does throw a wrench into this whole idea. If crops don't rot, then the solution to rotting food is to just leave food on the plant until I need it.
Now, the positive side of food rot is that it does encourage the player to work a bit harder to preserve their food or to find ways of maintaining food throughout the year. This means the food system actually has progression where players will want to work to find the longest-lasting or the most-nutritious foods. That being said, I think late-game with your salt and dry boxes, food rot should become less of an issue. (I would say your "expensive" dry box should make food last forever.)
I'm not really a fan of this one since the amount of food I'm carrying tends to limit the amount I can adventure just as much as the amount of wood I'm carrying limits how long I can mine. The inventory also gets cluttered way too fast anyway with tools and buckets and trash.
I would again have to disagree with your premise here as you're only really going to be able to regenerate a few hearts before you need to eat again. Eating in the middle of combat is in no way an option especially when confronted with multiple mobs, which is why I think health potions are a joke. That means that even entering combat with a full hunger bar, you only really have effectively an extra four hearts before that "shield" is gone.
I don't really think day time should be dangerous at all. I think the whole point of day time is that it gives the player a chance to work and build safely, which is something that would still be essential in Survival mode. (Especially when this new gamemode requires the ability to grow large quantities of crops, which requires working on a very large section of land for a long time.) Not only that but I think a new gamemode should still allow for the possibility that the player wants to spend their time building things, which is annoying to do when forest mobs want to stop you from doing that.
I agree that mobs should have a much larger aggression range, but I'm not a fan of letting them sprint. I think early-game mobs should still be easy for new players to deal with once they've equipped some armor and a weapon.
So there are some good ideas here, and some ideas that need tweaking, but honestly I think this suggestion needs more fleshing out as well. I think it'd be interesting to see food progression be tied in with accomplishments made throughout the game. What if crops could grow during the winter, but required a blaze powder-based fertilizer? What if you could build an icebox that made food last forever that required an item found only in ice spikes biomes?
I disagree with most if not all of the statements you've made about health and healing too fast. Maybe for some people who avoid all damage at all, but whenever I do hand-to-hand combat I get damaged constantly and that's not even counting stealth creepers and sniper skeletons inflicting damage you can't really avoid. The shield does make this easier, but it's not a be-all-end-all solution.
At the very least if you're going to lower the speed that health regenerates, I think health should regenerate as long as hunger is above can't-sprint level. Alternatively, items like salves or bandages should exist that are consumed instantly and replenish health quickly similarly to health potions in other games or like the salves and bandages in Starbound.
Some support... kinda.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Hardcore just takes what's already there with some hot sauce and gives you one life. This doesn't work as a comparison for the idea. "It doesn't seem like a very important part"? Uhh..? I mean you were the one who brought that up.
Okay, seriously. This comparison with Hardcore and this idea is just not gonna work. It really won't. We're talking about a difficulty that's pretty much the same as hard but with one life. Simple concept. This idea is Survival with a bunch of specific personal wants slapped in. I don't think you even understand my perspective here...
It's ridiculous, and I'm willing to bet my life the devs would think the same thing, because that's just. Not. How. A gamemode in this game works. A couple vague unexplained mobs with a little health tweak and an annoying food rotting mechanic is not original enough or even good enough to just take the role of being the new "Survival Mode" with the old one being renamed. I wish I could find strong enough words to explain how painfully goofy that is.
This is just too sloppy. What if I happened to like the mobs the OP mentioned? So now I have to play this other weird gamemode just to experience them? Yeah, there's not gonna be an update put on everyone's game that will include a new survival mode packaged with ice000breaker's personal wants. "Introducing a copy-paste Survival Mode with 9 new things!" Yeah, that's totally not gonna be a stupid read in the changelog.
Yes, I know this idea includes putting these ideas in normal Survival instead. It's baffling that this part wasn't the lead idea because of how unholy far away from being vanilla-worthy the gamemode part is. Back to the "ideas added in normal gameplay" part, it's still flawed and unexplained.
Also the part where he suggested "food rots" is just awwwwwwful. There's a level of obnoxious micromanaging no person with any spec of good game design mentality wants. I totally always wanted to check my chests constantly non-stop if my food went bad when there's a million other things to do in the game. The OP mentioned that idea in other threads and I do NOT understand why. An idea that bad doesn't need to be resurrected.
This is getting really repetitive now, but those things added to the game are still not as ridiculous as this custom gamemode. Whether those mentioned ideas are hated or not. Please tell me the part marked in red is a joke. I've been explaining myself to death here.
Okay the first part of this quote is just straight up dead wrong. Please look up the word generic. "Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory." No drops. No health values. Nothing. I'm just getting "here's a bunch of mobs dat chase you when you in their territory". These mobs are an important part of the suggestion. At this point, the animals he named are just the same exact thing with different skins that do the same thing. Uninteresting.
He's doing it wrong. These mobs aren't supposed to be a sidenote for an idea like this. Okay, now I know you skipped the link to the guide I posted. Please read that before you make your next reply. The OP wants more of a challenge, "a mob chasing me bcuz I'm in their territory" is just a slapped in idea. How do I know how challenging it really is if nothing else is presented? Maybe I'll just sidestep and bash it with my sword with ease if it tries to charge me. Challenge averted.
already explained.
Like I said before. Hardcore took what existed and juiced it up. This idea is implemented much differently than Hardcore. Good comparison = still noooo.
The suggestion was to add a challenge, and these mobs are an important of that right? That's why this shouldn't be a "sidenote". That's not how you do a suggestion. If you gloss over crap and not explain it, you're making it that much harder to support. If I go "I suggest a yeti and he's suuuuper strong or something idk pls suppoooort XD" and I picture in my head a perfectly balanced yeti with good design and original mechanics, how will the reader get that from my doofy vague explanation?
Read the guide. Just... do it.
Clearly, there's a difference between hardcore mode and the idea presented in this suggestion, else I'd be immediately rejecting it because it's already implemented in the game. Not all elements of comparison need to be equivalent, else why even make a comparison in the first place. Your first sentence here is like saying that porkchops are incomparable to steak because "steak heals more hunger". They may have different stats, but they follow the same general concept of a consumable item that heals hunger. In the same way, both hardcore mode and this suggestion follow the same general concept of making the game harder, though hardcore mode does so more passively.
Also, my unimportant comment was referring specifically to the changing of the name, sorry for the confusion.
The entire point of my side of this discussion is that it is not specific. The OP basically just wants the implementation of a few simple concepts, just like those implemented into hardcore mode.
Again, honing in on the gamemode suggestion, as if that's the only implementation of these concepts that can possibly happen. Maybe it wouldn't fit into a gamemode, but that does not make it a bad idea.
That's why Minecraft places its focus on customizable elements. I wouldn't be surprised if specific mob spawning became configurable at some time in the future. You could make a game on easy mode with all these new features if Mojang continues going the direction that they are now. Also, "a copy-paste Survival Mode with 9 new things" sounds a lot better than "a copy-paste Survival Mode with 2 new things", which you practically admit that hardcore mode literally is.
This is actually one of the first direct addresses of one of the ideas (other than the gamemode one) I've seen coming from you in this thread.
The point is that they were considered ridiculous by some. It doesn't matter how ridiculous they were considered or even how hated they were. They were considered ridiculous, yet implemented, which shows that not everything that's "ridiculous" in the eyes of the community (or really just you) is the same in the eyes of the devs. I thought of some more examples as well - Many people probably would have never thought of Mojang adding a backpack-like item to the game or making the nether anything more than a fiery wasteland. Enter 1.11 and 1.16.
No.
You began your critique with a petty formatting complaint and went on to criticize the gamemode idea for being too "ridiculous" to be implemented. Then, you briefly rejected the idea of daytime danger and then dedicated basically the rest of your post to complaints that the other ideas were too generic, barely even touching on their actual content. Basically, you've been complaining about the lack of details providing rather than judging what's there. You've only addressed two of the many ideas that were involved (3, now that you mention food rotting).
But there's an understandable concept there and a base for mob behavior. Health values, drops, etc. are usually implemented for progression or balance, but they are not important ideas of a mob concept, just the implementation. And to demand that all suggestions be implementation ready is limiting and unrealistic.
I did not skip the link, I just didn't read the whole thing because the guide is far too long to realistically expect anyone to read in its entirety. But I did read it this morning since you so much insisted that I do. I'll disagree with quite a few things mentioned in the guide, but that's really pointless because I don't know what you're expecting me to look at and what kind of arguments reading the guide now brings to this discussion.
You should really stop using quotes to express mocking, grammatically incorrect, and highly satirized imitations of what people say, and just stick to using them as they were intended - as direct quotes. You're framing the OP as some kind of idiot for no justified reason. Just because you don't like the idea doesn't mean you have to start attacking the poster.
This is a list of ideas, not a list of requested features.
I must have missed that. Why would you take an entire list of ideas, only critique the most ridiculous one from the list, and then trash every other idea based on that one critique? It sounds like a cheap way to knock off everything you don't like.
Such variation was implemented into every difficulty, not just hardcore. It's a way to change the difficulty of the game, as the name suggests. That's exactly the goal of this entire suggestion.
The mobs are not the point. The point is territorial behavior, which was explained sufficiently.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
You're trying to bring up Hardcore Mode and use that as an argument to defend the gamemode idea. It doesn't work. It just doesn't.
lol this comparison is now getting worse. You're approaching this so wrong it hurts. Both Hardcore Mode and the ridiculous gamemode thing being ways to add a challenge still doesn't mean that talking about Hardcore Mode works as a comparison for this suggestion. That's like me trying to defend a garbage Herobrine suggestion about it trying to kill you, and then going "Well Creepers try to kill u too so whats the difference?!" no. That doesn't make the comparison valid.
The mobs still sound uninteresting and not something I'd readily support. I go over this a little more further down.
It doesn't matter how this idea was presented, the gamemode thing is still just a personal pocket gamemode. Look at each existing gamemode and note how very different they are from each other and each provide their own unique thing. You know what's not gonna enter that list? "Survival Mode but with a couple changes I guess um idk..." Same reason there's not gonna be another Creative Mode with 4 little micro changes. Same reason there won't be another Adventure Mode but just with a grappling hook. No need to re-implement what we have for hardly any reason.
No, it doesn't sound better. -___- Both the "9 new things" and "2 new things" are both dumbdy dumb dumb. Agaaaaaaaaiin, Hardcore Mode is just a difficulty above hard. The reason it's presented *like* a gamemode is - programming wise - to make sure the difficulty is locked and there's one life. Game development wise, adding a new difficulty is not the same as a freakin' personal pocket gamemode made for ice000breaker.
What if more people want a new Survival Mode with just a few mechanics changed but it's different between those people? Should the devs fart out 5 new Survival Modes with these little changes just to make those 5 people happy? No. Not how it works. Won't happen. Personal special treatment gamemodes that just stupidly copy Survival will not be on the way.
The customized mob spawn thing would be perfect assuming it's implemented in a smart way. Honestly, I'd be all over that.
I forgot to add it in my other posts (it should have appeared in one of the edits). I have no idea why the OP would ever think rotting food is a good idea.
These "once-ridiculous" ideas still aren't as bad subjective personal gamemodes. The "people once thought these other ideas were bad once but look at them now" argument doesn't save some ideas if they're still really really bad. Some ideas are still worse than others. And just because some mocked ideas are in the game now, still doesn't mean they're completely good adds.
This is all true, but I've more than expanded my arguments on this.
"There's tigers and bears you name it and they're territorial." - Wow greeeaatt... So these mobs just look different but all do the exact same thing? What does "you name it" mean? How many more mobs is the OP really suggesting? Do you see the potential holes created when people get vague? I can't control if people are happy with vague explanations, but you will get clearer reception when you explain bits of ideas better. That is an absolute truth. There most likely WILL be confusion if important bits are left out, because the reader will most likely get unanswered questions in their heads.
I left links to specific parts of the guide but all those links broke. Nevermind, if the links won't work, it's not worth it.
I should have explained that most of my quotes were meant to be hypothetical "anyone" example quotes, not ones to solely mock the OP.
We went over this part already. Didn't I already say I agreed with that and then explained my views on the rest of the idea?
Buuuuut Hardcore Mode is MUCH more practically made, and doesn't need to add the OP's personal wants to work. What if I find ways to skirt around the 'challenges' of the OP's ideas? What if his mobs aren't challenging? The food rotting is a bad idea - gamemode or not. Like I've repeated, these are just ice000breaker's personal wants (though I still understand he's aiming for more challenge), and that is not what a brand new gamemode being added to everyone's vanilla game is about. Some of these ideas are okay if added to normal gameplay, but don't sound very interesting anyway.
"Explained sufficiently" in general? Or "explained sufficiently" for you? Minecraft (for sort of the most part) does a good job on having a lot of things be quality over quantity, in that each mob provides something unique. So when I read "here's a list of animals, you name it", there's just not a lot to get from that. The mobs are territorial, cool. Do they do anything else? They're meant to provide challenges right? So all they do is just try to melee tackle me if I get near them and there's nothing beyond that? Doesn't sound very challenging or fun, but uh... okay.