So to start out, I have noticed that people have a common complaint.
"The game is too easy when you get Iron Armor! You're practically invincible!"
In some ways, this is true. Being blown up by a creeper doesn't Insta-kill you anymore, and unless you're being swarmed by Skeletons or more Creepers (Zombies are now super easy to kill) you can escape with all your loot still. It sort of takes the challenge out of Minecraft, you know?
My Idea fixes all of that.
What if new, harder mobs spawned once you got farther in the game? What if every couple of days a new mob is brought into the world fitting your current standpoint in the game? Would this bring back the challenge? I want your feedback to tell me. But enough of that now.
My idea makes it so that after a number of days have passed, a new harder mob begins to spawn. This might be only limited to hard difficulty or something. But it would also add new items to the game, encouraging you to play on Hard and Hardcore. But now, for the mobs.
5 Days: The Ghoul.
Day 5 usually puts the average player on the "Stone" tier, utilizing Stone tools and weapons. Generically this is a very short period of gameplay, but the addition of the Ghoul could make it longer.
The Ghoul has about the same health as a boat. This little pest, though weak and fragile, will creep up behind you as the sun sets, when it spawns. When it gets close enough, it will steal any rotten flesh, bones, stone tools or leather helmets you have before sprinting off into the night. They don't run far, so the chance of you finding the ghoul isn't exactly rare.
They spawn before other mobs so as to steal from you, making you unprepared for nightfall.
Upon killing a Ghoul it will drop anything it stole from you, plus some rotten flesh and bones. However, take warning; Other monsters such as Zombies and Skeletons could arm themselves with the loot if they are nearby, making them stronger and you still unprepared. Overall this mob would bring new tactics into the game, and could force you to keep an open eye. Perhaps as a warning, you could hear hissing sounds when a Ghoul is approaching.
When the player reaches level 10 the Ghoul will be able to scale walls higher than one block.
10 Days: The Troll
By day 10, the player should have advanced to the early iron stages, having crafted an iron pickaxe and sword. The Troll would give new incentive for players to expand their house as well as their inventory...
The Troll is a boulder-throwing mob, designed for attacking houses and castles. Their spawn rate will be about the same as an Enderman, and their health about 1/4th the times of an Enderman. Their primary attack is throwing boulders, which leave a large crater in any walls of a player's house. Though they don't destroy any blocks, they leave a dent and also give out a blast radius, which could easily knock half the health out of a player. If the player has cobblestone walls the boulder will be reflected, hitting the Troll. If the same troll hits the block three times it will leave the same dent as it did with wood.
Trolls spawn in daylight, but only on top of Extreme Hills. Everywhere else they spawn only at night. Wjen killing a Troll, you get Troll Snot, which, when smelted makes Troll Glue. If Troll Glue is crafted with a chest and gunpowder, it creates a gunpowder barrel, which upon being ignited will explode and send any blocks in the blast radius flying through the air like gravel. Troll Glue can be applied to blocks, making them sticky and unified. If one block is pushed by a sticky piston, all of the ones connected with Troll Glue will move too.
I like the Ghoul, but there should be another thing to add to the difficulty: on Hard, the mobs appear 5 levels early (so you would encounter Ghouls immediately). On Hardcore, they appear 10 levels early (so you would get Ghouls and the next mob).
How would this work on Multiplayer, though, if there are multiple players rather than just one? And wouldn't it be easy to just get rid of your levels with death or enchanting to make the game easier? Good concept, but there are some flaws.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I like the Ghoul, but there should be another thing to add to the difficulty: on Hard, the mobs appear 5 levels early (so you would encounter Ghouls immediately). On Hardcore, they appear 10 levels early (so you would get Ghouls and the next mob).
How would this work on Multiplayer, though, if there are multiple players rather than just one? And wouldn't it be easy to just get rid of your levels with death or enchanting to make the game easier? Good concept, but there are some flaws.
You are correct.
I'll have to think about that for awhile.
For the death and enchanting thing, once you reach that level the mobs would remain forever.
Maybe for multiplayer, the mobs would be peaceful but invincible to players who haven't reached the required level? This wouldn't stop advanced players from giving newer ones loot, but again, what stops an advanced player from giving a newbie a dragon egg?
1) Levels are very arbitrary given that they aren't so much experience as they are magic. You can gain AND lose levelspoThis was explained in my reply above. Upon "unlocking" the mobs, they remain forever. This will be in the FAQ once the post is complete.
2) 5 levels is very easy to obtain. I can probably get up to level 30 in a single game day if I really try at it. This gives the player incentive to prepare before leveling up. The Ghoul and Troll may seem easy, but future mobs won't.
Answers in bold. Also, the Troll mob has been added to the first post.
Given that you get xp for mining and smelting, you'd level up while trying to prepare. Getting levels is just too easy. If it was going to get progressively harder, I'd suggest it do so over time, not levels.
"The game is too easy when you get Iron Armor! You're practically invincible!"
In some ways, this is true. Being blown up by a creeper doesn't Insta-kill you anymore, and unless you're being swarmed by Skeletons or more Creepers (Zombies are now super easy to kill) you can escape with all your loot still. It sort of takes the challenge out of Minecraft, you know?
My Idea fixes all of that.
What if new, harder mobs spawned once you got farther in the game? What if every couple of days a new mob is brought into the world fitting your current standpoint in the game? Would this bring back the challenge? I want your feedback to tell me. But enough of that now.
My idea makes it so that after a number of days have passed, a new harder mob begins to spawn. This might be only limited to hard difficulty or something. But it would also add new items to the game, encouraging you to play on Hard and Hardcore. But now, for the mobs.
5 Days: The Ghoul.
Day 5 usually puts the average player on the "Stone" tier, utilizing Stone tools and weapons. Generically this is a very short period of gameplay, but the addition of the Ghoul could make it longer.
The Ghoul has about the same health as a boat. This little pest, though weak and fragile, will creep up behind you as the sun sets, when it spawns. When it gets close enough, it will steal any rotten flesh, bones, stone tools or leather helmets you have before sprinting off into the night. They don't run far, so the chance of you finding the ghoul isn't exactly rare.
They spawn before other mobs so as to steal from you, making you unprepared for nightfall.
Upon killing a Ghoul it will drop anything it stole from you, plus some rotten flesh and bones. However, take warning; Other monsters such as Zombies and Skeletons could arm themselves with the loot if they are nearby, making them stronger and you still unprepared. Overall this mob would bring new tactics into the game, and could force you to keep an open eye. Perhaps as a warning, you could hear hissing sounds when a Ghoul is approaching.
When the player reaches level 10 the Ghoul will be able to scale walls higher than one block.
10 Days: The Troll
By day 10, the player should have advanced to the early iron stages, having crafted an iron pickaxe and sword. The Troll would give new incentive for players to expand their house as well as their inventory...
The Troll is a boulder-throwing mob, designed for attacking houses and castles. Their spawn rate will be about the same as an Enderman, and their health about 1/4th the times of an Enderman. Their primary attack is throwing boulders, which leave a large crater in any walls of a player's house. Though they don't destroy any blocks, they leave a dent and also give out a blast radius, which could easily knock half the health out of a player. If the player has cobblestone walls the boulder will be reflected, hitting the Troll. If the same troll hits the block three times it will leave the same dent as it did with wood.
Trolls spawn in daylight, but only on top of Extreme Hills. Everywhere else they spawn only at night. Wjen killing a Troll, you get Troll Snot, which, when smelted makes Troll Glue. If Troll Glue is crafted with a chest and gunpowder, it creates a gunpowder barrel, which upon being ignited will explode and send any blocks in the blast radius flying through the air like gravel. Troll Glue can be applied to blocks, making them sticky and unified. If one block is pushed by a sticky piston, all of the ones connected with Troll Glue will move too.
More to come soon.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
How would this work on Multiplayer, though, if there are multiple players rather than just one? And wouldn't it be easy to just get rid of your levels with death or enchanting to make the game easier? Good concept, but there are some flaws.
You are correct.
I'll have to think about that for awhile.
For the death and enchanting thing, once you reach that level the mobs would remain forever.
Maybe for multiplayer, the mobs would be peaceful but invincible to players who haven't reached the required level? This wouldn't stop advanced players from giving newer ones loot, but again, what stops an advanced player from giving a newbie a dragon egg?
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
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Retired Staff1) Levels are very arbitrary given that they aren't so much experience as they are magic. You can gain AND lose levels.
2) 5 levels is very easy to obtain. I can probably get up to level 30 in a single game day if I really try at it.
Answers in bold. Also, the Troll mob has been added to the first post.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
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Retired StaffNo support
I am ninja'd far too often.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill