There seems to be a recurring argument here concerning the difficulty of creepers. Some people think they're too hard while others think they're too easy.
This suggestion is a bunch of suggestions all related to rebalancing creepers to make them easier for the people who want them easier but harder for those who want them harder.
The first suggestion comes from me finding out that creepers used to explode upon death instead of when they got close to a player, in earlier versions of the game.
I suggest that creepers be changed back to exploding only on death for easy and medium modes, but with some modifications to the explosion power and the gunpowder drop rate.
The explosion should do twice the damage as the killing blow did, to any player at point-blank range. At the same time, the chance of gunpowder dropping should be very low if the player used a low-power weapon (say 5% chance if the player used fists) and the chance should be higher if the player used a high-power weapon (for example, 70% chance using an unenchanted diamond sword).
This leaves it up to the player. Use a low power weapon and take little damage but hardly ever get gunpowder, or use a high power weapon and have to repair armor often but get lots of gunpowder? The choice is up to the player.
Ranged weapons would stay the same and creepers would only explode upon ranged death if there was a player within damage range. Gunpowder drop rate would be the default (as it is now), for ranged death.
Blocks around the creeper explosion would be affected according to the explosion strength. For example, an explosion causing only 1 heart damage would either only affect a dirt or sand block the creeper was directly standing on or would have no effect at all.
Since you could lead creepers around without having them explode prematurely, you could control where the creeper explodes.
I'd expect Hard mode to stay the same as it is now, because creepers are more dangerous if they can sneak up behind you and explode without much warning.
I'm sure this idea could do with some adjusting but I'm throwing it out to see if anyone else likes it at least in principle?
For players just starting out with no armor and bare hands as weapons, they would take only one heart of damage from the creeper blast upon death (since bare hands cause half a heart damage), at the cost of almost never getting any gunpowder.
So, now you cannot prevent creepers from exploding unless you shoot them? Great, that would mean a LOT more explosion-holes for servers with the mob-griefing gamerule on. No support from me, unless you improve upon your suggestion somehow.
So, now you cannot prevent creepers from exploding unless you shoot them? Great, that would mean a LOT more explosion-holes for servers with the mob-griefing gamerule on. No support from me, unless you improve upon your suggestion somehow.
I see your point. I did an edit to the original post but I can see this continuing to be a point against my suggestion.
Wircea, you really need to stop using that picture in every thread that has an idea you disagree with. It's incredibly rude and only appropriate for crappy threads that had no effort put into them. This is not such a thread.
That said, I don't like this idea. It is far too open to exploitation, reduces Creepers to being a non-threat in most cases, and the switch back to explode-on-death for Creepers does not actually address the difficulty problem.
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This suggestion is a bunch of suggestions all related to rebalancing creepers to make them easier for the people who want them easier but harder for those who want them harder.
The first suggestion comes from me finding out that creepers used to explode upon death instead of when they got close to a player, in earlier versions of the game.
I suggest that creepers be changed back to exploding only on death for easy and medium modes, but with some modifications to the explosion power and the gunpowder drop rate.
The explosion should do twice the damage as the killing blow did, to any player at point-blank range. At the same time, the chance of gunpowder dropping should be very low if the player used a low-power weapon (say 5% chance if the player used fists) and the chance should be higher if the player used a high-power weapon (for example, 70% chance using an unenchanted diamond sword).
This leaves it up to the player. Use a low power weapon and take little damage but hardly ever get gunpowder, or use a high power weapon and have to repair armor often but get lots of gunpowder? The choice is up to the player.
Ranged weapons would stay the same and creepers would only explode upon ranged death if there was a player within damage range. Gunpowder drop rate would be the default (as it is now), for ranged death.
Blocks around the creeper explosion would be affected according to the explosion strength. For example, an explosion causing only 1 heart damage would either only affect a dirt or sand block the creeper was directly standing on or would have no effect at all.
Since you could lead creepers around without having them explode prematurely, you could control where the creeper explodes.
I'd expect Hard mode to stay the same as it is now, because creepers are more dangerous if they can sneak up behind you and explode without much warning.
I'm sure this idea could do with some adjusting but I'm throwing it out to see if anyone else likes it at least in principle?
Nope.
See the thread here.
That said, I don't like this idea. It is far too open to exploitation, reduces Creepers to being a non-threat in most cases, and the switch back to explode-on-death for Creepers does not actually address the difficulty problem.