I've been playing minecraft off and on for the past 10 years it's had its ups and downs. I played from about 2011-2014 all the time and to this day Minecraft made me like survival, crafting, apocalyptic type of games like 7 days to die,terraria, Don't Starve, rust and the list goes on.
Around 2014 i didn't really like where the game was heading. The devs seemed to cater more to the builders in every update adding cool new boimes and blocks to build with and moved further away from adding survival features.
Around 2018-2019 I came back to minecraft and now I play modded exclusively, all the mods 6 and rlcraft for example. Vanilla minecraft to me now is just a complete building sandbox game with no depth. Get wood, get iron, get diamonds, go to nether, beat ender dragon game over. Unless your a builder then there's a lot you can you build, that's not really for me it's fun but not really my cup of tea.
I wish minecraft devs spent time on adding cool things for survival players too and not just for builders. Add more mobs in the caves other than the same 3 we had for 12 years it gets repetitive. Add temperature, tech like power, new tools and weapons, More hostile mobs, More food recipes. I feel like the only thing the devs care about is biome and terrain stuff. Every snapshot I get so disappointed. But I'll be okay because the modders will help us survival players out I guess..
I can somewhat relate to that. But i think that the overworld terrain needs a serious overhaul.
You mentioned that you have played rlcraft so i don't have to explain to you why the overworld of rlcraft feels much more alive then the vanilla overworld.
When it comes to survival systems, i'm out. I don't think temperature and thurst or locational damage suits vanilla minecraft.
I enjoy this rlcraft bs a lot but i don't think it suits vanilla minecraft. And i won't support tech like power beyond redstone.
Imo Minecraft needs a ton of little decorative structures to explore.
I also like the enhanced visuals and dynamic surroundings mods.
Also i play with the soundfilters mod, wich adds new ambient sounds when you walk on different blocks, like sand, grass or ice.
It also adds reverb sounds in caves. Fortunatly these are client side mods, so you can play with them everywhere if you get a supported version.
Vanilla Minecraft however is lacking in that department. It makes a huge difference for me.
I definitely agree that I wouldn't like all the features from rlcraft or all the mods 6 inputted into vanilla minecraft especially locational damage. I would like temperature but not as extreme as rlcraft's. When going to a desert biome you get hot and have hunger and slowness if you overheat maybe wearing a leather helmet prevents overheating, similar thing when going into ice biomes. But rlcraft is meant to be very difficult and challenging and I wouldn't want that to be the vanilla minecraft experience, it's not beginner friendly at all.. I just used that mod as a example of adding survival features to the game.
As far as tech goes I would like power it wouldn't have to go as far as creating a space ship. I would like basic power maybe to create lights, electric furnace or make it so you need power to keep the beacon functional and other powered automations. Redstone power is pretty outdated most sandbox games have included actual power in their games. You need to make a 300 block Redstone structure just to make it do basic automation. Power that's used in mods do the same thing easily by connecting cables and not a technical 300 block redstone structure.
I definitely agree that I wouldn't like all the features from rlcraft or all the mods 6 inputted into vanilla minecraft especially locational damage. I would like temperature but not as extreme as rlcraft's. When going to a desert biome you get hot and have hunger and slowness if you overheat maybe wearing a leather helmet prevents overheating, similar thing when going into ice biomes. But rlcraft is meant to be very difficult and challenging and I wouldn't want that to be the vanilla minecraft experience, it's not beginner friendly at all.. I just used that mod as a example of adding survival features to the game.
As far as tech goes I would like power it wouldn't have to go as far as creating a space ship. I would like basic power maybe to create lights, electric furnace or make it so you need power to keep the beacon functional and other powered automations. Redstone power is pretty outdated most sandbox games have included actual power in their games. You need to make a 300 block Redstone structure just to make it do basic automation. Power that's used in mods do the same thing easily by connecting cables and not a technical 300 block redstone structure.
I think having in temperature in the game matter directly to players in Minecraft makes sense, sort of, it'll be hard for the developers to get right though if I'm honest.
But I do agree with your point here, players should be expected to wear something to protect them from the harsh climate zones in both hot and cold deserts.
To prevent players from dying on their first day by something as mundane as extremely hot or cold weather in the environment however, some changes are needed to the world generation I feel, so players don't immediately just spawn in a barren or nigh uninhabitable wasteland on their first day, and as for existing players, they should already have armour by now, if they don't, they'd have time to prepare to do so before the update arrived and this change could be announced beforehand by Mojang.
I think in hot sandy deserts like the mesa, or regular ones, the extreme heat could cause mining fatigue over time if the thirst meter got too low, and a thirst mechanic could be added so players would have to drink water, sand in deserts provides them with access to glass for bottles and more, and it shouldn't take long for players to find a river to get a water bottle from, so players don't really have a good excuse to slack off here imo.
By contrast, extreme cold is what should cause the slowness if the player temperature got too low, and that happens by either not wearing full body armour, leather or otherwise, the more armour plates worn, the slower the body heat loss, 25% for each armour plate until it reaches 100% thermal protection for all four plates worn.
The body heat could be sapped at a rate of 1 point per second with zero protection, body heat could be represented in a total value of 98, being similar by number to 98F normal body temperature in real life, which means players in Minecraft in a tundra or ice spikes biomes could lose heat at a rate of 1 per second, which is just a little over 1 and a half minutes in real time, and almost 1/10th of a full day and night MC cycle.
This would mean if 2 armour plates were worn cutting the body heat loss by 50%, then you would have about 3 real-time minutes before you end up with status of slowness as a result of the low temperature.
Real humans would suffer and die from hypothermia from temperatures above 0C or 0F, although ice directly on skin can cause frostbite which is serious, but for the sake of making life easier for developers, let's just suggest 98 as the numerical value for thermal points before freezing becomes any major hindrance to the player.
Also it would make sense if being within 8 blocks radius of a campfire or regular fire would prevent the heat loss or even warm the player up to normal temperature, even if they are not wearing any armour, and within 16 blocks radius of lava, making fireplaces in houses or bases much more useful instead of simply adding style to player builds.
I think your complaints are valid here, builds should have some sort of function in survival, I'm not a huge advocate of builds getting demolished by hostile mobs, simply because players are in survival mode, those need limits, although thankfully in the vanilla game, they are limited in some way, but I do think environmental hazards should matter and there needs to be more of them to make builds serve an actual function in survival besides looking pretty or protecting players from hostile mobs.
I think having in temperature in the game matter directly to players in Minecraft makes sense, sort of, it'll be hard for the developers to get right though if I'm honest.
But I do agree with your point here, players should be expected to wear something to protect them from the harsh climate zones in both
I think it would be hard add too. I can't think of many games where I actually enjoyed the mechanic. I usually just find it to be tedious rather than challenging. I also think it would be awkward without every biome being massive in size. IMO it would be neat to have more mechanics in the game where you're sort of sacrifice armor for equipment that gives you benefits. I would also like to see biomes get more hostile mobs that fits more into the theme. Jungle having more poisonous creatures.etc. Unfortunately only play bedrock so I can't go into mods to add basic things like that.
I think having in temperature in the game matter directly to players in Minecraft makes sense, sort of, it'll be hard for the developers to get right though if I'm honest.
But I do agree with your point here, players should be expected to wear something to protect them from the harsh climate zones in both hot and cold deserts.
To prevent players from dying on their first day by something as mundane as extremely hot or cold weather in the environment however, some changes are needed to the world generation I feel, so players don't immediately just spawn in a barren or nigh uninhabitable wasteland on their first day, and as for existing players, they should already have armour by now, if they don't, they'd have time to prepare to do so before the update arrived and this change could be announced beforehand by Mojang.
I think in hot sandy deserts like the mesa, or regular ones, the extreme heat could cause mining fatigue over time if the thirst meter got too low, and a thirst mechanic could be added so players would have to drink water, sand in deserts provides them with access to glass for bottles and more, and it shouldn't take long for players to find a river to get a water bottle from, so players don't really have a good excuse to slack off here imo.
By contrast, extreme cold is what should cause the slowness if the player temperature got too low, and that happens by either not wearing full body armour, leather or otherwise, the more armour plates worn, the slower the body heat loss, 25% for each armour plate until it reaches 100% thermal protection for all four plates worn.
The body heat could be sapped at a rate of 1 point per second with zero protection, body heat could be represented in a total value of 98, being similar by number to 98F normal body temperature in real life, which means players in Minecraft in a tundra or ice spikes biomes could lose heat at a rate of 1 per second, which is just a little over 1 and a half minutes in real time, and almost 1/10th of a full day and night MC cycle.
This would mean if 2 armour plates were worn cutting the body heat loss by 50%, then you would have about 3 real-time minutes before you end up with status of slowness as a result of the low temperature.
Real humans would suffer and die from hypothermia from temperatures above 0C or 0F, although ice directly on skin can cause frostbite which is serious, but for the sake of making life easier for developers, let's just suggest 98 as the numerical value for thermal points before freezing becomes any major hindrance to the player.
Also it would make sense if being within 8 blocks radius of a campfire or regular fire would prevent the heat loss or even warm the player up to normal temperature, even if they are not wearing any armour, and within 16 blocks radius of lava, making fireplaces in houses or bases much more useful instead of simply adding style to player builds.
I think your complaints are valid here, builds should have some sort of function in survival, I'm not a huge advocate of builds getting demolished by hostile mobs, simply because players are in survival mode, those need limits, although thankfully in the vanilla game, they are limited in some way, but I do think environmental hazards should matter and there needs to be more of them to make builds serve an actual function in survival besides looking pretty or protecting players from hostile mobs.
I totally agree with what you said here, temperature alone would add so much realism and immersion. For the builders or super casual players there should be a toggle option for "temperature", or on easy mode there's no temperature on normal it's there but very easy to manage and on hard and hardcore it should be something you'd have to be on your A game about managing.
I totally agree with what you said here, temperature alone would add so much realism and immersion. For the builders or super casual players there should be a toggle option for "temperature", or on easy mode there's no temperature on normal it's there but very easy to manage and on hard and hardcore it should be something you'd have to be on your A game about managing.
Perhaps 3 difficulties isn't enough, or we need two scales one for mob difficulty one for environment.
I totally agree with what you said here, temperature alone would add so much realism and immersion. For the builders or super casual players there should be a toggle option for "temperature", or on easy mode there's no temperature on normal it's there but very easy to manage and on hard and hardcore it should be something you'd have to be on your A game about managing.
Mobs could be made a little tougher on normal as well, I agree with you that more hostile mobs would be nice, not frustrating tier, challenge would make the most sense on hard and hardcore mode imo, but normal should be hard enough to keep people aware and to make sure they remember to use beds, bottom half slabs and proper lighting, or pay the price and risk either dying, broken/damaged armour or tools or a hole in a building or two, and night time could be made more punishing for players, I see no problem with this suggestion. If they want to hang around all day and night without having to fight hostile mobs, and don't wish to spawn proof areas, or are too lazy to, they should either find a mushroom fields biome, which are rare and don't cover a large portion of a world, or play on peaceful.
On easy climate shouldn't matter, nor should starving to death,
starving to death can and should be made to be possible on normal though, normal is the standard difficulty of the game but it does feel too easy considering that you can just stand around in a hole and never have to worry about running out of food, starving on normal is somewhat of an oxymoron because all it does is put you down to half a heart of health, it puts you into a weakened state, but as soon as daytime arrives you can just get out of your hole and find food, you do this by waiting in your hole while zombies to burn to death and then consuming their flesh, that I find is holding the players hand, and not in any good or fun way either.
Players should be coerced into stockpiling on food if they want to be doing things like that safely,
Because it then means food actually matters in survival, and it also encourages making surpluses via farmlands,
which is what is intended in the game.
Normal could be made for builders still, but it is reasonable to expect them to understand the mechanics of the game well enough
to not be lazy, and if they're not careful enough about spawn proofing their territory, and if they refuse to make and wear armour, then the game should punish them for it.
I have a current Minecraft world that I made on normal difficulty with a friend, we do builds together, but we wouldn't mind the game pressuring us more to make sure we are proficient at using the game mechanics to our advantage. Night time in Minecraft at this difficulty or higher, especially in the wilderness, should never be safe to run around in without armour.
Mobs could be made a little tougher on normal as well, I agree with you that more hostile mobs would be nice, not frustrating tier, challenge would make the most sense on hard and hardcore mode imo, but normal should be hard enough to keep people aware and to make sure they remember to use beds, bottom half slabs and proper lighting, or pay the price and risk either dying, broken/damaged armour or tools or a hole in a building or two, and night time could be made more punishing for players, I see no problem with this suggestion. If they want to hang around all day and night without having to fight hostile mobs, and don't wish to spawn proof areas, or are too lazy to, they should either find a mushroom fields biome, which are rare and don't cover a large portion of a world, or play on peaceful.
On easy climate shouldn't matter, nor should starving to death,
starving to death can and should be made to be possible on normal though, normal is the standard difficulty of the game but it does feel too easy considering that you can just stand around in a hole and never have to worry about running out of food, starving on normal is somewhat of an oxymoron because all it does is put you down to half a heart of health, it puts you into a weakened state, but as soon as daytime arrives you can just get out of your hole and find food, you do this by waiting in your hole while zombies to burn to death and then consuming their flesh, that I find is holding the players hand, and not in any good or fun way either.
Players should be coerced into stockpiling on food if they want to be doing things like that safely,
Because it then means food actually matters in survival, and it also encourages making surpluses via farmlands,
which is what is intended in the game.
Normal could be made for builders still, but it is reasonable to expect them to understand the mechanics of the game well enough
to not be lazy, and if they're not careful enough about spawn proofing their territory, and if they refuse to make and wear armour, then the game should punish them for it.
I have a current Minecraft world that I made on normal difficulty with a friend, we do builds together, but we wouldn't mind the game pressuring us more to make sure we are proficient at using the game mechanics to our advantage. Night time in Minecraft at this difficulty or higher, especially in the wilderness, should never be safe to run around in without armour.
Thats the problem. Minecraft has moved from a somewhat survival game and into just a complete building sandbox. Once again, that the main reason the survival players moved on to modded and don't play vanilla. Most people just build in vanilla minecraft and don't care for the mobs nor want to fight them but refuse to go into creative mode or play peaceful. You can't have your cake and eat it too.
Everytime someone brings up adding new mobs or realism mechanics such as temperature and thirst to the game the builder community complains of difficulty spikes. I don't know why builders just won't play on peaceful or creative if your too scared to fight a zombie or creeper. If all you want to do is build then go into creative mode, survival mode is called "SURVIVAL" for a reason and shouldn't be dumbed down or made seamlessly too easy because of people just wanting to build.
Thats the problem. Minecraft has moved from a somewhat survival game and into just a complete building sandbox. Once again, that the main reason the survival players moved on to modded and don't play vanilla. Most people just build in vanilla minecraft and don't care for the mobs nor want to fight them but refuse to go into creative mode or play peaceful. You can't have your cake and eat it too.
Everytime someone brings up adding new mobs or realism mechanics such as temperature and thirst to the game the builder community complains of difficulty spikes. I don't know why builders just won't play on peaceful or creative if your too scared to fight a zombie or creeper. If all you want to do is build then go into creative mode, survival mode is called "SURVIVAL" for a reason and shouldn't be dumbed down or made seamlessly too easy because of people just wanting to build.
Well, the reason builders would play on normal is so they can have the option to fight hostile mobs at the time of their choosing, or to actually give their builds some kind of practical use in survival, the reason why half slabs exist is so you can spawn proof a build, (which isn't inherently unbalanced because it's not as if you're going to spawn proof an entire 1024 block radius in a couple of hours), not just so you can add more fine details to them. The reason why glass exists is to let light in, either daylight, or so in the interior of a house light from lava or glowstone can shine through.
What is a problem here is builds not having enough of a purpose in survival,
however when changes to how this works are being suggested, players are going to be concerned about how it would affect their ability to build or to keep their buildings they put many hundreds of hours into designing being ruined. Creepers you can do something about, Endermen you can too, there are ways to manage their spawning, even the Wither doesn't just spawn at random, it's a matter of incompetence or laziness if players choose to play on normal but not take steps to defend their builds which are relatively easily done.
But if hostile mobs that aren't affected by lighting or night time in the Overworld were able to demolish builds, it is understandable why builders would complain in that case, because some suggestions that have been coming out of the woodwork over the years have been along the lines of buffing Pillagers so their pet ravagers can demolish walls, not everybody wants to be forced to deal with that, and people also see switching difficulty to peaceful as cheating, which is why many refuse to do that. Why should they be expected to cheat just to deal with this?
Just because players are able to grief builds it does not mean AI should be given free reign to do the same, the entire point of a whitelisted or private server is so players have the option to protect builds from unwanted demolition, for people who like griefing, anarchy servers exist for things like that.
In survival mode though builds can and should have more practical use, fireplaces protecting players from extreme cold in snowy biomes, as we suggested would be one of them. Also hunger meter should be made to drain faster when players are exposed to freezing temperatures, even during the process of heat loss, not just when the body temperature reaches maximum cold in the game, making freezing itself a considerable survival threat.
Generally, mobs have been made easier over time. Prior to 1.9, and especially prior to 1.7, mobs' melee had a greater range and it was hard to fight a mob without taking damage. Now it's quite doable.
We need to change it back somehow such that there is a legit challenge to caves and the nighttime.
Generally, mobs have been made easier over time. Prior to 1.9, and especially prior to 1.7, mobs' melee had a greater range and it was hard to fight a mob without taking damage. Now it's quite doable.
We need to change it back somehow such that there is a legit challenge to caves and the nighttime.
And so Creepers do a better job at getting players in their kill zone before detonating.
Caves and Cliffs is going to give mobs better pathfinding, but all this really does is makes mobs attempt to avoid hazards like holes or fire.
It doesn't necessarily make them smarter at attacking players.
For example, it will not make hostile mobs purposefully wait outside your gates or doors of your house in an event that you didn't light your territory properly, this is what I mean by night time not being punishing enough, the established game mechanics are not being used to their fullest potential.
And so Creepers do a better job at getting players in their kill zone before detonating.
Caves and Cliffs is going to give mobs better pathfinding, but all this really does is makes mobs attempt to avoid hazards like holes or fire.
Mobs already do avoid these - in 1.6.4 they won't intentionally fall more than 3 blocks (after which they take damage) unless they are after a target, and even then they don't fall if they will loose too much health, the main exception being creepers, and even they prefer to find a way down without taking damage (1.4.2 added a mechanic where fall damage shortens their fuse but they usually only jump down from isolated ledges). They also avoid lava, if not fire or blocks like cactus (which they do in my own modded versions unless they are immune to their damage). Skeletons even avoid sunlit areas and seek shade if they are caught out in the sun.
The exception is "old AI" mobs, such as zombie pigmen, which will blindly run off a cliff and are unable to find their way around even a simple 2+ block tall pillar, but all of these were updated to the "new" AI in 1.8 (the exception being giants, which completely lost their AI; giants were often cited as being removed due to their bad AI but they could have updated it, as I did myself, including making them jump higher and further to better navigate terrain). I'm not sure if they have been completely fixed but mobs with special AI like spiders and endermen were reported to be very buggy after 1.8.
Also, "old AI" mobs have a larger attack reach due to a different way to calculate it; it is quite difficult to hit spiders in 1.6.4 without being hit back; likewise, zombie pigmen are harder to hit than zombies (with the "new AI"); from my very limited experience in 1.8+ spiders are definitely far easier to kill without getting hit back and mobs seem to have a delay before they notice or attack you (in 1.6.4 if you spawn a mob on top of you it will attack instantly. From comparing the code for 1.6.4 and 1.12 a variable called "targetChance" is set to 0 in 1.6.4 and 10 in 1.12, which gives a 1/10 chance per tick of attempting to find a target, whereas in 1.6.4 it executes instantly; a 1/10 chance averages half a second but it can be much longer).
Also, prior to 1.2 (I think, this is when the "new" mob AI was implemented) creepers could continue moving while counting down, as I restored in my own version, along with reducing the countdown radius from 7 to 5 blocks (explosions deal damage up to 6 blocks away, but only 1 damage is dealt at this range; at 5 blocks damage is 5, and reaches 20 at around 3 blocks, the distance at which they stop in vanilla); I notice that many players deal with creepers by allowing them to explode from a safe distance, which is impossible with these changes (you'll always take damage), another big change is they they will come after you if you go around a corner (the vanilla AI makes them stop moving by deleting their path, thus they forget about the player if you go out of sight while they are in countdown). Of course, they are not as overpowered as they are in 1.9+ due to no armor penetration, even as player armor is less effective (66% max damage reduction, whereas mob armor is up to 88%) and a reduction in maximum damage from 49 to 36 (the Wiki seems to suggest that explosions in general deal less damage than they used to; vanilla 1.6.4 is definitely up to 49 but they say they currently deal up to 43; other explosion sources are similarly reduced so they must have changed some calculation), but with a linear fall-off with distance (you take relatively more damage further away).
Otherwise, I'd definitely never add any mechanics like thirst or biome-specific debuffs; this is also part of the reason why I never got into mods other than my own personal mods, none of which add anything like this, or any more advanced mechanics (I'm completely against automation, especially resource farming). I did buff mobs by increasing the chances of armor and other effects, including allowing "hard-only" effects on all difficulties (e.g. spiders with potion effects) and better scaling with difficulty (e.g. in vanilla zombies have 1% chance of a weapon on Easy and Normal, 5% on Hard; in TMCW it is 3.3% on Easy, 6.6% on Normal and 10% on Hard, and includes axes and pickaxes, which may be diamond or amethyst; axes uniquely penetrate armor in the same way as 1.9's mechanic so these zombies are more dangerous to armored players (axes otherwise deal 1 less damage than their corresponding sword, unchanged from vanilla 1.6.4) and removing inhabited time from the regional difficulty calculation, which is now mostly based on world total time (after 100 hours it reaches a maximum and stays there forever (this is much like versions before 1.6), this and other changes means that I see diamond armored mobs about once a week, compared to several months in vanilla 1.6.4 even with a modification to make inhabited time start at half the maximum).
Speaking of regional difficulty, 1.8 severely nerfed it by making so it needs to reach at least 2 to have any effect; it never gets this high on Easy so it has no effect at all. IMO, regional difficulty in general only benefits players you use mob farms, if you are constantly exploring as I do it never has a chance to get that high, thus a total time based approach as I implemented in TMCW would make a lot more sense; I set it to 100 hours on Easy and Normal and 75 on Hard (for comparison, it takes me about 50 hours to "complete" a world, i.e. all the usual survival stuff up to killing the Ender Dragon, building my main base, and making my "caving gear". 50 hours is also how long it takes for inhabited time to reach a maximum; I chose 100 since this is a permanent increase and most of the dependent factors are already higher than in vanilla at this point. Moon phase also stacks on top of this up to the maximum, as it does in vanilla).
I like the idea of having damage locations to limbs and stuff. Injured legs makes you slower, injured arm makes for weak attacks. Head injuries may cause visual effects and high damage. etc. Doesn't have to be complex.There might be many people who would hate such mechanic but it sounds appealing to me cause it changes the formula in many situations. Most threats can be countered with a bed or just basically sprint away.
A lot of suggestions I'm seeing are about flavor rather than survival. Or maybe people like to call things like extended crafting recipes survival. Is the thread about the loop up until the dragon or the aftermath? Cause I'm curious what kind of stuff would be a nice addition to combat players who have end game gear with enchantments and potions who are looking for more challenges. It might be best to have a world similar to the end city for that instead of adding challenging mobs to overworld. You will see difficulty spikes in that setting. I imagine most players like the idea of getting loot that practically makes them impervious to most situations, so I wouldn't want to take that away from them.
AI isn't going to do much of anything. There's talk about requiring more food for certain conditions. Food is not hard to acquire. Temperature, once you have what you need to counter it the threat is most likely gone or stagnates. This is why I mentioned it just comes off as tedious more than anything in most games I play. For clarity, not saying the suggestions are bad in this thread, but I'm not seeing the type of things where the late game would keep me on my toes in interesting ways.
Well, the reason builders would play on normal is so they can have the option to fight hostile mobs at the time of their choosing, or to actually give their builds some kind of practical use in survival, the reason why half slabs exist is so you can spawn proof a build, (which isn't inherently unbalanced because it's not as if you're going to spawn proof an entire 1024 block radius in a couple of hours), not just so you can add more fine details to them. The reason why glass exists is to let light in, either daylight, or so in the interior of a house light from lava or glowstone can shine through.
What is a problem here is builds not having enough of a purpose in survival,
however when changes to how this works are being suggested, players are going to be concerned about how it would affect their ability to build or to keep their buildings they put many hundreds of hours into designing being ruined. Creepers you can do something about, Endermen you can too, there are ways to manage their spawning, even the Wither doesn't just spawn at random, it's a matter of incompetence or laziness if players choose to play on normal but not take steps to defend their builds which are relatively easily done.
But if hostile mobs that aren't affected by lighting or night time in the Overworld were able to demolish builds, it is understandable why builders would complain in that case, because some suggestions that have been coming out of the woodwork over the years have been along the lines of buffing Pillagers so their pet ravagers can demolish walls, not everybody wants to be forced to deal with that, and people also see switching difficulty to peaceful as cheating, which is why many refuse to do that. Why should they be expected to cheat just to deal with this?
Just because players are able to grief builds it does not mean AI should be given free reign to do the same, the entire point of a whitelisted or private server is so players have the option to protect builds from unwanted demolition, for people who like griefing, anarchy servers exist for things like that.
In survival mode though builds can and should have more practical use, fireplaces protecting players from extreme cold in snowy biomes, as we suggested would be one of them. Also hunger meter should be made to drain faster when players are exposed to freezing temperatures, even during the process of heat loss, not just when the body temperature reaches maximum cold in the game, making freezing itself a considerable survival threat.
No I can understand that and im also against mobs damaging walls or blowing things up, that's not fun just annoying. The devs definitely shouldn't add any mobs like that. We already have the Creeper and that should stay the only mob that does that can damage blocks in the Overworld.
I think a cool mob like a shark would be good and can only attack in ocean biomes if your not in a boat. But are rare and have a low spawn rate so you aren't constantly harassed when looking for treasures. Or a rock golem that spawns in caves a weaker version of a iron golem who are neutral unless you mine rocks in their vicinity then they become hostile.
TMC, there *is* a global difficulty alongside regional, it's just even less effective in its build up. I also share your playstyle of avoiding auto farming and just gathering resources while moving, albeit I usually stay at the surface and only cave when I run out of gems from structures, heh.
Somuchdirt, having different body parts take damage differently would require a fair amount more work, although I do recognize the enderdragon takes more damage from hits to the head. Most mobs seem like static cardboards damage wise. I don't even know the differences between pieces of armour on the body besides how much % armour they contribute and what enchantments they get.
Hazi, they've shot down having animals be hostile without provocation and I believe wardens will be the choice for golems. I don't think we need more damaging mobs either. A recurring theme of boss mobs in this game (dragon, wither, raid evokers and ravagers) is being able to bust down or go through walls. With elder guardians being the exception by nerfing you.
I think we could about 4 new cave exclusive mobs. There's really only 4. The Creeper, Skeleton, spider and zombie. Endermen and witch are super rare especially the witch. You spend about 1/3 of your time caving and caves are huge now. Only seeing 3 or 4 mobs over and over repeatedly makes the game stale. The Warden is a great edition but him alone still isn't enough.. Hopefully he has minions or have a couple mobs come with him in the update.
As you can see, it (DaytimeFactor) can only reach 0.25, or only 25-33% of the inhabited time factor (ChunkFactor, up to 0.75 on Easy and Normal and 1 on Hard). By contrast, the calculation that I use in TMCW is quite simple:
private void calculateTensionFactor()
{
// Uses total world time instead of inhabited time, reaching a maximum after 100 hours on Easy (0.5)
// and Normal (1.0), 75 on Hard (1.5). During a full moon it takes 75 on Easy-Normal, 50 on Hard.
float factor = (float)this.worldInfo.getWorldTotalTime() / 7200000.0F;
factor += this.getCurrentMoonPhaseFactor() * 0.25F;
if (this.difficultySetting == 1)
{
factor *= 0.5F;
}
else if (this.difficultySetting == 3)
{
factor *= 2.0F;
}
this.tensionFactor = MathHelper.clamp_float(factor, 0.0F, (float)this.difficultySetting * 0.5F);
}
Note also that 1.8 calculates the "raw" regional difficulty, which only even has an effect (with a few exceptions that use the raw value, such as Husk hunger effect duration, or burning skeletons able to shoot flaming arrows if it is at least 3, which is the same as saying the clamped value is at least 0.5) once it reaches 2 because it is scaled from 2-4 to 0-1; by contrast, TMCW (and vanilla 1.6.4) simply returns the "clamped" value which ramps up from 0:
if (RegionalDifficulty < 2.0) value = 0.0;
else if (RegionalDifficulty > 4.0) value = 1.0;
else value = (RegionalDifficulty − 2.0) / 2.0;
For comparison, this is the code from vanilla 1.6.4, which only uses inhabited time and moon phase (for my first world I modified it by adding 1800000 to the inhabited time so it starts at 50% of the maximum; even then, I explore underground so fast that it never reaches the maximum by the time I finish exploring an area; it only takes about 10 hours to explore the loaded chunk area, half of that when I am actually within a chunk, so vanilla would only reach 10-35% of the maximum, depending on moon phase*):
public float getTensionFactorForBlock(int par1, int par2, int par3)
{
float var4 = 0.0F;
if (this.blockExists(par1, par2, par3))
{
var4 += MathHelper.clamp_float((float)this.getChunkFromBlockCoords(par1, par3).inhabitedTime / 3600000.0F, 0.0F, 1.0F);
if (this.difficultySetting != 3) var4 *= 0.75F;
var4 += this.getCurrentMoonPhaseFactor() * 0.25F;
}
if (this.difficultySetting < 2) var4 *= (float)this.difficultySetting * 0.5F;
return MathHelper.clamp_float(var4, 0.0F, 1.5F);
}
An interesting thing about the 1.6.4 code is that regional difficulty can actually reach up to 1.25 on Hard since it is clamped to a maximum of 1.5 (as with current versions inhabited time ranges from 0-1, multiplied by 0.75 on Easy and Normal, and moon phase adds 0-0.25; the final result is that Easy ranges from 0-0.5, Normal 0-1 and Hard 0-1.25. In TMCW it has the same range on Easy and Normal but Hard reaches up to 1.5, compounding the effects of already increased dependent effects, e.g. there is a 20% * tensionFactor chance of armor, thus Hard is up to 30%, which is a constant after 75 hours).
*Here is a map of inhabited time in my first world; the only area that reached the maximum is around spawn, where my main base is located, with all other peak areas around secondary bases, which is completely irrelevant to my gameplay as virtually all the mobs I encounter are while caving (it is generally daytime when I go out or return to a base, otherwise, I just sprint through the areas and avoid mobs). It also doesn't help that I reduced the chunk load radius from 10 to 8 (441 to 298 chunks loaded, where I explore around 28-29 chunks per hour, hence 10 hours to fully explore the loaded chunk area. Even 441 chunks is only 15 hours, 7.5 to reach the center), matching the render distance I use, which is why inhabited time is much lower on the left side (the area around spawn and extending northwards was mostly explored in 1.5, before it was added, so all chunks started at 0):
Also, I agree with more cave-exclusive mobs - why are "cave" spiders called that if they only ever spawn from spawners in mineshafts (they are not even structure-specific spawns, like witch huts); I made them spawn at 1/10 the rate of normal spiders below sea level (they are effectively more common due to spiders requiring more space, thus spawn attempts fail more often). The occasional witch (they do not naturlaly spawn in vanilla 1.6.4) also adds variety; a more recent addition is naturally spawning silverfish which only hide in blocks if attacked by a player (otherwise they would gradually convert all exposed stone into infested blocks, which themselves still generate in specific biomes), as well as naturally spawning endermites (I dislike adding mobs that only spawn in very specific circumstances - I even added naturally spawning killer rabbits, which are a waste of code in current vanilla versions, as are giants, which I'm surprised are even still in the game as they don't even have an AI). I also added an interesting mechanic where medium or large slimes that die in lava split into magma cubes (they otherwise naturally spawn in place of slimes in a "volcanic" biome).
Also, husks and strays should be able to spawn underground - I find them to be completely pointless otherwise since I'd almost never encounter them; I even added several variants of husks and silverfish to fit in with the biome (stone/dirt/gravel are replaced with biome-specific blocks such as sand and sandstone in deserts and hardened clay and red clay in mesas, thus yellow husks and/or gray silverfish would not fit in that well).
The problems here is people wanting to increase difficulty of survival with out offering any advantages towards the ideas they are providing is nothing more then a recipe for disaster.
For example location damage. Imagine this you have two broken legs in minecraft, now what, do you either lay in bed for 3-5 months or do you drink lots of milk to heal up that way. Its minecraft and sometimes death or just starting over would be a more preferable option even for Hardcore mode then trying to wait out some artificial injury. So with that said I will do a hard pass on this idea.
Temperature would be neat implementation in the game if it was done by people who actually go outside and experience the harsh world and understand the finer details about Temperature and it interaction with nature and weather instead of it being another proponent for pushing the whole genocidal depop agenda on to children then yeah I would be all for it but knowing this is not the case I will keep holding on to my doubts. If anything concepts like a climate change mode where the global sea level rises up 1 block every 364 days or we get to watch the whole minecraft world slowly turn to ice as the eventual heat death of the world to takes ahold, would both be Interesting survival concepts for a whole world concept to be based around just to increase difficulty like skyblock but would not be something I would want implemented into the main survival aspect of the game to say the least.
Now on to my main point about a lasting survival update. See sometimes the answer are right in front of your face and all you just need to do is open more then your eyes to see it. If you want better your experience in survival mode you should put all your collective minds into a concept called the Never Ending End Game, What is that you ask? Well like with most RPGs the further out you travel into the game the mobs get incrementally harder to defeat, So Imagine this the mobs you see 1000 blocks away and so fourth from zero zero spawn the mobs you will be in contact with are going to be that more harder to contend with.
But wait there's more. Not only do Mobs get incrementally harder the further you travel out but so do the condition of the terrain your exploring. Think the Farlands in this case, What most would say and see as some of glitch and a relic of minecraft past I think is the most genius thing to ever accidentally have happen to minecarft next to the creeper and should eventually make it way back into the game.
But hold on to your hats there's even more to discuss for a survival update that just keeps on giving what we are missing out on that most games have which is Bosses. Now not only are the Mobs progressively becoming harder to defeat and the condition of the terrain your exploring the further you travel out but you will also run into super structures which are huge bases inhabit by area Bosses that will put your collective inventory to the test in combating. So much could be done here with a proper overworld boss battle is most certainly defiantly something survival minecraft is missing out on.
I've been playing minecraft off and on for the past 10 years it's had its ups and downs. I played from about 2011-2014 all the time and to this day Minecraft made me like survival, crafting, apocalyptic type of games like 7 days to die,terraria, Don't Starve, rust and the list goes on.
Around 2014 i didn't really like where the game was heading. The devs seemed to cater more to the builders in every update adding cool new boimes and blocks to build with and moved further away from adding survival features.
Around 2018-2019 I came back to minecraft and now I play modded exclusively, all the mods 6 and rlcraft for example. Vanilla minecraft to me now is just a complete building sandbox game with no depth. Get wood, get iron, get diamonds, go to nether, beat ender dragon game over. Unless your a builder then there's a lot you can you build, that's not really for me it's fun but not really my cup of tea.
I wish minecraft devs spent time on adding cool things for survival players too and not just for builders. Add more mobs in the caves other than the same 3 we had for 12 years it gets repetitive. Add temperature, tech like power, new tools and weapons, More hostile mobs, More food recipes. I feel like the only thing the devs care about is biome and terrain stuff. Every snapshot I get so disappointed. But I'll be okay because the modders will help us survival players out I guess..
(I posted this in the wrong sub thread at first)
I can somewhat relate to that. But i think that the overworld terrain needs a serious overhaul.
You mentioned that you have played rlcraft so i don't have to explain to you why the overworld of rlcraft feels much more alive then the vanilla overworld.
When it comes to survival systems, i'm out. I don't think temperature and thurst or locational damage suits vanilla minecraft.
I enjoy this rlcraft bs a lot but i don't think it suits vanilla minecraft. And i won't support tech like power beyond redstone.
Imo Minecraft needs a ton of little decorative structures to explore.
I also like the enhanced visuals and dynamic surroundings mods.
Also i play with the soundfilters mod, wich adds new ambient sounds when you walk on different blocks, like sand, grass or ice.
It also adds reverb sounds in caves. Fortunatly these are client side mods, so you can play with them everywhere if you get a supported version.
Vanilla Minecraft however is lacking in that department. It makes a huge difference for me.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I definitely agree that I wouldn't like all the features from rlcraft or all the mods 6 inputted into vanilla minecraft especially locational damage. I would like temperature but not as extreme as rlcraft's. When going to a desert biome you get hot and have hunger and slowness if you overheat maybe wearing a leather helmet prevents overheating, similar thing when going into ice biomes. But rlcraft is meant to be very difficult and challenging and I wouldn't want that to be the vanilla minecraft experience, it's not beginner friendly at all.. I just used that mod as a example of adding survival features to the game.
As far as tech goes I would like power it wouldn't have to go as far as creating a space ship. I would like basic power maybe to create lights, electric furnace or make it so you need power to keep the beacon functional and other powered automations. Redstone power is pretty outdated most sandbox games have included actual power in their games. You need to make a 300 block Redstone structure just to make it do basic automation. Power that's used in mods do the same thing easily by connecting cables and not a technical 300 block redstone structure.
I think having in temperature in the game matter directly to players in Minecraft makes sense, sort of, it'll be hard for the developers to get right though if I'm honest.
But I do agree with your point here, players should be expected to wear something to protect them from the harsh climate zones in both hot and cold deserts.
To prevent players from dying on their first day by something as mundane as extremely hot or cold weather in the environment however, some changes are needed to the world generation I feel, so players don't immediately just spawn in a barren or nigh uninhabitable wasteland on their first day, and as for existing players, they should already have armour by now, if they don't, they'd have time to prepare to do so before the update arrived and this change could be announced beforehand by Mojang.
I think in hot sandy deserts like the mesa, or regular ones, the extreme heat could cause mining fatigue over time if the thirst meter got too low, and a thirst mechanic could be added so players would have to drink water, sand in deserts provides them with access to glass for bottles and more, and it shouldn't take long for players to find a river to get a water bottle from, so players don't really have a good excuse to slack off here imo.
By contrast, extreme cold is what should cause the slowness if the player temperature got too low, and that happens by either not wearing full body armour, leather or otherwise, the more armour plates worn, the slower the body heat loss, 25% for each armour plate until it reaches 100% thermal protection for all four plates worn.
The body heat could be sapped at a rate of 1 point per second with zero protection, body heat could be represented in a total value of 98, being similar by number to 98F normal body temperature in real life, which means players in Minecraft in a tundra or ice spikes biomes could lose heat at a rate of 1 per second, which is just a little over 1 and a half minutes in real time, and almost 1/10th of a full day and night MC cycle.
This would mean if 2 armour plates were worn cutting the body heat loss by 50%, then you would have about 3 real-time minutes before you end up with status of slowness as a result of the low temperature.
Real humans would suffer and die from hypothermia from temperatures above 0C or 0F, although ice directly on skin can cause frostbite which is serious, but for the sake of making life easier for developers, let's just suggest 98 as the numerical value for thermal points before freezing becomes any major hindrance to the player.
Also it would make sense if being within 8 blocks radius of a campfire or regular fire would prevent the heat loss or even warm the player up to normal temperature, even if they are not wearing any armour, and within 16 blocks radius of lava, making fireplaces in houses or bases much more useful instead of simply adding style to player builds.
I think your complaints are valid here, builds should have some sort of function in survival, I'm not a huge advocate of builds getting demolished by hostile mobs, simply because players are in survival mode, those need limits, although thankfully in the vanilla game, they are limited in some way, but I do think environmental hazards should matter and there needs to be more of them to make builds serve an actual function in survival besides looking pretty or protecting players from hostile mobs.
I think it would be hard add too. I can't think of many games where I actually enjoyed the mechanic. I usually just find it to be tedious rather than challenging. I also think it would be awkward without every biome being massive in size. IMO it would be neat to have more mechanics in the game where you're sort of sacrifice armor for equipment that gives you benefits. I would also like to see biomes get more hostile mobs that fits more into the theme. Jungle having more poisonous creatures.etc. Unfortunately only play bedrock so I can't go into mods to add basic things like that.
1.18 is redoing terrain, well, again.
I personally like that the game is more neutral between survival and buildership now.
I still feel it's heavily survival based but that's just my playing style.
I totally agree with what you said here, temperature alone would add so much realism and immersion. For the builders or super casual players there should be a toggle option for "temperature", or on easy mode there's no temperature on normal it's there but very easy to manage and on hard and hardcore it should be something you'd have to be on your A game about managing.
Perhaps 3 difficulties isn't enough, or we need two scales one for mob difficulty one for environment.
Mobs could be made a little tougher on normal as well, I agree with you that more hostile mobs would be nice, not frustrating tier, challenge would make the most sense on hard and hardcore mode imo, but normal should be hard enough to keep people aware and to make sure they remember to use beds, bottom half slabs and proper lighting, or pay the price and risk either dying, broken/damaged armour or tools or a hole in a building or two, and night time could be made more punishing for players, I see no problem with this suggestion. If they want to hang around all day and night without having to fight hostile mobs, and don't wish to spawn proof areas, or are too lazy to, they should either find a mushroom fields biome, which are rare and don't cover a large portion of a world, or play on peaceful.
On easy climate shouldn't matter, nor should starving to death,
starving to death can and should be made to be possible on normal though, normal is the standard difficulty of the game but it does feel too easy considering that you can just stand around in a hole and never have to worry about running out of food, starving on normal is somewhat of an oxymoron because all it does is put you down to half a heart of health, it puts you into a weakened state, but as soon as daytime arrives you can just get out of your hole and find food, you do this by waiting in your hole while zombies to burn to death and then consuming their flesh, that I find is holding the players hand, and not in any good or fun way either.
Players should be coerced into stockpiling on food if they want to be doing things like that safely,
Because it then means food actually matters in survival, and it also encourages making surpluses via farmlands,
which is what is intended in the game.
Normal could be made for builders still, but it is reasonable to expect them to understand the mechanics of the game well enough
to not be lazy, and if they're not careful enough about spawn proofing their territory, and if they refuse to make and wear armour, then the game should punish them for it.
I have a current Minecraft world that I made on normal difficulty with a friend, we do builds together, but we wouldn't mind the game pressuring us more to make sure we are proficient at using the game mechanics to our advantage. Night time in Minecraft at this difficulty or higher, especially in the wilderness, should never be safe to run around in without armour.
Thats the problem. Minecraft has moved from a somewhat survival game and into just a complete building sandbox. Once again, that the main reason the survival players moved on to modded and don't play vanilla. Most people just build in vanilla minecraft and don't care for the mobs nor want to fight them but refuse to go into creative mode or play peaceful. You can't have your cake and eat it too.
Everytime someone brings up adding new mobs or realism mechanics such as temperature and thirst to the game the builder community complains of difficulty spikes. I don't know why builders just won't play on peaceful or creative if your too scared to fight a zombie or creeper. If all you want to do is build then go into creative mode, survival mode is called "SURVIVAL" for a reason and shouldn't be dumbed down or made seamlessly too easy because of people just wanting to build.
Well, the reason builders would play on normal is so they can have the option to fight hostile mobs at the time of their choosing, or to actually give their builds some kind of practical use in survival, the reason why half slabs exist is so you can spawn proof a build, (which isn't inherently unbalanced because it's not as if you're going to spawn proof an entire 1024 block radius in a couple of hours), not just so you can add more fine details to them. The reason why glass exists is to let light in, either daylight, or so in the interior of a house light from lava or glowstone can shine through.
What is a problem here is builds not having enough of a purpose in survival,
however when changes to how this works are being suggested, players are going to be concerned about how it would affect their ability to build or to keep their buildings they put many hundreds of hours into designing being ruined. Creepers you can do something about, Endermen you can too, there are ways to manage their spawning, even the Wither doesn't just spawn at random, it's a matter of incompetence or laziness if players choose to play on normal but not take steps to defend their builds which are relatively easily done.
But if hostile mobs that aren't affected by lighting or night time in the Overworld were able to demolish builds, it is understandable why builders would complain in that case, because some suggestions that have been coming out of the woodwork over the years have been along the lines of buffing Pillagers so their pet ravagers can demolish walls, not everybody wants to be forced to deal with that, and people also see switching difficulty to peaceful as cheating, which is why many refuse to do that. Why should they be expected to cheat just to deal with this?
Just because players are able to grief builds it does not mean AI should be given free reign to do the same, the entire point of a whitelisted or private server is so players have the option to protect builds from unwanted demolition, for people who like griefing, anarchy servers exist for things like that.
In survival mode though builds can and should have more practical use, fireplaces protecting players from extreme cold in snowy biomes, as we suggested would be one of them. Also hunger meter should be made to drain faster when players are exposed to freezing temperatures, even during the process of heat loss, not just when the body temperature reaches maximum cold in the game, making freezing itself a considerable survival threat.
Generally, mobs have been made easier over time. Prior to 1.9, and especially prior to 1.7, mobs' melee had a greater range and it was hard to fight a mob without taking damage. Now it's quite doable.
We need to change it back somehow such that there is a legit challenge to caves and the nighttime.
And so Creepers do a better job at getting players in their kill zone before detonating.
Caves and Cliffs is going to give mobs better pathfinding, but all this really does is makes mobs attempt to avoid hazards like holes or fire.
It doesn't necessarily make them smarter at attacking players.
For example, it will not make hostile mobs purposefully wait outside your gates or doors of your house in an event that you didn't light your territory properly, this is what I mean by night time not being punishing enough, the established game mechanics are not being used to their fullest potential.
Mobs already do avoid these - in 1.6.4 they won't intentionally fall more than 3 blocks (after which they take damage) unless they are after a target, and even then they don't fall if they will loose too much health, the main exception being creepers, and even they prefer to find a way down without taking damage (1.4.2 added a mechanic where fall damage shortens their fuse but they usually only jump down from isolated ledges). They also avoid lava, if not fire or blocks like cactus (which they do in my own modded versions unless they are immune to their damage). Skeletons even avoid sunlit areas and seek shade if they are caught out in the sun.
The exception is "old AI" mobs, such as zombie pigmen, which will blindly run off a cliff and are unable to find their way around even a simple 2+ block tall pillar, but all of these were updated to the "new" AI in 1.8 (the exception being giants, which completely lost their AI; giants were often cited as being removed due to their bad AI but they could have updated it, as I did myself, including making them jump higher and further to better navigate terrain). I'm not sure if they have been completely fixed but mobs with special AI like spiders and endermen were reported to be very buggy after 1.8.
Also, "old AI" mobs have a larger attack reach due to a different way to calculate it; it is quite difficult to hit spiders in 1.6.4 without being hit back; likewise, zombie pigmen are harder to hit than zombies (with the "new AI"); from my very limited experience in 1.8+ spiders are definitely far easier to kill without getting hit back and mobs seem to have a delay before they notice or attack you (in 1.6.4 if you spawn a mob on top of you it will attack instantly. From comparing the code for 1.6.4 and 1.12 a variable called "targetChance" is set to 0 in 1.6.4 and 10 in 1.12, which gives a 1/10 chance per tick of attempting to find a target, whereas in 1.6.4 it executes instantly; a 1/10 chance averages half a second but it can be much longer).
Also, prior to 1.2 (I think, this is when the "new" mob AI was implemented) creepers could continue moving while counting down, as I restored in my own version, along with reducing the countdown radius from 7 to 5 blocks (explosions deal damage up to 6 blocks away, but only 1 damage is dealt at this range; at 5 blocks damage is 5, and reaches 20 at around 3 blocks, the distance at which they stop in vanilla); I notice that many players deal with creepers by allowing them to explode from a safe distance, which is impossible with these changes (you'll always take damage), another big change is they they will come after you if you go around a corner (the vanilla AI makes them stop moving by deleting their path, thus they forget about the player if you go out of sight while they are in countdown). Of course, they are not as overpowered as they are in 1.9+ due to no armor penetration, even as player armor is less effective (66% max damage reduction, whereas mob armor is up to 88%) and a reduction in maximum damage from 49 to 36 (the Wiki seems to suggest that explosions in general deal less damage than they used to; vanilla 1.6.4 is definitely up to 49 but they say they currently deal up to 43; other explosion sources are similarly reduced so they must have changed some calculation), but with a linear fall-off with distance (you take relatively more damage further away).
Otherwise, I'd definitely never add any mechanics like thirst or biome-specific debuffs; this is also part of the reason why I never got into mods other than my own personal mods, none of which add anything like this, or any more advanced mechanics (I'm completely against automation, especially resource farming). I did buff mobs by increasing the chances of armor and other effects, including allowing "hard-only" effects on all difficulties (e.g. spiders with potion effects) and better scaling with difficulty (e.g. in vanilla zombies have 1% chance of a weapon on Easy and Normal, 5% on Hard; in TMCW it is 3.3% on Easy, 6.6% on Normal and 10% on Hard, and includes axes and pickaxes, which may be diamond or amethyst; axes uniquely penetrate armor in the same way as 1.9's mechanic so these zombies are more dangerous to armored players (axes otherwise deal 1 less damage than their corresponding sword, unchanged from vanilla 1.6.4) and removing inhabited time from the regional difficulty calculation, which is now mostly based on world total time (after 100 hours it reaches a maximum and stays there forever (this is much like versions before 1.6), this and other changes means that I see diamond armored mobs about once a week, compared to several months in vanilla 1.6.4 even with a modification to make inhabited time start at half the maximum).
Speaking of regional difficulty, 1.8 severely nerfed it by making so it needs to reach at least 2 to have any effect; it never gets this high on Easy so it has no effect at all. IMO, regional difficulty in general only benefits players you use mob farms, if you are constantly exploring as I do it never has a chance to get that high, thus a total time based approach as I implemented in TMCW would make a lot more sense; I set it to 100 hours on Easy and Normal and 75 on Hard (for comparison, it takes me about 50 hours to "complete" a world, i.e. all the usual survival stuff up to killing the Ender Dragon, building my main base, and making my "caving gear". 50 hours is also how long it takes for inhabited time to reach a maximum; I chose 100 since this is a permanent increase and most of the dependent factors are already higher than in vanilla at this point. Moon phase also stacks on top of this up to the maximum, as it does in vanilla).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I like the idea of having damage locations to limbs and stuff. Injured legs makes you slower, injured arm makes for weak attacks. Head injuries may cause visual effects and high damage. etc. Doesn't have to be complex.There might be many people who would hate such mechanic but it sounds appealing to me cause it changes the formula in many situations. Most threats can be countered with a bed or just basically sprint away.
A lot of suggestions I'm seeing are about flavor rather than survival. Or maybe people like to call things like extended crafting recipes survival. Is the thread about the loop up until the dragon or the aftermath? Cause I'm curious what kind of stuff would be a nice addition to combat players who have end game gear with enchantments and potions who are looking for more challenges. It might be best to have a world similar to the end city for that instead of adding challenging mobs to overworld. You will see difficulty spikes in that setting. I imagine most players like the idea of getting loot that practically makes them impervious to most situations, so I wouldn't want to take that away from them.
AI isn't going to do much of anything. There's talk about requiring more food for certain conditions. Food is not hard to acquire. Temperature, once you have what you need to counter it the threat is most likely gone or stagnates. This is why I mentioned it just comes off as tedious more than anything in most games I play. For clarity, not saying the suggestions are bad in this thread, but I'm not seeing the type of things where the late game would keep me on my toes in interesting ways.
No I can understand that and im also against mobs damaging walls or blowing things up, that's not fun just annoying. The devs definitely shouldn't add any mobs like that. We already have the Creeper and that should stay the only mob that does that can damage blocks in the Overworld.
I think a cool mob like a shark would be good and can only attack in ocean biomes if your not in a boat. But are rare and have a low spawn rate so you aren't constantly harassed when looking for treasures. Or a rock golem that spawns in caves a weaker version of a iron golem who are neutral unless you mine rocks in their vicinity then they become hostile.
TMC, there *is* a global difficulty alongside regional, it's just even less effective in its build up. I also share your playstyle of avoiding auto farming and just gathering resources while moving, albeit I usually stay at the surface and only cave when I run out of gems from structures, heh.
Somuchdirt, having different body parts take damage differently would require a fair amount more work, although I do recognize the enderdragon takes more damage from hits to the head. Most mobs seem like static cardboards damage wise. I don't even know the differences between pieces of armour on the body besides how much % armour they contribute and what enchantments they get.
Hazi, they've shot down having animals be hostile without provocation and I believe wardens will be the choice for golems. I don't think we need more damaging mobs either. A recurring theme of boss mobs in this game (dragon, wither, raid evokers and ravagers) is being able to bust down or go through walls. With elder guardians being the exception by nerfing you.
I think we could about 4 new cave exclusive mobs. There's really only 4. The Creeper, Skeleton, spider and zombie. Endermen and witch are super rare especially the witch. You spend about 1/3 of your time caving and caves are huge now. Only seeing 3 or 4 mobs over and over repeatedly makes the game stale. The Warden is a great edition but him alone still isn't enough.. Hopefully he has minions or have a couple mobs come with him in the update.
I didn't mention it because 1.8's implementation barely even matters:
https://minecraft.fandom.com/wiki/Difficulty#Regional_difficulty"
As you can see, it (DaytimeFactor) can only reach 0.25, or only 25-33% of the inhabited time factor (ChunkFactor, up to 0.75 on Easy and Normal and 1 on Hard). By contrast, the calculation that I use in TMCW is quite simple:
Note also that 1.8 calculates the "raw" regional difficulty, which only even has an effect (with a few exceptions that use the raw value, such as Husk hunger effect duration, or burning skeletons able to shoot flaming arrows if it is at least 3, which is the same as saying the clamped value is at least 0.5) once it reaches 2 because it is scaled from 2-4 to 0-1; by contrast, TMCW (and vanilla 1.6.4) simply returns the "clamped" value which ramps up from 0:
For comparison, this is the code from vanilla 1.6.4, which only uses inhabited time and moon phase (for my first world I modified it by adding 1800000 to the inhabited time so it starts at 50% of the maximum; even then, I explore underground so fast that it never reaches the maximum by the time I finish exploring an area; it only takes about 10 hours to explore the loaded chunk area, half of that when I am actually within a chunk, so vanilla would only reach 10-35% of the maximum, depending on moon phase*):
An interesting thing about the 1.6.4 code is that regional difficulty can actually reach up to 1.25 on Hard since it is clamped to a maximum of 1.5 (as with current versions inhabited time ranges from 0-1, multiplied by 0.75 on Easy and Normal, and moon phase adds 0-0.25; the final result is that Easy ranges from 0-0.5, Normal 0-1 and Hard 0-1.25. In TMCW it has the same range on Easy and Normal but Hard reaches up to 1.5, compounding the effects of already increased dependent effects, e.g. there is a 20% * tensionFactor chance of armor, thus Hard is up to 30%, which is a constant after 75 hours).
*Here is a map of inhabited time in my first world; the only area that reached the maximum is around spawn, where my main base is located, with all other peak areas around secondary bases, which is completely irrelevant to my gameplay as virtually all the mobs I encounter are while caving (it is generally daytime when I go out or return to a base, otherwise, I just sprint through the areas and avoid mobs). It also doesn't help that I reduced the chunk load radius from 10 to 8 (441 to 298 chunks loaded, where I explore around 28-29 chunks per hour, hence 10 hours to fully explore the loaded chunk area. Even 441 chunks is only 15 hours, 7.5 to reach the center), matching the render distance I use, which is why inhabited time is much lower on the left side (the area around spawn and extending northwards was mostly explored in 1.5, before it was added, so all chunks started at 0):
Also, I agree with more cave-exclusive mobs - why are "cave" spiders called that if they only ever spawn from spawners in mineshafts (they are not even structure-specific spawns, like witch huts); I made them spawn at 1/10 the rate of normal spiders below sea level (they are effectively more common due to spiders requiring more space, thus spawn attempts fail more often). The occasional witch (they do not naturlaly spawn in vanilla 1.6.4) also adds variety; a more recent addition is naturally spawning silverfish which only hide in blocks if attacked by a player (otherwise they would gradually convert all exposed stone into infested blocks, which themselves still generate in specific biomes), as well as naturally spawning endermites (I dislike adding mobs that only spawn in very specific circumstances - I even added naturally spawning killer rabbits, which are a waste of code in current vanilla versions, as are giants, which I'm surprised are even still in the game as they don't even have an AI). I also added an interesting mechanic where medium or large slimes that die in lava split into magma cubes (they otherwise naturally spawn in place of slimes in a "volcanic" biome).
Also, husks and strays should be able to spawn underground - I find them to be completely pointless otherwise since I'd almost never encounter them; I even added several variants of husks and silverfish to fit in with the biome (stone/dirt/gravel are replaced with biome-specific blocks such as sand and sandstone in deserts and hardened clay and red clay in mesas, thus yellow husks and/or gray silverfish would not fit in that well).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
The problems here is people wanting to increase difficulty of survival with out offering any advantages towards the ideas they are providing is nothing more then a recipe for disaster.
For example location damage. Imagine this you have two broken legs in minecraft, now what, do you either lay in bed for 3-5 months or do you drink lots of milk to heal up that way. Its minecraft and sometimes death or just starting over would be a more preferable option even for Hardcore mode then trying to wait out some artificial injury. So with that said I will do a hard pass on this idea.
Temperature would be neat implementation in the game if it was done by people who actually go outside and experience the harsh world and understand the finer details about Temperature and it interaction with nature and weather instead of it being another proponent for pushing the whole genocidal depop agenda on to children then yeah I would be all for it but knowing this is not the case I will keep holding on to my doubts. If anything concepts like a climate change mode where the global sea level rises up 1 block every 364 days or we get to watch the whole minecraft world slowly turn to ice as the eventual heat death of the world to takes ahold, would both be Interesting survival concepts for a whole world concept to be based around just to increase difficulty like skyblock but would not be something I would want implemented into the main survival aspect of the game to say the least.
Now on to my main point about a lasting survival update. See sometimes the answer are right in front of your face and all you just need to do is open more then your eyes to see it. If you want better your experience in survival mode you should put all your collective minds into a concept called the Never Ending End Game, What is that you ask? Well like with most RPGs the further out you travel into the game the mobs get incrementally harder to defeat, So Imagine this the mobs you see 1000 blocks away and so fourth from zero zero spawn the mobs you will be in contact with are going to be that more harder to contend with.
But wait there's more. Not only do Mobs get incrementally harder the further you travel out but so do the condition of the terrain your exploring. Think the Farlands in this case, What most would say and see as some of glitch and a relic of minecraft past I think is the most genius thing to ever accidentally have happen to minecarft next to the creeper and should eventually make it way back into the game.
But hold on to your hats there's even more to discuss for a survival update that just keeps on giving what we are missing out on that most games have which is Bosses. Now not only are the Mobs progressively becoming harder to defeat and the condition of the terrain your exploring the further you travel out but you will also run into super structures which are huge bases inhabit by area Bosses that will put your collective inventory to the test in combating. So much could be done here with a proper overworld boss battle is most certainly defiantly something survival minecraft is missing out on.