Right now, having levels in Minecraft mean nothing except how much you can enchant.
I present to you, Level Based DifficultyChange.
My idea is simple yet fun, mobs will change difficulty by the amount of levels you have.
The amount of difficulty changed will be effected by your difficulty.
On Easy, mobs will not become harder.
On Normal, mobs will become harder.
On Hard, mobs will become even harder.
______________________________________________________
Mob Stats On Normal:
Level 5
10 % Faster
Level 15
1 More Damage
Level 20
10 % Faster
Level 30
10 % Faster
Jumps 2 blocks high
1 More Damage
At the end, mobs will be 30% faster, can jump 1.5 high blocks, and will do a heart more damage.
______________________________________________________
Mob Stats On Hard:
Level 5
1 More Damage
Level 10
10% Faster
Level 15
5% Faster
Level 25
5% Faster
1 More Damage
Jumps 2 blocks high
Level 30
20% Faster
2 More Damage
Jumps 2.5 blocks high
At the end, mobs will be 40% faster, can jump 2 high blocks, and will do 2 hearts more of damage
______________________________________________________
Not all mobs will have there statistics changed.
Will not have speedchanged
-Spiders
-Endermen
-Ghasts
-Zombie Pigmen
-Creepers
Will not do more damage
-Zombie Pigmen
-Skeletons
-Endermen
-Blazes
-Creepers
______________________________________________________
A small confusion with this feature is: what happens when you enchant?
A simple fix. When you enchant a item, it's level of enchantment will be your level of difficulty change, but only when you hold it in your inventory.
______________________________________________________
Personally I came up with this idea because Minecraft's gameplay isn't quite 'dynamic' enough.
Tell me what you think of my idea, change it as much as you want, and no trolling please.
If you dislike in the poll please post why.
A simple fix. When you enchant a item, it's level of enchantment will be your level of difficulty change, but only when you hold it. ______________________________________________________
ummmm... that makes no sense
so lets say I enchant a pick with a level 30 enchantment
and a sword with a level 2
I have 0 levels at the moment
A zombie attacks while I'm holding the pickaxe
I switch to the sword
does the zombie get weaker or does it stay the same strength??????
Rollback Post to RevisionRollBack
SUPPORT THEM!!!!! (also if your a new please click on the picture)
A simple fix. When you enchant a item, it's level of enchantment will be your level of difficulty change, but only when you hold it. ______________________________________________________
ummmm... that makes no sense
so lets say I enchant a pick with a level 30 enchantment
and a sword with a level 2
I have 0 levels at the moment
A zombie attacks while I'm holding the pickaxe
I switch to the sword
does the zombie get weaker or does it stay the same strength??????
The item with the highest enchantment, in your hands or not, will depend the difficulty.
Edit: Updated thread to be more clear.
Also, what's with the spaces?
A small confusion with this feature is: what happens when you enchant?
A simple fix. When you enchant a item, it's level of enchantment will be your level of difficulty change, but only when you hold it in your inventory.
______________________________________________________
It will only effect the player with that level.
( sorta like a potion effect )
People cannot effect each other and I think it's only fair for it to be toggle-able in SMP.
It will only effect the player with that level.
( sorta like a potion effect )
People cannot effect each other and I think it's only fair for it to be toggle-able in SMP.
It's not very multiplayer friendly. And anything that doesn't work in SMP won't be added to MineCraft. Anything that requires being toggled in SMP won't be added to MineCraft (this has been made clear several times by Mojang before. If the feature can't work in any scenario, specifically in multiplayer scenarios, it doesn't belong in MineCraft.)
And, you're saying a mob should be over powered versus a well defended player and easy to a newer player.. then what the hell is the point of the other person enchanting their stuff if they could just kill mobs easier and get the same rewards if they didn't enchant stuff?
Also, griefing. I could not possible express how easy it would be to steal someones kill (and there XP) since mobs would be harder for them to kill yet so easy for you. Also, how do you expect this would work in practice? Think about the actual coding of a feature like this. Is the game supposed to calculate a weight based on all your enchanted items, then use that as a multiplier of damage done to a mob? How sloppy and congestive is that?
I like MineCraft's route to fixing this problem. They're adding geared mobs. That means they'll be more difficult to kill and yield better rewards. I think this should be taken to a fairly far extent, making better geared mobs more rare, but considerably more difficult with lesser gear, but yield better rewards.
It's not very multiplayer friendly. And anything that doesn't work in SMP won't be added to MineCraft. Anything that requires being toggled in SMP won't be added to MineCraft (this has been made clear several times by Mojang before. If the feature can't work in any scenario, specifically in multiplayer scenarios, it doesn't belong in MineCraft.)
And, you're saying a mob should be over powered versus a well defended player and easy to a newer player.. then what the hell is the point of the other person enchanting their stuff if they could just kill mobs easier and get the same rewards if they didn't enchant stuff?
Also, griefing. I could not possible express how easy it would be to steal someones kill (and there XP) since mobs would be harder for them to kill yet so easy for you. Also, how do you expect this would work in practice? Think about the actual coding of a feature like this. Is the game supposed to calculate a weight based on all your enchanted items, then use that as a multiplier of damage done to a mob? How sloppy and congestive is that?
I like MineCraft's route to fixing this problem. They're adding geared mobs. That means they'll be more difficult to kill and yield better rewards. I think this should be taken to a fairly far extent, making better geared mobs more rare, but considerably more difficult with lesser gear, but yield better rewards.
Ouch
X_x
Rollback Post to RevisionRollBack
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I present to you, Level Based Difficulty Change.
My idea is simple yet fun, mobs will change difficulty by the amount of levels you have.
The amount of difficulty changed will be effected by your difficulty.
On Easy, mobs will not become harder.
On Normal, mobs will become harder.
On Hard, mobs will become even harder.
______________________________________________________
Mob Stats On Normal:
Level 5
10 % Faster
Level 15
1 More Damage
Level 20
10 % Faster
Level 30
10 % Faster
Jumps 2 blocks high
1 More Damage
At the end, mobs will be 30% faster, can jump 1.5 high blocks, and will do a heart more damage.
______________________________________________________
Mob Stats On Hard:
Level 5
1 More Damage
Level 10
10% Faster
Level 15
5% Faster
Level 25
5% Faster
1 More Damage
Jumps 2 blocks high
Level 30
20% Faster
2 More Damage
Jumps 2.5 blocks high
At the end, mobs will be 40% faster, can jump 2 high blocks, and will do 2 hearts more of damage
______________________________________________________
Not all mobs will have there statistics changed.
Will not have speed changed
-Spiders
-Endermen
-Ghasts
-Zombie Pigmen
-Creepers
Will not do more damage
-Zombie Pigmen
-Skeletons
-Endermen
-Blazes
-Creepers
______________________________________________________
A small confusion with this feature is: what happens when you enchant?
A simple fix. When you enchant a item, it's level of enchantment will be your level of difficulty change, but only when you hold it in your inventory.
______________________________________________________
Personally I came up with this idea because Minecraft's gameplay isn't quite 'dynamic' enough.
Tell me what you think of my idea, change it as much as you want, and no trolling please.
If you dislike in the poll please post why.
______________________________________________________
ummmm... that makes no sense
so lets say I enchant a pick with a level 30 enchantment
and a sword with a level 2
I have 0 levels at the moment
A zombie attacks while I'm holding the pickaxe
I switch to the sword
does the zombie get weaker or does it stay the same strength??????
SUPPORT THEM!!!!! (also if your a new please click on the picture)
The item with the highest enchantment, in your hands or not, will depend the difficulty.
Edit: Updated thread to be more clear.
Also, what's with the spaces?
Is this thing on?
Um, what about Survival Multiplayer?
What do you mean?
How will dynamic difficulty work in Multiplayer?
It will only effect the player with that level.
( sorta like a potion effect )
People cannot effect each other and I think it's only fair for it to be toggle-able in SMP.
If it gauges by strength of enchantments of gear in possession, it will reset once said tools are used.
Basically, this will ultimately do nothing but punish people that want decent enchantments.
It's not very multiplayer friendly. And anything that doesn't work in SMP won't be added to MineCraft. Anything that requires being toggled in SMP won't be added to MineCraft (this has been made clear several times by Mojang before. If the feature can't work in any scenario, specifically in multiplayer scenarios, it doesn't belong in MineCraft.)
And, you're saying a mob should be over powered versus a well defended player and easy to a newer player.. then what the hell is the point of the other person enchanting their stuff if they could just kill mobs easier and get the same rewards if they didn't enchant stuff?
Also, griefing. I could not possible express how easy it would be to steal someones kill (and there XP) since mobs would be harder for them to kill yet so easy for you. Also, how do you expect this would work in practice? Think about the actual coding of a feature like this. Is the game supposed to calculate a weight based on all your enchanted items, then use that as a multiplier of damage done to a mob? How sloppy and congestive is that?
I like MineCraft's route to fixing this problem. They're adding geared mobs. That means they'll be more difficult to kill and yield better rewards. I think this should be taken to a fairly far extent, making better geared mobs more rare, but considerably more difficult with lesser gear, but yield better rewards.
Ouch
X_x