First off, apologies if this in the wrong forum - Suggestions seemed the most appropriate, given that it's primarily discussing ideas from here.
One thing I've noticed about a lot of difficulty-boosting ideas for Minecraft is that they front-load all the difficulty, making things deadly for the first few days but not any harder later on. Personally, I don't think this is a good idea - it gives newbies a hard time getting anywhere, while not even challenging the jaded expert players who need it more.
For instance, here's some difficulty suggestions that make things more deadly in the first few nights, and then become meaningless with an established base.
* Mobs destroying dirt/wood blocks.
* Highly demanding hunger/thirst system (I'm not against hunger entirely, but some of the suggestions for it pretty much mean you need a farm and well to survive).
* More difficult ramp up to stone tools.
* Harsher respawning penalties.
Here's some sources of challenge that (IMO) would stay fresh for longer, without a difficulty spike up front:
* Rare "hazard" biomes with unique resources.
* Bigger and better dungeons (notch is already ahead of me on this).
* A more dangerous Nether, with more reason to go there.
* Useful resources that must be explored for, requiring long expeditions.
* Deadlier mobs that only start spawning once something happens, like when you start smelting gold, or make a Nether portal, or build a high-enough tower.
A common theme to most of these is getting the players out of their established base, whether to start in a new one in a hostile environment, or to roam around in the open. I think that's a better source of difficulty than trying to prevent even surviving to build that base.
Why would you want to give new people a hard time? When I started playing Minecraft, it was already challenging. Why not just higher difficulty modes like mentioned before?
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Why would you want to give new people a hard time? When I started playing Minecraft, it was already challenging. Why not just higher difficulty modes like mentioned before?
I think you may have misread the post. I'm saying that front loading the difficulty gives new people a hard time, and that's why it's not a good thing to do.
I think you may have misread the post. I'm saying that front loading the difficulty gives new people a hard time, and that's why it's not a good thing to do.
Opes, my bad. I now support this topic.
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um u do know notch is adding more to the nether right? im staying inside or using a pumpkin head when exploring in 1.8 with the endermen! XD
I have not heard of any Nether changes in 1.8
Better dungeons are being added (as I mentioned), and Endermen are being added to the normal world, but AFAIK the Nether is unchanged. Also, making it more deadly is only half the answer - there also needs to be sufficient reason for going there (fast travel would only qualify if there was sufficient reason to travel long distances).
One thing I've noticed about a lot of difficulty-boosting ideas for Minecraft is that they front-load all the difficulty, making things deadly for the first few days but not any harder later on. Personally, I don't think this is a good idea - it gives newbies a hard time getting anywhere, while not even challenging the jaded expert players who need it more.
For instance, here's some difficulty suggestions that make things more deadly in the first few nights, and then become meaningless with an established base.
* Mobs destroying dirt/wood blocks.
* Highly demanding hunger/thirst system (I'm not against hunger entirely, but some of the suggestions for it pretty much mean you need a farm and well to survive).
* More difficult ramp up to stone tools.
* Harsher respawning penalties.
Here's some sources of challenge that (IMO) would stay fresh for longer, without a difficulty spike up front:
* Rare "hazard" biomes with unique resources.
* Bigger and better dungeons (notch is already ahead of me on this).
* A more dangerous Nether, with more reason to go there.
* Useful resources that must be explored for, requiring long expeditions.
* Deadlier mobs that only start spawning once something happens, like when you start smelting gold, or make a Nether portal, or build a high-enough tower.
A common theme to most of these is getting the players out of their established base, whether to start in a new one in a hostile environment, or to roam around in the open. I think that's a better source of difficulty than trying to prevent even surviving to build that base.
Why would you want to give new people a hard time? When I started playing Minecraft, it was already challenging. Why not just higher difficulty modes like mentioned before?
Opes, my bad. I now support this topic.
Better dungeons are being added (as I mentioned), and Endermen are being added to the normal world, but AFAIK the Nether is unchanged. Also, making it more deadly is only half the answer - there also needs to be sufficient reason for going there (fast travel would only qualify if there was sufficient reason to travel long distances).
although, I didn't have to bad of a time when I started out.