I'd like an option for a server to set the difficulty of hostile mobs to increase the farther a player is from spawn. The mobs health and damage could increase with range or more difficult kinds of mobs could spawn farther out. Harder mobs should come with more XP.
Servers should be able to set the scale by which the mobs increase in power. For example: +5% Life and Damage every 1500 blocks from spawn. Or if they're feeling more evil: +10% every 100 blocks.
The reasoning behind this: First, it would help prevent players from wandering way way out and making the world file too huge. Secondly, it would encourage players to work together to adventure farther out into more difficult territory, where they wouldn't be able to survive on their own. But it would give less adventerous players the option to stick closer to spawn where it is safer.
I like it. What about adding a feature so it does the same thing to Villages? So you could make an adventure map with multiple villages and the road would steadily get more dangerous between them until you get close to another one again. It should only take a couple more lines of code to add. You could even go further and make so tougher enemies are forced to spawn in Strongholds or near Dungeons or Nether Fortresses.
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Or make it so that the type of armor mobs are wearing indicate how close you are to a stronghold ^^
That too, even XP drops, chances of rare drops, and amount of loot dropped. It could all be variable instead of static chances.
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I like it. What about adding a feature so it does the same thing to Villages? So you could make an adventure map with multiple villages and the road would steadily get more dangerous between them until you get close to another one again. It should only take a couple more lines of code to add. You could even go further and make so tougher enemies are forced to spawn in Strongholds or near Dungeons or Nether Fortresses.
I think it would be cool if instead of the mobs becoming the more dangerous the further you are from the spawn, they should become more dangerous the closer you are to strongholds and stuff. The problem with making it based on distance from spawn is that on many pvp servers with 20+ players you're pretty much forced to go really far from spawn or risked being constantly raided.
I think it would be cool if instead of the mobs becoming the more dangerous the further you are from the spawn, they should become more dangerous the closer you are to strongholds and stuff. The problem with making it based on distance from spawn is that on many pvp servers with 20+ players you're pretty much forced to go really far from spawn or risked being constantly raided.
Well, they don't have to use this feature. And why would they? they already have enough challenge fighting each other.
Anyway, This is a great Idea. It would be cool to have it be fully configurable for each generated structure too.
And what if blazes rarely spawned in the overworld at netherfortress's relative coords?
I think it would be cool if instead of the mobs becoming the more dangerous the further you are from the spawn, they should become more dangerous the closer you are to strongholds and stuff. The problem with making it based on distance from spawn is that on many pvp servers with 20+ players you're pretty much forced to go really far from spawn or risked being constantly raided.
That would be an awesome idea too. I'd have both options. You could scale the difficulty increase from spawn so that it doesn't really penalize weak players in the PVP sense. For example, the difficulty increase might not kick in until 2 or 5 thousand blocks from spawn. That would give you plenty of space in which to hide.
What if one player has crossed the 'line', and another haven't? Will the mobs health depend on where it spawned? Anyways, good idea, especially that it would be an option to turn on/off and that it is change'ble (Can't think of another word).
I don't think there would have to be lines where mobs spawn with a sudden increase in difficulty. The game could compute fractional increases based on this formula: Power = 1+ distance * difficultyScaler. In other words it would be a smooth transition.
I like it. What about adding a feature so it does the same thing to Villages? So you could make an adventure map with multiple villages and the road would steadily get more dangerous between them until you get close to another one again. It should only take a couple more lines of code to add. You could even go further and make so tougher enemies are forced to spawn in Strongholds or near Dungeons or Nether Fortresses.
I believe it would be better as a plugin. It doesn't really warrant a server option as many servers I play have had cities and homes thousands of blocks away from the spawn, and many other servers are built around mobs being equal in strength everywhere, or for some servers natural mob spawning is disabled entirely. It just doesn't seem like such a large option for it to be a vanilla toggle.
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
For example, the difficulty increase might not kick in until 2 or 5 thousand blocks from spawn. That would give you plenty of space in which to hide.
That seems a lot better, though I've been on servers where you can't get more than 50 blocks away from someone else's base without going at least 30,000 blocks away from the spawn. O_o That doesn't really count though, because the server had 200+ members on at a time.
Servers should be able to set the scale by which the mobs increase in power. For example: +5% Life and Damage every 1500 blocks from spawn. Or if they're feeling more evil: +10% every 100 blocks.
The reasoning behind this: First, it would help prevent players from wandering way way out and making the world file too huge. Secondly, it would encourage players to work together to adventure farther out into more difficult territory, where they wouldn't be able to survive on their own. But it would give less adventerous players the option to stick closer to spawn where it is safer.
I could so see this in ssp.
+1 for the idea!
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Or make it so that the type of armor mobs are wearing indicate how close you are to a stronghold ^^
That too, even XP drops, chances of rare drops, and amount of loot dropped. It could all be variable instead of static chances.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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Support.
I think it would be cool if instead of the mobs becoming the more dangerous the further you are from the spawn, they should become more dangerous the closer you are to strongholds and stuff. The problem with making it based on distance from spawn is that on many pvp servers with 20+ players you're pretty much forced to go really far from spawn or risked being constantly raided.
Well, they don't have to use this feature. And why would they? they already have enough challenge fighting each other.
Anyway, This is a great Idea. It would be cool to have it be fully configurable for each generated structure too.
And what if blazes rarely spawned in the overworld at netherfortress's relative coords?
This would make an awesome plugin.
I don't think there would have to be lines where mobs spawn with a sudden increase in difficulty. The game could compute fractional increases based on this formula: Power = 1+ distance * difficultyScaler. In other words it would be a smooth transition.
These are both boss ideas.
(Woohoo A diamond armor farm!)
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
That seems a lot better, though I've been on servers where you can't get more than 50 blocks away from someone else's base without going at least 30,000 blocks away from the spawn. O_o That doesn't really count though, because the server had 200+ members on at a time.
That is way better than the current Minecraft killscreen where fake chunks are what kill you.
Probably, but the far lands aren't even intended.