Firstly, I apologize if this thread has already been posted at some point. I couldn't find anything related through the search bar, so I assume I'm safe from hearing anything along those lines.
I think that a neat feature would be the addition of difficulty increasing the further you travel from your original spawn point. Each distance could be a radial distance from the center (perhaps 200-400 blocks in radius) and could have a level marker (ie. 1,2,3,4,5... etc) to distinguish how hard the area is. That, coupled with the new leveling system that will be introduced in 1.8, would make for harder enemies with more treasure or experience points the further away you are from the center of the world. Perhaps different enemies could only spawn a certain distance from the center as well; as an example, since creepers are quite destructive, maybe they could only spawn in the third level and above and so on for each mob. This way, beginning players could build without having to worry about hard enemies and more advanced players could go out to explore and fight really hard bad guys.
Another solution might be that enemies can spawn anywhere, but each level would correspond with a spawn rate so that the lower levels would have a lower spawn rate for enemies.
Reminds me of a game called Hexcelle. Anyway, the current difficulty system isn't going to be changed for a long time, and I think its suitable enough, rather than having an increasing difficulty with distance from spawn. (Especially as you can set spawn points with beds)
While the difficulty system is certainly suitable enough as is, I feel like there might be some preeeetty big changes coming in 1.8, so I thought I'd mention the idea. There's something special about the center of the map for some reason (since the compass intentionally points there regardless of which bed is your spawn point) so the difficulty/distance idea would only be based off of your initial spawn point.
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Could be annoying though. Some people like to travel from the spawn before starting a home. Sometimes the spawn is in the middle of a wasteland, you could have to travel for 5 minutes before you find anything suitable.
Not to mention the issues for SMP. if you join an SMP server, you sometimes need to scout for hours to find an area to build that's not already taken by someone. It would effectivly be punishing players for being new.
Could be annoying though. Some people like to travel from the spawn before starting a home. Sometimes the spawn is in the middle of a wasteland, you could have to travel for 5 minutes before you find anything suitable.
Not to mention the issues for SMP. if you join an SMP server, you sometimes need to scout for hours to find an area to build that's not already taken by someone. It would effectivly be punishing players for being new.
This is very true. Although, prior to the bed update, most people just restarted the world if they were dumped into an area they disliked on the get go. I personally still use this method while playing new worlds.
A remedy could be a large first level radius and all levels thereafter could progressively get smaller in distance (ever so slightly). Monsters could still spawn in all the levels, but spawn rates in this first level could be minimum. Maybe enemies would only start getting harder to beat when you get into the further levels (like 5 and up depending on how big each level segment is).
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It's a good idea, but it's very flawed. I do like the idea of the farther away, the more danger, but as said before, it wouldn't work for large SMP servers.
Perhaps only 2 quadrants could have this effect. This way it would feel like the evil is sweeping in from a certain direction, and both types of people would have a massive area to explore and build in.
I think that that coordinate (0,0) should be the middle of this "divide", not the spawn point. It would be a lot easier to code in. So anyway, if you go one way, things stay the same. It doesn't get easier, it doesn't get harder. If you go the other way, it gets harder and harder the further you go.
I think that a neat feature would be the addition of difficulty increasing the further you travel from your original spawn point. Each distance could be a radial distance from the center (perhaps 200-400 blocks in radius) and could have a level marker (ie. 1,2,3,4,5... etc) to distinguish how hard the area is. That, coupled with the new leveling system that will be introduced in 1.8, would make for harder enemies with more treasure or experience points the further away you are from the center of the world. Perhaps different enemies could only spawn a certain distance from the center as well; as an example, since creepers are quite destructive, maybe they could only spawn in the third level and above and so on for each mob. This way, beginning players could build without having to worry about hard enemies and more advanced players could go out to explore and fight really hard bad guys.
Another solution might be that enemies can spawn anywhere, but each level would correspond with a spawn rate so that the lower levels would have a lower spawn rate for enemies.
What are your thoughts?
While the difficulty system is certainly suitable enough as is, I feel like there might be some preeeetty big changes coming in 1.8, so I thought I'd mention the idea. There's something special about the center of the map for some reason (since the compass intentionally points there regardless of which bed is your spawn point) so the difficulty/distance idea would only be based off of your initial spawn point.
Not to mention the issues for SMP. if you join an SMP server, you sometimes need to scout for hours to find an area to build that's not already taken by someone. It would effectivly be punishing players for being new.
This is very true. Although, prior to the bed update, most people just restarted the world if they were dumped into an area they disliked on the get go. I personally still use this method while playing new worlds.
A remedy could be a large first level radius and all levels thereafter could progressively get smaller in distance (ever so slightly). Monsters could still spawn in all the levels, but spawn rates in this first level could be minimum. Maybe enemies would only start getting harder to beat when you get into the further levels (like 5 and up depending on how big each level segment is).
Anyways, make it an option for it to effect and I support 99%.
Are there any other thoughts on this?
Perhaps only 2 quadrants could have this effect. This way it would feel like the evil is sweeping in from a certain direction, and both types of people would have a massive area to explore and build in.
I think that that coordinate (0,0) should be the middle of this "divide", not the spawn point. It would be a lot easier to code in. So anyway, if you go one way, things stay the same. It doesn't get easier, it doesn't get harder. If you go the other way, it gets harder and harder the further you go.
Does that sound good?
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