The Meaning of Life, the Universe, and Everything.
Join Date:
7/2/2013
Posts:
61
Minecraft:
KingBumi
Member Details
Hardcore is easy, in my opinion. Avoiding death isn't hard, and neither is hard mode. I really don't believe hardcore is what it is meant to be. Maybe having the natural regeneration defaulted to off would make it a bit harder. Zombies that knock down doors faster, looking at pigmen make them angry. I don't know, just more insane things. I can make a list here:
-No natural regen
-Faster door breakdown
-Staring triggers pigman aggro
-Ender Dragon is always a two hit kill on you.
-Ender Dragon has a ranged attack.
-Skeletons have 100% accuracy. (so keep out of range :P)
-Torches burn out
-Spiders stay aggressive even in the day
-Fall damage is increased 1.5x
-The Wither always kills you in 5 hits. To balance this, it can't fly, and destroys blocks much less often.
-The Wither has 20% more health.
-Lightning has a higher chance to strike you or near you.
-Lightning has a higher chance to strike creepers.
-Lava is 10% faster
-You have less breath
-Drowning takes 1.5 hearts/drown damage
-Hunger wears down 1.5x faster
-Sprinting does not work at 6 hunger nuggets.
-Diamond is a little bit rarer, not much.
-Enchantments have a much less chance to give good ones.
Support: Mojang Hasn't worked too hard on hardcore mode for a very long time. They need more ideas other then horses and noises. This will enhance minecraft experience when a challenge hasn't been found for a very long time. You get 1 . Good luck
Rollback Post to RevisionRollBack
ALSO CHECK OUT HYBRID CRAFTAND SHIPPING CRAFT BY GeForce13
However, changing world gen itself (odds of diamonds) according to difficulty would not work well, especially on most multiplayer servers (i.e. where setting game difficulty to a specific value is NOT a requirement to play on the server).
I would also not implement most of these, only a few.
Staring at pigmen is a copy paste of staring at endermen, so: "meh!"
Replace that with breaking any ore block (quartz in vanilla, but lots of mods add ores to the nether) within close range (let's say, 12 blocks) of pigmen, will make those pigmen aggro.
What you are taking about seems more like ideas on making a "extreme" difficulty level, than for hardcore.
The difficulty in Hardcore isn't really about jacking up the difficulty to insane levels so that you constantly have short-term high amounts of difficulty. It is more about the long-term difficulty of actually NEVER dieing. Hardcore is good for speed runs and stuff like that, but come on, it's a really crappy choice for long-term games or the multiplayer servers. Odds are, you'll die once EVENTUALLY. Probably from a stoopid mistake that one evening you should have gone to sleep 4 hours before instead of continuing playing. And your entire months of playtime ruined in one go because of that hahahaaaa (crying not laughing). So "meh" yeah I wouldn't care one bit about removing hardcodre totally, and adding an "extreme" difficulty level instead. Where stuff you thought about could be implemented.
My favorites :
- When you die, all the stuff you carried despawns. So yeah, you could still die several times. But it would still suck big time when it happens.
- Falling damage is not (height minus 3) but is instead ( (height minus 1) but doubled ). So instead of taking 1 damage when falling 4 blocks, and dieing from a drop of 23 blocks, instead you'd take 1 damage from even a tiny 1.5 blocks drop, and die from a drop of 11 blocks. This would make pathing yourself more carefully a much higher priority. Just being knocked back in a fight into a 1 deep hole would cause 1 extra damage because mob knockback usually throws the player about half a block upwards.
- Cactus deal more damage.
- Fire Resistance potions are Fire RESISTANCE potions, meaning they help you RESIST some of the fire damage. Let's say 30% (60% for Rank II potions). They would not be fire IMMUNITY potions that make you totally immune.
- Water always loses against lava. Unless you use a water SOURCE block directly in a lava source block, then you don't get obsidian. Ergo, you only get 1 obsidian at a time and can't use the water bucket trick anymore to cross large swathes of lava - or walk high over lava lakes- completely safely.
- At extreme difficulty, once in a blue moon there are" red days". Creepers sometimes attack player placed blocks instead of the player. They have a really big pathing range when doing this, tending to attack all at once. Endermen build 2x2 wide pillars that actually are stairways going up to reach a player placed block, or dig a tunnel going toward underground player placed blocks, or add water to player-placed lava trenches, etc. They have a strong tendency to place blocks o form direct path that allow creepers to go target "valuable" blocks (chests, etc.). Combined with the creepers new role, this makes a dangerous combination, and no base would be safe.
- At extreme difficulty, falling sand/gravel do a more falling damage, and do NOT push you out of the way. You have to break the blocking blocks or die trying.
- Earthquakes. Very rare, but slightly less rare the deeper you go. Only shakes you and all mobs and floating items around a bit for a short time. But can be REALLY dangerous when standing really close to a ledge or lava (like, less than half a block). Since they occur suddenly and without warning, unless you constantly take care to stick as close as possible to ravine walls, odds are, you WILL die from an earthquake sooner or later. Or at least lose some valuable items. Also, during the earthquake sand and gravel spawned "floating yet unsupported" would tend to fall all at once.
Thus, the only safe base is protected with either unbreakable blocks, or SEVERAL defense walls, with either the player frequently chgecking for damage and repairing it, or with a redstone mechanism to monitor the '"integrity" of the base and put up a "base damaged" warning someplace the player is often.
The only most important point really is lowering down the natural regen a LOT. If regeneration speed was reduced to 1 hit point per minute (instead of every few seconds), it would definitely force players to play super good instead of going "less rush into all the mobs like superman!". Each hit point would count.
All of those ideas are really taking things overboard. The non-changeable difficulty and one life is more than enough. Seriously, a lot of those are so overpowered that it burns.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
It's hardcore mode, not "IMPOSSIBRU!" mode. Just no natural regen on its own is too much. No natural regen means all your health loss stays until you obtain a brewing stand, which would be never just due to the sheer difficulty.
All of those ideas are really taking things overboard. The non-changeable difficulty and one life is more than enough. Seriously, a lot of those are so overpowered that it burns.
Rollback Post to RevisionRollBack
We are the universe. We are everything you think isn't you.
All of those ideas are really taking things overboard. The non-changeable difficulty and one life is more than enough. Seriously, a lot of those are so overpowered that it burns.
This is my summed up opinion about this.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-No natural regen
-Faster door breakdown
-Staring triggers pigman aggro
-Ender Dragon is always a two hit kill on you.
-Ender Dragon has a ranged attack.
-Skeletons have 100% accuracy. (so keep out of range :P)
-Torches burn out
-Spiders stay aggressive even in the day
-Fall damage is increased 1.5x
-The Wither always kills you in 5 hits. To balance this, it can't fly, and destroys blocks much less often.
-The Wither has 20% more health.
-Lightning has a higher chance to strike you or near you.
-Lightning has a higher chance to strike creepers.
-Lava is 10% faster
-You have less breath
-Drowning takes 1.5 hearts/drown damage
-Hunger wears down 1.5x faster
-Sprinting does not work at 6 hunger nuggets.
-Diamond is a little bit rarer, not much.
-Enchantments have a much less chance to give good ones.
Support
ALSO CHECK OUT HYBRID CRAFTAND SHIPPING CRAFT BY GeForce13
However, changing world gen itself (odds of diamonds) according to difficulty would not work well, especially on most multiplayer servers (i.e. where setting game difficulty to a specific value is NOT a requirement to play on the server).
I would also not implement most of these, only a few.
Staring at pigmen is a copy paste of staring at endermen, so: "meh!"
Replace that with breaking any ore block (quartz in vanilla, but lots of mods add ores to the nether) within close range (let's say, 12 blocks) of pigmen, will make those pigmen aggro.
What you are taking about seems more like ideas on making a "extreme" difficulty level, than for hardcore.
The difficulty in Hardcore isn't really about jacking up the difficulty to insane levels so that you constantly have short-term high amounts of difficulty. It is more about the long-term difficulty of actually NEVER dieing. Hardcore is good for speed runs and stuff like that, but come on, it's a really crappy choice for long-term games or the multiplayer servers. Odds are, you'll die once EVENTUALLY. Probably from a stoopid mistake that one evening you should have gone to sleep 4 hours before instead of continuing playing. And your entire months of playtime ruined in one go because of that hahahaaaa (crying not laughing). So "meh" yeah I wouldn't care one bit about removing hardcodre totally, and adding an "extreme" difficulty level instead. Where stuff you thought about could be implemented.
My favorites :
- When you die, all the stuff you carried despawns. So yeah, you could still die several times. But it would still suck big time when it happens.
- Falling damage is not (height minus 3) but is instead ( (height minus 1) but doubled ). So instead of taking 1 damage when falling 4 blocks, and dieing from a drop of 23 blocks, instead you'd take 1 damage from even a tiny 1.5 blocks drop, and die from a drop of 11 blocks. This would make pathing yourself more carefully a much higher priority. Just being knocked back in a fight into a 1 deep hole would cause 1 extra damage because mob knockback usually throws the player about half a block upwards.
- Cactus deal more damage.
- Fire Resistance potions are Fire RESISTANCE potions, meaning they help you RESIST some of the fire damage. Let's say 30% (60% for Rank II potions). They would not be fire IMMUNITY potions that make you totally immune.
- Water always loses against lava. Unless you use a water SOURCE block directly in a lava source block, then you don't get obsidian. Ergo, you only get 1 obsidian at a time and can't use the water bucket trick anymore to cross large swathes of lava - or walk high over lava lakes- completely safely.
- At extreme difficulty, once in a blue moon there are" red days". Creepers sometimes attack player placed blocks instead of the player. They have a really big pathing range when doing this, tending to attack all at once. Endermen build 2x2 wide pillars that actually are stairways going up to reach a player placed block, or dig a tunnel going toward underground player placed blocks, or add water to player-placed lava trenches, etc. They have a strong tendency to place blocks o form direct path that allow creepers to go target "valuable" blocks (chests, etc.). Combined with the creepers new role, this makes a dangerous combination, and no base would be safe.
- At extreme difficulty, falling sand/gravel do a more falling damage, and do NOT push you out of the way. You have to break the blocking blocks or die trying.
- Earthquakes. Very rare, but slightly less rare the deeper you go. Only shakes you and all mobs and floating items around a bit for a short time. But can be REALLY dangerous when standing really close to a ledge or lava (like, less than half a block). Since they occur suddenly and without warning, unless you constantly take care to stick as close as possible to ravine walls, odds are, you WILL die from an earthquake sooner or later. Or at least lose some valuable items. Also, during the earthquake sand and gravel spawned "floating yet unsupported" would tend to fall all at once.
Thus, the only safe base is protected with either unbreakable blocks, or SEVERAL defense walls, with either the player frequently chgecking for damage and repairing it, or with a redstone mechanism to monitor the '"integrity" of the base and put up a "base damaged" warning someplace the player is often.
The only most important point really is lowering down the natural regen a LOT. If regeneration speed was reduced to 1 hit point per minute (instead of every few seconds), it would definitely force players to play super good instead of going "less rush into all the mobs like superman!". Each hit point would count.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThis is my summed up opinion about this.