So, I love minecraft for all its worth. I just don't think that the combat is fun enough. I hate how it's constantly enforced and adds nothing but boring exp grinding, item grinding, and so on. The adventure update was supposed to improve the combat, but really only made it an un-fun chore. So, I am going to both critique, and suggest how the problems I bring up could be fixed, along with things to make the combat system more varied and give oppritunities to reward players greater, and appeal to a wider demographic of fans. Now, I am going to say sorry in advance, because I have no means of spell or grammar checking this before I post it. I am also sorry for making suggestions that reflect a few lesser-known posts that I have posted in the past. Now, before you troll go "THIS IS A SHITTY WISHLIST, YOUR A FAG! It's not a wishlist as 1: it goes into detail 2: It all revolves around 1 topic which is making the combat system more engaging and interesting to take part of, so STFU
EXPERIENCE POINTS
A few things they did wrong with 1.8 was EXP. The level-up system is annoying. You have to kill obsene amounts of enemies, or make a manatonus farm to get anywhere. What makes it un-godly horrible is that you lose ALL your exp when you die. I understand the items, but having all the EXP drop when you die, and only regaining half when you recover it makes it an extremley unfair-fustrating chore to get more if you die by means of lava. All my gripes for this would be termintated if they just made it so half your EXP carried over with your new life, and you only had to worry about retrieving the items you drop.
STIFF MELLEE CONTROLS
Now, I have a distain for mellee in most FPS' because almost none can get it right. They always feel unnatural, with no swipe or stab, just a cursor that needs to be placed in an exact spot at close range to make a hit. It feels like a shitty version of a gun in most FPS'. It gets unbearable when you are being mobbed and only can hit one enemy at a time. Well, enough with what goes wrong, here's how it can be done right. Left 4 Dead 2. This game had the dilema of attacking the players with mobs, but made the mellee weapons just as rewarding and fun to use as the gun. What they did was simple: change the hit detectors from a cursor to a fan of detectors that gave the imression of actually swinging instead of just pointing and clicking.
HIT BOXES
Now, I think this is trivial, but it would be nice if accuracy actually meant something. Maybe have headshots be counted as critical hits, or a shot to the heart be an intant death.
WEAPON IDEAS
Now, I think that the pre-1.8 bow still has a place in the game. I also think that upgrades for it that I will get into later would make the ranged combat systems appeal to a wider amount of people. So, without further adue, here I go.
CROSSBOWS
A crossbow funtions like a bow before 1.8, but with a few twists. Between each shot, there is a reload animation that slows down the player for about a second, and makes them unable to fire another shot or switch weapons. This kind of switches the bow mechanics from animation before the shot to animation after the shot, which can allow more srategic compat systems to be implimented by players. These of course are found in dungeons, to make them less useless.
SPYGLASS
This isn't a weapon, but I feel that I need to give context for the next few ideas coming up. This is a tool that when right-clicked will zoom the player in to see thinga far past his normal render distance. It can be used for scouting out areas quicker, or just for screwing around.
SCOPED CROSSBOW
This is crafted with a spyglass on a crossbow "CHESTCART STYLE" Basicly, it's a crossbow that fires a shot with much less drop-off with the shots, and the ability to zoom in closley. It has the same reload animation nerf as the regular crossbow.
REPEATING CROSSBOW
This is crafted "CHESTCART STYLE" but with a redstone repeater and a crossbow. This crossbow can fire 15 shots before the reload animation, each dealing only 1/2 heart of damage. It is far less acurate at long distances, and will have its durabily wear out quickly. It is unable to kill a mob without a few clips, and will eat up arrows quickly. This isn't supposed to be a main weapon, just something to weaken a crowd enough to kill them easier with a crappy sword.
TRIDENT
This if a weapon that is lunged foward and retracted. It is meant to act like a modern sword if the fan hit box is added.
SHIRUKENS or THROWING KNIVES or SOMETHING POINTY AND THROWABLE
I have no idea how to obtain these. Maybe craft, maybe stronghold loot, I don't know. These are throwable items that acually do damage. They are meant to save inventory room if you go on to a long mining journey, and can be collected if missed.
STATUS EFFECTS!
Well, they would make the game more interesting, that's for sure. They would also add some more veriety to the only 4 we have now (poisoned, hungry, on fire, weak) Here I go
FROZEN
You are unable to move for a long amount of time. If you have a fire-restisance piece of armour on, then you are given some slack. Basicly, you can't move, but have obscene defence.
SHOCKED
Electricity does this to you. The controls get randomized every other second to make for some glitchy, spaztic movements. You will take 1/2 heart of damage every other time the controls get reversed
CURSED
All damage taken are critical hits.
ENCHANTMENTS
Now, I love this stuff, k? I am a magicaholic and if it has anything magic-related, I can dig to the extreme. So, here's my suggestions!
ENCHANTABLE BOWS
They need it. They just do, don't argue. They can have anything a sword can have plus more.
UNIVERSAL ENCHANTS
SHOCKERS
Shocks enemies (see Shocked debuff above) ps-DO NOT USE ON CREEPERS
ENFEEBLEMENT
Gives Enemies the "Weak" status effect
NETHERS BANE
Curses enemies
FROST NIP
Freezes enemies
SPIDER-TOUNGE
poisons enemies
RANGED-EXCLUSIVE ENCHANTS
GENISIS 1:3
Illuminates areas the arrows lands for a brief amount of time
HEAT-SEEKING-ARROW
arrows fired will have their paths altered to certain extents (Depends on what level) to make more accurate shots.
BOOM-TIP
LEVEL 30-40 Arrows shot will explode on contact, slightly smaller explosion than that of a creeper.
CLONE STRING
for every arrow shot, 5-15 more arrows shoot as well, but only one arrow can be collected again, the rest break on contact with the surface. All arrows, only do 1/2 a heart. This is supposed to FPS fans who are in love with shotguns, like myself.
BOW-EXCLUSIVE ENCHANTMENTS
All of these are REALLY high level, due to the sheer AWSOMENESS they would bring
GHAST TENTICLE
Fully-Chraged shots fire ghast fireballs
BLAZING BOW
Fully charged shots fire 3 consecutive blaze fireballs
MAGIC ARROW
Fully charged shots will home into any hostile mob that is not obscured by a block and is 16 Blocks away. If there are no mobs, than the arrows will circle around the player in a blaze-type fasion, and will be launched when mobs draw near. Only 5 can be active at a time. This is to give at least a SHRED of a chance of a creeper that just walked behind you while walking, and will knock it back, while letting off a distinct noise to warn the player of it's presence.
SWORD-EXCLUSIVE ENCHANTMENTS
NECROMANCYS ESSENCE
Zombies, Skeletons, and Zombie Pigmen killed with this word will be ressurected as your own undead minion. They have 5 hearts as opposed to 10, and will fallow the tamed wolf AI until killed. They can be healed with rotten flesh.
SWORD OF ETERNAL PROTECTION
This swords block attack will create a sheild around the player that will reflect projectiles. Physical attacks will still work
MOB IDEAS
Now, I think that there should be biome-specific mobs for every biome, and that they should be hostile of course, to make night more risky.
OCEAN:MAN-O-WAR
This jellyfish is about 2x2x2 blocks big, excluding the tenticles. They will make slow bursts towards the player and destroy boats on contact. They deal no damage, but do poison you. I've had this idea WAAAAY before mo creatures picked it up, k?
SWAMPLAND:BUNYIP
This monstrosity will wade in the water until they see you. When they do, they get out of the water and charge at you, charger-style (left 4 dead 2). They will knock you into the air and deal about 2 hearts of damage with each succesful hit.
PINE FOREST:WENDIGO
This monster is a swift monster that leaps around on the tree tops. They will make animals attack you, and freese you with a succesful touch attack. They jump as their attack pattern
MIXED FOREST:BILE-SPEWER
This creature is a slug that writhes and spews a bile that makes you hungry. when killed, you have about 2 seconds before it releases a splash potion of (Harming/Poison/Weakness take your pick)
MOUNTAINS:ROC
This massive bird flys in the sky and makes swooping motions onto the player to deal damage.
DESERT:SQUIRPION
Like a spider, but slower and with more health
Well, I'm out of ideas for the mushroom/plains/tundra. Post below, yadda yadda.
Well, I'm out of ideas period, so post critisisms you have, or suggestions on what can make it better.
So, I love minecraft for all its worth. I just don't think that the combat is fun enough. I hate how it's constantly enforced and adds nothing but boring exp grinding, item grinding, and so on. The adventure update was supposed to improve the combat, but really only made it an un-fun chore. So, I am going to both critique, and suggest how the problems I bring up could be fixed, along with things to make the combat system more varied and give oppritunities to reward players greater, and appeal to a wider demographic of fans. Now, I am going to say sorry in advance, because I have no means of spell or grammar checking this before I post it. I am also sorry for making suggestions that reflect a few lesser-known posts that I have posted in the past. Now, before you troll go "THIS IS A SHITTY WISHLIST, YOUR A FAG! It's not a wishlist as 1: it goes into detail 2: It all revolves around 1 topic which is making the combat system more engaging and interesting to take part of, so STFU
EXPERIENCE POINTS
A few things they did wrong with 1.8 was EXP. The level-up system is annoying. You have to kill obsene amounts of enemies, or make a manatonus farm to get anywhere. What makes it un-godly horrible is that you lose ALL your exp when you die. I understand the items, but having all the EXP drop when you die, and only regaining half when you recover it makes it an extremley unfair-fustrating chore to get more if you die by means of lava. All my gripes for this would be termintated if they just made it so half your EXP carried over with your new life, and you only had to worry about retrieving the items you drop.
STIFF MELLEE CONTROLS
Now, I have a distain for mellee in most FPS' because almost none can get it right. They always feel unnatural, with no swipe or stab, just a cursor that needs to be placed in an exact spot at close range to make a hit. It feels like a shitty version of a gun in most FPS'. It gets unbearable when you are being mobbed and only can hit one enemy at a time. Well, enough with what goes wrong, here's how it can be done right. Left 4 Dead 2. This game had the dilema of attacking the players with mobs, but made the mellee weapons just as rewarding and fun to use as the gun. What they did was simple: change the hit detectors from a cursor to a fan of detectors that gave the imression of actually swinging instead of just pointing and clicking.
HIT BOXES
Now, I think this is trivial, but it would be nice if accuracy actually meant something. Maybe have headshots be counted as critical hits, or a shot to the heart be an intant death.
WEAPON IDEAS
Now, I think that the pre-1.8 bow still has a place in the game. I also think that upgrades for it that I will get into later would make the ranged combat systems appeal to a wider amount of people. So, without further adue, here I go.
CROSSBOWS
A crossbow funtions like a bow before 1.8, but with a few twists. Between each shot, there is a reload animation that slows down the player for about a second, and makes them unable to fire another shot or switch weapons. This kind of switches the bow mechanics from animation before the shot to animation after the shot, which can allow more srategic compat systems to be implimented by players. These of course are found in dungeons, to make them less useless.
SPYGLASS
This isn't a weapon, but I feel that I need to give context for the next few ideas coming up. This is a tool that when right-clicked will zoom the player in to see thinga far past his normal render distance. It can be used for scouting out areas quicker, or just for screwing around.
SCOPED CROSSBOW
This is crafted with a spyglass on a crossbow "CHESTCART STYLE" Basicly, it's a crossbow that fires a shot with much less drop-off with the shots, and the ability to zoom in closley. It has the same reload animation nerf as the regular crossbow.
REPEATING CROSSBOW
This is crafted "CHESTCART STYLE" but with a redstone repeater and a crossbow. This crossbow can fire 15 shots before the reload animation, each dealing only 1/2 heart of damage. It is far less acurate at long distances, and will have its durabily wear out quickly. It is unable to kill a mob without a few clips, and will eat up arrows quickly. This isn't supposed to be a main weapon, just something to weaken a crowd enough to kill them easier with a crappy sword.
TRIDENT
This if a weapon that is lunged foward and retracted. It is meant to act like a modern sword if the fan hit box is added.
SHIRUKENS or THROWING KNIVES or SOMETHING POINTY AND THROWABLE
I have no idea how to obtain these. Maybe craft, maybe stronghold loot, I don't know. These are throwable items that acually do damage. They are meant to save inventory room if you go on to a long mining journey, and can be collected if missed.
STATUS EFFECTS!
Well, they would make the game more interesting, that's for sure. They would also add some more veriety to the only 4 we have now (poisoned, hungry, on fire, weak) Here I go
FROZEN
You are unable to move for a long amount of time. If you have a fire-restisance piece of armour on, then you are given some slack. Basicly, you can't move, but have obscene defence.
SHOCKED
Electricity does this to you. The controls get randomized every other second to make for some glitchy, spaztic movements. You will take 1/2 heart of damage every other time the controls get reversed
CURSED
All damage taken are critical hits.
ENCHANTMENTS
Now, I love this stuff, k? I am a magicaholic and if it has anything magic-related, I can dig to the extreme. So, here's my suggestions!
ENCHANTABLE BOWS
They need it. They just do, don't argue. They can have anything a sword can have plus more.
UNIVERSAL ENCHANTS
SHOCKERS
Shocks enemies (see Shocked debuff above) ps-DO NOT USE ON CREEPERS
ENFEEBLEMENT
Gives Enemies the "Weak" status effect
NETHERS BANE
Curses enemies
FROST NIP
Freezes enemies
SPIDER-TOUNGE
poisons enemies
RANGED-EXCLUSIVE ENCHANTS
GENISIS 1:3
Illuminates areas the arrows lands for a brief amount of time
HEAT-SEEKING-ARROW
arrows fired will have their paths altered to certain extents (Depends on what level) to make more accurate shots.
BOOM-TIP
LEVEL 30-40 Arrows shot will explode on contact, slightly smaller explosion than that of a creeper.
CLONE STRING
for every arrow shot, 5-15 more arrows shoot as well, but only one arrow can be collected again, the rest break on contact with the surface. All arrows, only do 1/2 a heart. This is supposed to FPS fans who are in love with shotguns, like myself.
BOW-EXCLUSIVE ENCHANTMENTS
All of these are REALLY high level, due to the sheer AWSOMENESS they would bring
GHAST TENTICLE
Fully-Chraged shots fire ghast fireballs
BLAZING BOW
Fully charged shots fire 3 consecutive blaze fireballs
MAGIC ARROW
Fully charged shots will home into any hostile mob that is not obscured by a block and is 16 Blocks away. If there are no mobs, than the arrows will circle around the player in a blaze-type fasion, and will be launched when mobs draw near. Only 5 can be active at a time. This is to give at least a SHRED of a chance of a creeper that just walked behind you while walking, and will knock it back, while letting off a distinct noise to warn the player of it's presence.
SWORD-EXCLUSIVE ENCHANTMENTS
NECROMANCYS ESSENCE
Zombies, Skeletons, and Zombie Pigmen killed with this word will be ressurected as your own undead minion. They have 5 hearts as opposed to 10, and will fallow the tamed wolf AI until killed. They can be healed with rotten flesh.
SWORD OF ETERNAL PROTECTION
This swords block attack will create a sheild around the player that will reflect projectiles. Physical attacks will still work
MOB IDEAS
Now, I think that there should be biome-specific mobs for every biome, and that they should be hostile of course, to make night more risky.
OCEAN:MAN-O-WAR
This jellyfish is about 2x2x2 blocks big, excluding the tenticles. They will make slow bursts towards the player and destroy boats on contact. They deal no damage, but do poison you. I've had this idea WAAAAY before mo creatures picked it up, k?
SWAMPLAND:BUNYIP
This monstrosity will wade in the water until they see you. When they do, they get out of the water and charge at you, charger-style (left 4 dead 2). They will knock you into the air and deal about 2 hearts of damage with each succesful hit.
PINE FOREST:WENDIGO
This monster is a swift monster that leaps around on the tree tops. They will make animals attack you, and freese you with a succesful touch attack. They jump as their attack pattern
MIXED FOREST:BILE-SPEWER
This creature is a slug that writhes and spews a bile that makes you hungry. when killed, you have about 2 seconds before it releases a splash potion of (Harming/Poison/Weakness take your pick)
MOUNTAINS:ROC
This massive bird flys in the sky and makes swooping motions onto the player to deal damage.
DESERT:SQUIRPION
Like a spider, but slower and with more health
Well, I'm out of ideas for the mushroom/plains/tundra. Post below, yadda yadda.
Well, I'm out of ideas period, so post critisisms you have, or suggestions on what can make it better.
Mushrooms: An evil giant mushroom of course! It spits poison at you.
Plains: A bull perhaps? It charges you and lifts you up.
Mushroom Biome:
Land Kraken. Basically, you're surrounded by giant tentacles coming out of the ground, and they each try to slam onto you, causing damage on contact. After 8 tentacles are killed it goes away and drops a helluva lot of XP. They'd probably have to have some kind of temple thing that spawns one, because otherwise the terrain generation would seriously screw this up.
Plains:
Something fast and bipedal. Devil ostriches, maybe? Anyways, they come in groups and are always hostile.
Tundra:
Yeti, and also (possibly) your dexterity goes down in the tundra, due to the extreme cold.
I think your list is great! I also think that you sure love you some L4D!
EXPERIENCE POINTS
A few things they did wrong with 1.8 was EXP. The level-up system is annoying. You have to kill obsene amounts of enemies, or make a manatonus farm to get anywhere. What makes it un-godly horrible is that you lose ALL your exp when you die. I understand the items, but having all the EXP drop when you die, and only regaining half when you recover it makes it an extremley unfair-fustrating chore to get more if you die by means of lava. All my gripes for this would be termintated if they just made it so half your EXP carried over with your new life, and you only had to worry about retrieving the items you drop.
STIFF MELLEE CONTROLS
Now, I have a distain for mellee in most FPS' because almost none can get it right. They always feel unnatural, with no swipe or stab, just a cursor that needs to be placed in an exact spot at close range to make a hit. It feels like a shitty version of a gun in most FPS'. It gets unbearable when you are being mobbed and only can hit one enemy at a time. Well, enough with what goes wrong, here's how it can be done right. Left 4 Dead 2. This game had the dilema of attacking the players with mobs, but made the mellee weapons just as rewarding and fun to use as the gun. What they did was simple: change the hit detectors from a cursor to a fan of detectors that gave the imression of actually swinging instead of just pointing and clicking.
HIT BOXES
Now, I think this is trivial, but it would be nice if accuracy actually meant something. Maybe have headshots be counted as critical hits, or a shot to the heart be an intant death.
WEAPON IDEAS
Now, I think that the pre-1.8 bow still has a place in the game. I also think that upgrades for it that I will get into later would make the ranged combat systems appeal to a wider amount of people. So, without further adue, here I go.
CROSSBOWS
A crossbow funtions like a bow before 1.8, but with a few twists. Between each shot, there is a reload animation that slows down the player for about a second, and makes them unable to fire another shot or switch weapons. This kind of switches the bow mechanics from animation before the shot to animation after the shot, which can allow more srategic compat systems to be implimented by players. These of course are found in dungeons, to make them less useless.
SPYGLASS
This isn't a weapon, but I feel that I need to give context for the next few ideas coming up. This is a tool that when right-clicked will zoom the player in to see thinga far past his normal render distance. It can be used for scouting out areas quicker, or just for screwing around.
SCOPED CROSSBOW
This is crafted with a spyglass on a crossbow "CHESTCART STYLE" Basicly, it's a crossbow that fires a shot with much less drop-off with the shots, and the ability to zoom in closley. It has the same reload animation nerf as the regular crossbow.
REPEATING CROSSBOW
This is crafted "CHESTCART STYLE" but with a redstone repeater and a crossbow. This crossbow can fire 15 shots before the reload animation, each dealing only 1/2 heart of damage. It is far less acurate at long distances, and will have its durabily wear out quickly. It is unable to kill a mob without a few clips, and will eat up arrows quickly. This isn't supposed to be a main weapon, just something to weaken a crowd enough to kill them easier with a crappy sword.
TRIDENT
This if a weapon that is lunged foward and retracted. It is meant to act like a modern sword if the fan hit box is added.
SHIRUKENS or THROWING KNIVES or SOMETHING POINTY AND THROWABLE
I have no idea how to obtain these. Maybe craft, maybe stronghold loot, I don't know. These are throwable items that acually do damage. They are meant to save inventory room if you go on to a long mining journey, and can be collected if missed.
STATUS EFFECTS!
Well, they would make the game more interesting, that's for sure. They would also add some more veriety to the only 4 we have now (poisoned, hungry, on fire, weak) Here I go
FROZEN
You are unable to move for a long amount of time. If you have a fire-restisance piece of armour on, then you are given some slack. Basicly, you can't move, but have obscene defence.
SHOCKED
Electricity does this to you. The controls get randomized every other second to make for some glitchy, spaztic movements. You will take 1/2 heart of damage every other time the controls get reversed
CURSED
All damage taken are critical hits.
ENCHANTMENTS
Now, I love this stuff, k? I am a magicaholic and if it has anything magic-related, I can dig to the extreme. So, here's my suggestions!
ENCHANTABLE BOWS
They need it. They just do, don't argue. They can have anything a sword can have plus more.
UNIVERSAL ENCHANTS
SHOCKERS
Shocks enemies (see Shocked debuff above) ps-DO NOT USE ON CREEPERS
ENFEEBLEMENT
Gives Enemies the "Weak" status effect
NETHERS BANE
Curses enemies
FROST NIP
Freezes enemies
SPIDER-TOUNGE
poisons enemies
RANGED-EXCLUSIVE ENCHANTS
GENISIS 1:3
Illuminates areas the arrows lands for a brief amount of time
HEAT-SEEKING-ARROW
arrows fired will have their paths altered to certain extents (Depends on what level) to make more accurate shots.
BOOM-TIP
LEVEL 30-40 Arrows shot will explode on contact, slightly smaller explosion than that of a creeper.
CLONE STRING
for every arrow shot, 5-15 more arrows shoot as well, but only one arrow can be collected again, the rest break on contact with the surface. All arrows, only do 1/2 a heart. This is supposed to FPS fans who are in love with shotguns, like myself.
BOW-EXCLUSIVE ENCHANTMENTS
All of these are REALLY high level, due to the sheer AWSOMENESS they would bring
GHAST TENTICLE
Fully-Chraged shots fire ghast fireballs
BLAZING BOW
Fully charged shots fire 3 consecutive blaze fireballs
MAGIC ARROW
Fully charged shots will home into any hostile mob that is not obscured by a block and is 16 Blocks away. If there are no mobs, than the arrows will circle around the player in a blaze-type fasion, and will be launched when mobs draw near. Only 5 can be active at a time. This is to give at least a SHRED of a chance of a creeper that just walked behind you while walking, and will knock it back, while letting off a distinct noise to warn the player of it's presence.
SWORD-EXCLUSIVE ENCHANTMENTS
NECROMANCYS ESSENCE
Zombies, Skeletons, and Zombie Pigmen killed with this word will be ressurected as your own undead minion. They have 5 hearts as opposed to 10, and will fallow the tamed wolf AI until killed. They can be healed with rotten flesh.
SWORD OF ETERNAL PROTECTION
This swords block attack will create a sheild around the player that will reflect projectiles. Physical attacks will still work
MOB IDEAS
Now, I think that there should be biome-specific mobs for every biome, and that they should be hostile of course, to make night more risky.
OCEAN:MAN-O-WAR
This jellyfish is about 2x2x2 blocks big, excluding the tenticles. They will make slow bursts towards the player and destroy boats on contact. They deal no damage, but do poison you. I've had this idea WAAAAY before mo creatures picked it up, k?
SWAMPLAND:BUNYIP
This monstrosity will wade in the water until they see you. When they do, they get out of the water and charge at you, charger-style (left 4 dead 2). They will knock you into the air and deal about 2 hearts of damage with each succesful hit.
PINE FOREST:WENDIGO
This monster is a swift monster that leaps around on the tree tops. They will make animals attack you, and freese you with a succesful touch attack. They jump as their attack pattern
MIXED FOREST:BILE-SPEWER
This creature is a slug that writhes and spews a bile that makes you hungry. when killed, you have about 2 seconds before it releases a splash potion of (Harming/Poison/Weakness take your pick)
MOUNTAINS:ROC
This massive bird flys in the sky and makes swooping motions onto the player to deal damage.
DESERT:SQUIRPION
Like a spider, but slower and with more health
Well, I'm out of ideas for the mushroom/plains/tundra. Post below, yadda yadda.
Well, I'm out of ideas period, so post critisisms you have, or suggestions on what can make it better.
Mushrooms: An evil giant mushroom of course! It spits poison at you.
Plains: A bull perhaps? It charges you and lifts you up.
Tundra: Yeti. 'nuff said.
Mushroom Biome:
Land Kraken. Basically, you're surrounded by giant tentacles coming out of the ground, and they each try to slam onto you, causing damage on contact. After 8 tentacles are killed it goes away and drops a helluva lot of XP. They'd probably have to have some kind of temple thing that spawns one, because otherwise the terrain generation would seriously screw this up.
Plains:
Something fast and bipedal. Devil ostriches, maybe? Anyways, they come in groups and are always hostile.
Tundra:
Yeti, and also (possibly) your dexterity goes down in the tundra, due to the extreme cold.
I think your list is great! I also think that you sure love you some L4D!
I would love that.