I don't even know how to call this, so I'm not sure if something similar exists. Still, here goes.
So I've been thinking, that in the beginning, monsters were really hard. 1 creeper can kill your dirt house, zombies hit hard, etc.
But then, once you've got a bow and lots of arrows, monsters are easy to take out, especially with the charging bow that deals 5 hearts.
So my suggestion is that the difficulty accumulates over time. The following changes over time:
-Damage
-Health of monsters
-Spawn rate
-Mobility (spiders jump higher, zombies move faster)
-Skeleton shoot distance / Creeper blast radius
-Increase in rare occurances (Jockeys, PigZombies, etc)
-Aesthetics (Not really difficultly, but I want to see monsters developing against me)
-Spawning of new mobs (Endermen may spawn at later dates, because 20 health is big to a newcomer)
Say, in day 1, it's the regular zombies and spiders and skeletons, maybe dealing less damage and easier to kill.
Later, in day 5, zombies get leather helmets and armor, like in survival test, to boost their defense. Spiders start to climb walls.
In day 10, everything hit harder and skeletons shoot harder, zombies get iron armor. Creepers have a larger blast radius. Endermen start to appear.
In day 15, jockeys are more common, and pigs may randomly mutate to PigZombies in the overworld. Pigmen and zombies get better swords to kill. Spawn rate increases.
and so on.
Of course, the "days" reset after death, so if the monsters are too strong they don't have to be strong forever.
This way, beginners may have an easier time, while veterans can try to stay alive for as long as possible, while surviving the monsters as it goes stronger each day.
While there is merit to this idea I feel you can easily employ a measure of this on your own by simply altering the difficulty (Save for hardcore mode which locks you on hard as it should). Getting even harder that it normally is on hard though seems interesting. Even at the hard difficulty little there is to stand in the way of mighty Steve with full diamond and (If you are 1.9) enchantments!
I don't see how this would correlate into SMP.
hundreds (+) of days pass before servers get reset/corrupted/lost in some manner, and not everyone dies at the same time (well... unless something horrible goes wrong)
You could always turn your difficulty to hard, or hardcore.
I'm not against the idea, I just don't see how it would work.
While there is merit to this idea I feel you can easily employ a measure of this on your own by simply altering the difficulty (Save for hardcore mode which locks you on hard as it should). Getting even harder that it normally is on hard though seems interesting. Even at the hard difficulty little there is to stand in the way of mighty Steve with full diamond and (If you are 1.9) enchantments!
That's definetely true. But the same happened to hardcore mode, so why not? :tongue.gif:
My main idea around this suggestion was, do you know PvZ (Plants vs. Zombies)? At the beginning, it starts with zombies. Soon, the zombies will do literally anything to get to your home, and they get better equips and ups as you get stronger with your own plants.
Similarly to the idea, the monsters first come, fail. Come again with better things, fail again. So on, until it's literally war, and with potions, enchantments, and good weaponry, I say it'd be very interesting. Only times I felt that "adrenaline" was in the "Super Hostile" adventure maps.
I don't see how this would correlate into SMP.
hundreds (+) of days pass before servers get reset/corrupted/lost in some manner, and not everyone dies at the same time (well... unless something horrible goes wrong)
You could always turn your difficulty to hard, or hardcore.
I'm not against the idea, I just don't see how it would work.
Unfortunately I've thought of the same problem too. Will think for a sec.
Most annoying thing in some games is that monsters follows your level or are changed to bigger monsters and only reason is your character. That makes the whole idea of leveling worthless. Wolf should be wolf forever and zombie should be zombie forever. When we get more level and stuff we should just be able to kill harder monsters, different monsters, get better treasure etc. Not to kill same boring things just like at beginning.
I don't know if this is against me of with me. o_O
The character doesn't directly affect the monsters: it's the amount of days you survived. I don't see how stronger monsters make leveling worthless: it's still going to be a challenge, innit? If it's annoying, hey, it's a difficulty setting.
"Not to kill same boring things just like at the beginning" and "wolf forever and zombie forever" seems to contradict. Clarification please?
You can just change the difficulty after a few days like:
day1-3 = Easy
day4-6 = Normal
day 6+ = Hard
Or just something like that, would maybe even be more fun if hardcore mode is enabled.
True, maybe it's just me, but I want more aspects of difficulty:
-Damage
-Health of monsters
-Spawn rate
-Mobility
-Skeleton shoot distance / Creeper blast radius
-Increase in rare occurances (Jockeys, PigZombies, etc)
-Aesthetics (Not really difficult, but I want to see monsters developing against me, that's one of my big points)
-Spawning of new mobs (Endermen may spawn at later dates, because 20 health is big to a newcomer)
Whereas in the current difficulty, there is only:
-Damage
It was not against you. I was just talking at common level and based on experience of other games. You know. When you get on level 30 in Fallout 3 suddenly all giant rad scorpions are changed for albino rad scorpions. Well how would those animals suddenly be aware that some human in somewhere far away is toucher than week ago? :smile.gif: It breaks immersion.
I think I understand what you're talking about.
But I still think that days of survival ≠ strength. It seems logical: The monsters mount a raid, fail, prepare better, go on another attack, and so on.
And living for long doesn't necessarily mean getting stronger. Difficulty doesn't go parallel with your strength and level.
But yes, I guess if you move far enough, there *could* be monsters unaware of your impacts and thus weaker, but I don't know if that's even possible (or practical considering memory) via. programming.)
Actually I feel that the way Minecraft is heading works quite well. Think about it:
You start off, monsters are powerful, ridiculously strong compared to you, and in some cases capable of 1-hit KO'ing you, depending on the difficulty you're playing on. However, as you gain skill points, smelt new weapons/armor, and simply learn how to fight these monsters, you become better at surviving, and the monsters don't seem as bad because you are gaining skill. Then...
The Nether. Monsters are stronger there, and fight differently from monsters in the overworld. Ghasts can do incredible ranged damage, Blazes set you aflame, and ZombiePigmen will attack in groups if you aggro even one. So you build better equipment. You learn how to make potions that negate fire damage. You survive. Then...
We have the End. Nobody knows what challenges the End will pit you against, really, but we do know that they will be entirely different from anything we've seen before.
So Minecraft progresses differently from a lot of games. The monsters never change, but YOU do. It's a very good system, in my opinion.
So I've been thinking, that in the beginning, monsters were really hard. 1 creeper can kill your dirt house, zombies hit hard, etc.
But then, once you've got a bow and lots of arrows, monsters are easy to take out, especially with the charging bow that deals 5 hearts.
So my suggestion is that the difficulty accumulates over time. The following changes over time:
-Damage
-Health of monsters
-Spawn rate
-Mobility (spiders jump higher, zombies move faster)
-Skeleton shoot distance / Creeper blast radius
-Increase in rare occurances (Jockeys, PigZombies, etc)
-Aesthetics (Not really difficultly, but I want to see monsters developing against me)
-Spawning of new mobs (Endermen may spawn at later dates, because 20 health is big to a newcomer)
Say, in day 1, it's the regular zombies and spiders and skeletons, maybe dealing less damage and easier to kill.
Later, in day 5, zombies get leather helmets and armor, like in survival test, to boost their defense. Spiders start to climb walls.
In day 10, everything hit harder and skeletons shoot harder, zombies get iron armor. Creepers have a larger blast radius. Endermen start to appear.
In day 15, jockeys are more common, and pigs may randomly mutate to PigZombies in the overworld. Pigmen and zombies get better swords to kill. Spawn rate increases.
and so on.
Of course, the "days" reset after death, so if the monsters are too strong they don't have to be strong forever.
This way, beginners may have an easier time, while veterans can try to stay alive for as long as possible, while surviving the monsters as it goes stronger each day.
What are your thoughts about it? :smile.gif:
hundreds (+) of days pass before servers get reset/corrupted/lost in some manner, and not everyone dies at the same time (well... unless something horrible goes wrong)
You could always turn your difficulty to hard, or hardcore.
I'm not against the idea, I just don't see how it would work.
That's definetely true. But the same happened to hardcore mode, so why not? :tongue.gif:
My main idea around this suggestion was, do you know PvZ (Plants vs. Zombies)? At the beginning, it starts with zombies. Soon, the zombies will do literally anything to get to your home, and they get better equips and ups as you get stronger with your own plants.
Similarly to the idea, the monsters first come, fail. Come again with better things, fail again. So on, until it's literally war, and with potions, enchantments, and good weaponry, I say it'd be very interesting. Only times I felt that "adrenaline" was in the "Super Hostile" adventure maps.
Unfortunately I've thought of the same problem too. Will think for a sec.
I don't know if this is against me of with me. o_O
The character doesn't directly affect the monsters: it's the amount of days you survived. I don't see how stronger monsters make leveling worthless: it's still going to be a challenge, innit? If it's annoying, hey, it's a difficulty setting.
"Not to kill same boring things just like at the beginning" and "wolf forever and zombie forever" seems to contradict. Clarification please?
True, maybe it's just me, but I want more aspects of difficulty:
-Damage
-Health of monsters
-Spawn rate
-Mobility
-Skeleton shoot distance / Creeper blast radius
-Increase in rare occurances (Jockeys, PigZombies, etc)
-Aesthetics (Not really difficult, but I want to see monsters developing against me, that's one of my big points)
-Spawning of new mobs (Endermen may spawn at later dates, because 20 health is big to a newcomer)
Whereas in the current difficulty, there is only:
-Damage
I think I understand what you're talking about.
But I still think that days of survival ≠ strength. It seems logical: The monsters mount a raid, fail, prepare better, go on another attack, and so on.
And living for long doesn't necessarily mean getting stronger. Difficulty doesn't go parallel with your strength and level.
But yes, I guess if you move far enough, there *could* be monsters unaware of your impacts and thus weaker, but I don't know if that's even possible (or practical considering memory) via. programming.)
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Curse PremiumYou start off, monsters are powerful, ridiculously strong compared to you, and in some cases capable of 1-hit KO'ing you, depending on the difficulty you're playing on. However, as you gain skill points, smelt new weapons/armor, and simply learn how to fight these monsters, you become better at surviving, and the monsters don't seem as bad because you are gaining skill. Then...
The Nether. Monsters are stronger there, and fight differently from monsters in the overworld. Ghasts can do incredible ranged damage, Blazes set you aflame, and ZombiePigmen will attack in groups if you aggro even one. So you build better equipment. You learn how to make potions that negate fire damage. You survive. Then...
We have the End. Nobody knows what challenges the End will pit you against, really, but we do know that they will be entirely different from anything we've seen before.
So Minecraft progresses differently from a lot of games. The monsters never change, but YOU do. It's a very good system, in my opinion.
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Creator of "The Wizard Gandy" Minecraft map series.