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    posted a message on Reflection Dimension

    The Reflection Dimension
    This is a dimension that comes after the End. It hints about itself through the game, and contains a boss that is like no other.

    First off, we need a fundamental piece of the puzzle. In order to have a reflection, you have to have a mirror. (Or in some cases, still water, but thatss not as feasible in Minecraft.)
    To craft a Mirror, you place two panes of glass next to two iron ingots. This creates 4 Mirrors.
    Mirrors can be placed on the sides of a block. Mirrors placed next to each other will join seamlessly. Mirrors placed on a corner won’t join.
    You can see your reflection in the mirror. Everything is visible, just as it should be in a mirror.
    What is really happening is that the mirror is showing you a small scene from the “Reflection Dimension” I don’t know whether it would be easier to simply program a reflection into the game, or whether it would be better to use the “euclidean rendering”, as Angel called it before, where you can see a small slice of the other dimension. It would either have to be programmed in, or there would have to be multiple dimensions to look through, because each reflection is based off of where the mirror is. That is probably the most complicated part.
    There is no way to cross the mirror at the moment, so it can only be used for a few things. A reflection, like a decoration, or to see around corners with no danger to yourself. A Mirror will also create a light level that is +2 whatever light level is shining on it. (So you could technically make a really bright light by placing lots of mirrors close together. But it caps at light level 15.)

    Occasionally, when staring in a mirror for long enough, a dark shadow will flit across it, for no apparent reason.

    The only way to get to the Reflection Dimension is by walking through a mirror. But how do you do that?

    To gain the ability to walk through a mirror, you have to have both a beacon and a Dragon Egg. Shining the light of a beacon through a Dragons Egg will make the beacon turn purple, and emit particles that look a lot like Dragons Breath. Walking through this beacon light will do two things. It will give you a permanent buff, Level I of whatever the beacon is emitting at the moment. The buff will stay with you for whatever distance you go, but will disappear when given another buff, or drinking milk. (It will not disappear when given a de-buff).
    The second effect is that it will make your reflection disappear. Or, rather, it will make one unified Reflection Dimension, based on where the beacon is. So now you can walk through mirrors.
    Walking through the beam again will remove the ability to walk through mirrors.

    The Reflection is exactly opposite of the Overworld. Any blocks placed will affect both worlds. So if there is an emerald block to the east of the beacon in the Overworld, in the Reflection dimension it will be to the west.
    There is no sun or moon or stars in the Reflection, so the world is dark, save for the light of the Mirrors and other block light sources.

    In the Reflection, everything is mostly the same, (aside from the reversal). There are a few notable differences though.
    Most mobs are attracted to light. Cows and Sheep and such will attempt to get close to it. Zombies and Skeletons will also try and get close to it, but not at the risk to their lives, ad if they see a player, they will attack them instead.
    Endermen are no longer threatened by sight. Instead, they become hostile when they see a light source greater than 7, or when a player holds a light source block.
    Compasses will point to the beacon.
    Clocks will tell the time in the normal Overworld.
    1000 blocks away from the beacon central, light sources will start to give off less and less light, one light level for every 100 blocks traveled. So a torch that provides, say, 10 light levels normally, will only shine 5 light levels at 1500 blocks away. The lowest it can go is 1 light level, so it will never be completely dark.
    The Render Fog also starts creeping closer, moving in gradually until it is only 20 blocks away.
    After 2000 blocks away, a dark shape will start flitting around on the outer edge of the fog. Turning towards the shape will cause it to disappear, and it will always remain on the edge of your vision.
    If you keep going, the fog will close in even more, until it is all around you and you can only see the very block you are standing on. After that, it doesn't matter which way you move, as it will not clear. Continuing your journey, the fog will suddenly open up, and you will find yourself in an open area, someplace that you have never seen in your world.

    Shadow Battle:
    You are in the middle of a flat area, made of stone bricks and surrounded by a coarse dirt plain. Around the Stone Pedestal, random brick spires shoot up from the ground.
    On the other side of the pedestal, a player stands. They look just like you, except with a dark overlay, causing them to look like a shadow.
    There is no drama, no announcement. The Shadow simply attacks you.
    Around the arena, the fog remains, and will deal knockback and damage if you attempt to enter it.
    There are multiple traps, triggered by Pressure Plates and tripwires, around the Pedestal, hidden among the spires.

    The Shadow:
    In the moments before he attacks, the Shadow puts on armor (which is also darker than normal).
    The Armor is the same tier as the maximum that you have ever worn, so probably diamond, unless you managed to defeat the Dragon and the Wither with Iron armor. It is enchanted with the same amount of enchantments as yours, but theirs are randomized.
    The same thing happens with a sword and a bow. Both are given equal enchantments to yours.

    There are a few ways the Shadow can attack.
    Bow and Arrows
    Sword
    Axe
    Potions
    TNT
    Lava

    The game, as you go along, will count up the different ways you kill mobs, and then put them all into a big percentage, to find out what weapons you use most. Lets say you really like bows, so you use them often. You also like the mass devastation caused by TNT, so you use that too. For a melee weapon, you use a sword most, and an axe only occasionally.
    So maybe it counts up to this.
    Bow 35%
    Sword 20%
    Axe 10%
    Potions 4%
    TNT 30%
    Lava 1%

    The Shadow will use that percentage to decide how it attacks. It varies between different attacks, keeping the Player on their cubic toes.
    It will only use a bow if you are 7 blocks away or more.
    If it decides to use a melee weapon, it will charge forward to attack you.
    If you are using a shield, it increases the chance to use an axe by 10%
    It will occasionally throw a potion at you. (The same percentage thing decides what potion, as well)
    When it uses TNT, it will place the TNT and then light it quickly, then back up a few paces. If you keep chasing it, it will attempt to hit you backwards into the TNT.
    If it uses a lava bucket, it will attempt to place it in front of you. It can only use lava again after it has retrieved the lava.

    There are a few things the Shadow will use no matter what.
    Health/Regen Potions: Splash or not, it will use them to regen. It only has a few before it needs to pause and "refill".
    Enderpearls: If the Shadow starts getting really low on health, it will attempt to teleport away. This will never kill it.
    It will also use enderpearls if you are too close and it wants to use a bow.
    If you get above it, it will attempt to shoot you down with a bow.
    If you get below it, it will use TNT.
    The Shadow has a pickaxe, axe and shovel, (same requirements as the weapons and armor to decide enchantments) and it CAN break blocks.



    Defeating the Shadow will clear the fog around the whole world, and the pedestal will slowly disintegrate, dropping you onto the blocks just below. Light source blocks will act just like normal, without the distance dimming them.
    The Shadow will drop a Player Head, which looks just like yours, but darkened. He will also drop one random piece of armor, weapon, or tool, enchantments and all.

    .....
    Yep!
    Tell me what you think!
    What could be better, what needs to be changed, any potential problems, ect. Thanks!

    Posted in: Suggestions
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    posted a message on The Valley of Giants

    That sounds like a great idea! Lemme add some of all this....

    Posted in: Suggestions
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    posted a message on The Valley of Giants

    :P Ah well. I suppose there would have to be a way to avoid abusing the fact that it couldn't reach you there. Perhaps it could "stomp" or something, which would make a small crater and do large damage to anything to close. It is going to take some reworking if it has a chance of working, so thanks fr that idea :D
    Sorry about the "morbidity" there :/ I figured it wasn't any worse than fighting off these empty eyes in every zombie around. And skeleton. :P I wan't sure how that would have been taken.
    No the mobs that spawn are not giant. They simply have more health and give a few more drops.

    Posted in: Suggestions
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    posted a message on The Valley of Giants

    The Valley of the Giants is a new, Uber-rare biome.
    From a distance, it appears as a mountain range. This can be anywhere, so it could be in the middle of a barren desert, looming above a forest, or in the middle of the ocean, an island of its own.

    But getting closer, you can see treetops poking over the tops of the mountains! Once you have climbed a peak, you will be treated to a view of a large valley, surrounded by these mountains.

    Everything seems normal... except when you get closer, you see that the trees are ENOURMOUS! The spruce trees that fill the valley are 4x4, and twice as tall as Mega spruce trees.

    Exploring further, the trees uncover ancient ruins, giant buildings that are crumbling to dust. They are enormous, with stone and brick walls and broken glass windows and rotting doors. Not much is left in these ruins, but the shadows and crevices of the giant walls provide perfect spawning grounds for hostile mobs.

    Pigs, Cows, Sheep and Chickens all spawn in this giant forest. Any mobs that spawn in this Valley have two extra hearts of health, and drop 25% more loot than normal.

    To the side of one of the ruined buildings is a large mound made of coarse dirt, with a giant slab of stone at the end, crumbling at the edges. The stone says "R.I.P".
    If lighting strikes this mound of dirt, it will be destroyed, and a Giant Zombie will spawn.

    GIANT ZOMBIE:

    Health:
    50 hearts (100 health)

    Behavior:
    The Giant will attack any passive mobs it can get to, and "Eat" their drops. All meats heal it for 5 health, but only raw.
    If the Giant sees a player (within 100 blocks) the Giant will attack the player. It can jump 5 blocks high, and if it runs into any trees, the tree will be destroyed.
    To attack, the giant leans forward and tries to hit you with its large hands.
    If the Giant manages to hit you, one of two things will happen. You will take 5 damage and tons of knockback, or you will be picked up. If you are picked up, you take 2 damage every few seconds. You can hit the giants hand to escape (you must deal ten damage to the giant for it to drop you) or the giant will throw you after 15 seconds.
    The Giant will occasionally pause for a moment, and then stomp his foot, which breaks a few blocks around it, creates a small shockwave that throws back mobs and players, and causes a wave of zombies to spawn. There will be at least twenty zombies per wave.
    The Giant takes half damage from projectiles.

    Drops:
    Killing the Giant will drop a Giant Head and 70,000 EXP, which is almost 2x2 blocks when placed.

    The Giant head can be used for a few things.
    While it is much to big to use as a hat, it is a very effective trophy. And it scares away any zombies that can see it, so you will never have a zombie problem again.
    It cannot be pushed with a Piston.

    Tell me what you think!
    I've always wanted a truly GIANT biome, and I've hoped that the Giant would get implemented eventually. This seemed like a good way to get both :D

    Posted in: Suggestions
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    posted a message on Minecraft Increase in Difficulty with Experience Level
    Quote from Kholdstare»

    No no, I meant like, they gained complexity over time or however it was determined.
    Maybe not even changing the mobs, but simple making new mobs that look like the other mobs but do different things. So after a certain amount of time or whatever, a new type of zombie would be able to press buttons or something. So a little more strategy is used.
    Posted in: Suggestions
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    posted a message on New Mob - Raccoon

    Well, because it makes no sense for a raccoon to turn into a pig when it dies :/ They are totally different animals, why your you get a piece of pork from a raccoon?

    Posted in: Suggestions
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    posted a message on Minecraft Increase in Difficulty with Experience Level
    Quote from Kholdstare»

    Very counterintuitive; enchanting anything will drastically increase the levels of mobs. Enchanting much more than a single item will result in vastly increased power for mobs, which will offset the gains from enchanting items. Just so you know, in case you didn't happen to see it, the mobs aren't all guaranteed wearing all these epic armors with enchantments. All of them start at a 5% chance, and then each piece of armor or enchantment reduces the chance of another. So they will almost never spawn as "god mobs"


    Take, for example, a player with a full set of Protection IV Unbreaking III armor and a Sharpness V Unbreaking III sword. We're looking at 223 levels here, meaning players will be primarily fighting mobs with top-notch gear that might possibly be able to counter the player's absurd gear. And, if you're carrying over 27 levels (which you probably will be) you
    end up fighting the absolute strongest mobs the system can offer. Meanwhile, if you remove all the enchantments, the player just has to fight common, ineffective trash mobs.
    Well, 223 levels should give you a mob with something like... Diamond leggings, Iron boots, and a Chain chestplate (though thats random) And then each piece of armor should have about two enchantments, and not the best enchantments either.
    I do kinda see what you mean though.


    Even then this isn't very effective in increasing difficulty; players are still dealing with standard mobs, just with ludicrously high stats. There's nothing different in fighting them, unless you get a bow-zombie (which, assuming you give them the ability to shoot arrows as well, is basically a skeleton with worse AI). Anyone with a modicum of experience will experience little additional difficulty in fighting mobs, they'll just find minimal differences between diamond and enchanted diamond.


    Not to mention that this causes issues with multiplayer; even with a gradient as Badprenup suggests, it's very easy for a newbie to accidentally wander into an area where uber-mobs have already spawned and get murdered by a mob with godly gear (OR, if they cheese the mobs, manage to loot some godly gear from those mobs and skip a good portion of the game's progression).


    Don't make a mob's power relative to the player's power. This just makes the game's progression arbitrary, as no matter what you do mobs will match your power. You could play through the game with unenchanted gear (aside from enchanted tools which if carried sparingly would provide benefit without doing anything noticeable to difficulty) just as easily as if you did it while going for enchants; needless to say it's not a good thing.


    If you want to address the game's difficulty, don't try to put a band-aid on the problem like this; actually address the specific causes of the game's low difficulty. You have it correct that much of the game's difficulty stems from a lack of progression from mobs; specifically, there are no midgame or endgame threats. So, instead of trying to rubberband some clearly early-game mobs to fit every niche of difficulty (while failing to fill all of them)... just implement midgame and endgame threats to midgame and endgame areas? It's fine for the surface to be a cakewalk, but caves and especially the Nether and the End have no excuse for being easier than the starting area.
    :) That makes a lot of sense. It just seems that everyone stays at the beginning even once they have all that stuff. I like the idea of having to learn a couple more strategies than just "hit hit hit." I considered making it so that the Mobs AI changed a little, allowing them to do more, but a couple recent posts saying something sorta like that were pushed down cause "Mob AI is way too hard to change."
    I might change that up instead.


    Emphasis on the rubberbanding of early-game mobs. What we have right now are decently-designed earlygame threats but they have nowhere near the complexity or variety to fill the roles of anything but earlygame threats. Don't try to force them to be something they aren't.
    Would it work if they WERE given the complexity? Or maybe instead of changing their AI's creating totally new mobs that only spawn later..... Hmmm...


    Overall, the main point, I suppose, was that the Overworld doesn't provide challenges after you've gotten strong enough. Although I liked the idea of special Armored mobs spawning more often, that part can get changed. And it probably IS a better idea to create 'new' mobs (say a zombie that spawns with an axe and can break certain wooden blocks) so instead of the mobs increasing in strength, they increase in intelligence, so you have to learn new strategies.
    Is the problem with EXP? A couple people have brought up points where you can simply forgo them and do something else (even though that doesn't seem like the point...). Perhaps a different way of determining how strong the player has become? Or even just over time, so people can be ready for these new mobs that spawn. Hm.
    Posted in: Suggestions
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    posted a message on Minecraft Increase in Difficulty with Experience Level

    Quote from Badprenupnext

    You are correct how it works, that mobs spawn within a certain area around the player. That would be fine if the players are far away from each other, in their own chunks. But when their loaded chunks overlap it is an issue.

    What it could do is do like a gradient between two players in the same area. If player X (level 50) is at 0,0 and player Y (level 0) is at 0, 100, mobs close to the players are near their respective levels, but ones between the players (like at 0,50) would average the levels based on where they are between the two players (from weaker player to stronger player.

    So 0,50 is 50% between the two players, and their level difference is 50, so you take the level difference times the percent. So 50*.5=25. So the mobs at 0,50 would be at level 25. If the mobs appeared at 0,25 they are 75% of the way from the weak player to the strong player, so 50*.75= level 37.5 mobs at that location.

    The idea has some promise but needs tweaking. I kind of want to make a mob level "heat map" for the idea. If I remember when I get home I will.

    That seems about right (Though the math takes a little work to understand) I don't want one player to be flooding the other player with overpowered mobs.


    Quote from Unclevertitlenext


    I'm not really sure about this one.


    I wear armor to get an edge over mobs, increasing my chances of surviving combat. I enchant armor to further increase that edge.


    If wearing enchanted armor increases mob difficulty then why would I wear that armor in the first place? In that case it almost seems better to stick without it such armor and only use armor with certain utility enchantments (like depth strider) when necessary. But if I'm only wearing enchanted armor temporarily then I may as well forgo the enchantments most of the time and just stick with potions.

    I guess my reply to this is that, once you have full enchanted diamond armor, are any of the mobs actually a challenge anymore? Is the game really "Survival Mode" once nothing can kill you? I suppose you could stay at a lower level if you really wanted to keep the mobs sorta manageable, but it seems rather... unfulfilling. I thought the goal was to grow and gain and overcome new challenges. :/
    Besides, the highest you can get is if you have fully enchanted all tools, weapons, and sword and bow is around 350. (Disclaimer: educated guess) If you remove four of those objects, (tools) it cuts it down about 1/3 of the way.
    And since every time you get another piece of armor or an Enchant, it cuts down the chances to get another one, so Full Diamond will be incredibly rare, even with the other enchanted tools in your inventory.


    The only remaining issue I have to deal with then is the general accumulation of xp, making it necessary for me to spend that xp on garbage enchantments on a regular basis to keep mob difficulty down. XP becomes a negative. Managing xp levels through enchanting becomes a chore not unlike dealing with hunger.
    Well the enchantments count as XP too. But the only thing that counts is the enchants in your inventory. So you can leave all your awesome, extra bows at home.


    Then there's the positive feedback of monster drops to consider. This would be especially problematic in with xp farms. More mobs spawning with armor and weapons increases the chance of obtaining some of those items via drops. As a player's xp level racks up mobs give better and better drops, eventually a fully deckout out player an afk and rake in multiple full sets of enchanted diamond armor.
    Hmmm...
    This could be fixed by making Mobs only drop armor when killed by a player (which they might already do). That way, grinding like that could be deadly, so you gotta be careful.


    Naturally this is all affected by balance. Maybe there is a way to effectively balance the benefits curve of enchantments vs the costs curve. I don't know. I just don't know if xp is the proper thing to base this dynamic difficulty off of.
    What else? It just seems like the perfect thing. Its even CALLED experience! :P


    Maybe the difficulty should be based instead more on a comparison of damage taken vs damage dealt over time.

    That would be interesting. It would have to reset on death though. And if you fell often it might skew it a little.

    In this way armor is just as important as player skill. An armorless pro might even face tougher mobs then a fully armored noob.

    Works with XP too. Mining gives EXP as well, so if thats all you do, you will have enough EXP to spawn some bad baddies.

    The game also would have a "heart" in a sense. It can see if a player has been dying an awful lot lately and only spawn armorless monsters when in their range, conversely if the player has managed to avoid being damaged by any mob in several game days while also managing to kill hundreds of mobs the game will know that it's dealing with a pro player who can handle the worst mobs it can send at them.
    That kinda makes sense. I just think EXP works in a lot of the same way :/


    Quote from Angeltxilon >>

    I also like the idea of make difficulty more big with more advance in the game, but this increase should be little and external (ie, should not affect to damage or hunger of player).

    This need a little more processing and improvement...


    For example:

    Mobs could suffer a more slow difficulty increase between the player is more advanced (ie, the difficult increase by xp level could be more little to more level), in other mode obtain "more strong enchanted things" is useless.

    The problem of multiplayer is present yet...

    Hmm. Interesting. This is a pretty slow system, in my mind, at least. More armor chances still means there is only a small chance.

    I hope that tags all you... I had to copy/paste some stuff

    Posted in: Suggestions
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    posted a message on New Mob - Raccoon
    Quote from NikoGamer15»

    Raccoons:

    So I think more passive mobs should be in minecraft that are calm unless hit. The only mobs that are angry when hit are spiders and wolfs. I think raccoons would be a annoying but cool rodent. This will have 4.5 health and will do 1 heart of damage. There spawnrate is 1/20 in each chunk and there will be 2-4 raccoons in a pack (Thanks to mods I know this). It won't be to rare but not too common.
    OK, Interesting. I like the idea of more Passive/Aggressive mobs.


    Drops


    The drops will be:

    Flowers: 1/5 Hmmm.... Why do they have flowers?

    Raw Porkchop: 1/2 Wait what. Why does a raccoon drop a porkchop?


    Skills


    Runs Quick

    Eat Plants

    Wolfs Attack Them Smart


    Spawn

    They spawn in:

    Plains 1/15

    Forest 1/10

    Taiga 1/20



    Overall, I'm thinking there could be a few additions. Maybe an occasional chance of a Raccoon Tail Hat? Maybe they steal chickens in the night? They should probably only spawn at night.
    Posted in: Suggestions
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    posted a message on Minecraft Increase in Difficulty with Experience Level

    Ooh thats a good point.
    Well, I'm assuming that mobs spawn near (but not too near!) players automatically, almost like a zombie siege. I think thats how it already is, somewhat. The Mobs that spawn close to a player spawn according to that nearest players EXP.
    Or we could do the average of all the players in the world, but that ones seems a bit rough around the edges.

    Posted in: Suggestions
  • 2

    posted a message on Minecraft Increase in Difficulty with Experience Level

    I know you've seen them.
    You've probably commented on them.
    You almost for sure have your own thoughts on it.
    "Minecraft is too easy."
    "We need to make it harder."
    "It gets boring."
    And the inevitable replies.
    "What about the noobs?"
    "How will your survive the first day?"
    "Thats way too much."

    See, the issue is that in the beginning, zombies and skeletons and such are an actual credible threat. You can die from them, whether you are a noob or a pro. (Though the chances of a pro falling prey to a zombie is smaller)
    But then, in the endgame, when you have enchanted diamond armor and legendary weapons and potions and, hay, maybe even a flight suit... A zombie is literally nothing. No problem. Who cares? An undead monster just punched me in the back? Really? I barely even felt it. Lets see what he thinks of my sword... that is literally made of diamonds and filled with magic enough to one shot the poor lifeless creature.

    There is a RADICAL change between the endgame and the beginning. And everyone either wants to fix it or keep it the same. The problem is that when you increase how strong the monsters are, it affects the whole game, both the beginning and then end, so it could make it almost impossible to survive in the beginning.

    Sooooo.
    The Solution should be fairly obvious. The mobs should change strength depending on how strong you are.
    It will not be based on how long you have been playing. What do you do when you die, and you are left playing against a ton of uber-strong monsters? Punch them?
    It is not based on the amount of diamond you have mined. Again, what do you do when you die, leaving chests full of diamonds to cause those strong monsters to spawn?
    It will not be based on your achievements. Those are too easily avoided or forgotten, making the world much to easy for your level.

    It will be based on Experience. Not just your current level, but how much you are wearing on your body in enchanted armor, how much you are holding in bows and swords.
    Enchantments have a specific level of EXP that they are recorded as.

    Enchantment Levels:
    Protection: 10 levels. 5 more for each level up. (Protection II is recorded as 15 levels, for example)
    Fire Protection: 7 levels. 4 more for each level up.
    Feather Falling: 7 levels. 4 more for each level up.
    Blast Protection: 7 levels. 4 more for each level up.
    Projectile Protection: 7 levels. 4 more for each level up.
    Respiration: 5 levels. 3 more for each level up.
    Aqua Affinity: 5 levels.
    Thorns: 12 levels. 7 more for each level up.
    Depth Strider: 7 levels. 4 more for each level up.
    Frost Walker: 7 levels. 4 more for each level up.
    Sharpness: 15 levels. 7 more for each level up.
    Smite: 7 levels. 4 more for each level up.
    Bane of Arthropods: 7 levels. 4 more for each level up.
    Knockback: 10 levels. 5 more for each level up.
    Fire Aspect: 12 levels. 7 more for each level up.
    Looting: 10 levels. 5 more for each level up.
    Efficiency: 5 levels. 2 more for each level up.
    Silk Touch: 7 levels.
    Unbreaking: 10 levels. 5 more for each level up.
    Fortune: 10 levels. 5 more for each level up.
    Power: 10 levels. 5 more for each level up.
    Punch: 10 levels. 5 more for each level up.
    Flame: 12 levels.
    Infinity: 12 levels.
    Luck of the Sea: 3 levels. 3 more for each level up.
    Lure: 3 levels. 3 more for each level up.
    Mending: 12 levels.



    Monster Levels:
    Let me explain how the mobs will become harder.

    Most mobs will not become physically stronger. Instead, they will have a larger change of spawning with special armor, weapons and enchants.
    It randomly selects an armor piece to start with, then tries to enchant that armor. It randomly selects an enchantment. If it fails, it moves on to a lower version of the same enchantment. After it succeeds, it tries to see if it can have another enchantment. After it finishes with that armor, it moves on to the next piece of armor.
    After it finishes calculating armor and enchants, it moves on to weapons.
    Mutually exclusive Enchants remain mutually exclusive.
    When the armor, weapons and enchantments start spawning, they have a 5% chance of happening.
    Every level increases the chance by 1%, capping at 80%
    Having one object or enchant reduces the chance of getting another by 10%.

    There will always be a 5% chance of the object or enchant spawning, leaving a small chance of an incredibly overpowered mob.
    Extra levels of enchants will reduce the chance of another object or enchant by 20% instead of 10%.
    Zombies have a chance to get a Bow at level 50. This chance caps at 25%

    Extra stuff will start spawning at EXP level 5.
    Level 5 Leather Boots, Leather Hats.
    Level 7 Leather Tunic, Leather Pants, Feather Falling I
    Level 10 Gold Boots, Gold Hats. Projectile Protection I
    Level 13 Gold Leggings, Gold Chestplates, Wooden Swords.
    Level 15 Power I, Knockback I
    Level 18 Feather Falling II, Fire Protection I, Projectile Protection II
    Level 20 Chain Boots, Chain Helmets, Golden Swords. Two Enchantments.
    Level 25 Chain Chestplates, Chain Leggings, Protection I, Punch I
    Level 30 Iron Swords, Blast Protection I, Projectile Protection III, Power II
    Level 35 Fire Protection II, Feather Falling, III Sharpness I,
    Level 40 Iron Boots, Iron Chestplates, Protection II, Knockback II
    Level 50 Iron Leggings, Iron Chestplates, Fire Protection II, 3 Enchantments

    Level 60 Blast Protection II, Projectile Protection IV, Punch II
    Level 70 Blast Protection III, Sharpness II, Power III
    Level 80 Protection III, Fire Protection III, Fire Aspect I
    Level 100 Fire Protection IV Blast Protection IV, 4 Enchantments.
    Level 120 Protection IV, Thorns I, Sharpness III
    Level 140 Diamond Boots, Diamond Helmets, Diamond Leggings, Power IV
    Level 160 Diamond Chestplates, Thorns II, Sharpness IV
    Level 180 Diamond Swords, Fire Aspect II, Flame I
    Level 200 Thorns III, Sharpness V, Power V
    Level 250 5 Enchantments.

    So let me give you an example:
    You are level 30. A zombie spawns.
    First, it calculates the armor. It has a 10% chance to have a Chain Chestplate. It fails. There is a 21% chance to get a Gold chestplate. This time it succeeds. Now it tries to enchant that armor. It selects Projectile Protection. It has a 5% chance to get Projectile Protection III. It fails. It moves on to Projectile Protection II.
    And so on.
    It ends up with a Gold Chestplate, a Leather Hat, and a Wooden Sword enchanted with Knockback.
    Tada!
    Tell me if you followed that :/
    Ask questions if you are confused! I tried to make it understandable, but sometimes it needs a little clarification. This is the first time I have ever tried to make such a detailed game mechanic, and I hope I did the math right.
    Thank you for reading! Tell me what you think and what might make it better!

    Posted in: Suggestions
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    posted a message on Sprinting/Jumping/Skipping?
    Quote from Bakedtoast»

    We have a problem here. A real bad problem. It's another arrogant player that thinks they know what everyone else in Minecraft wants. A player who decides that just because they think something looks unusual, that it should be removed just to spoil everyone else's fun.




    I'm assuming all the extra talk about how it looks it mostly just a strange joke. At least, AThing thinks you are the kind of person to make that kind of a joke.
    But this is the only part of your comment I am going to reply to.
    Yes, I think that Sprint Jumping looks ridiculous. But thats not why I want it changed. If I wanted a game that looked amazing and realistic, I would play something other than Minecraft.
    I want it changed because right now, Sprint Jumping is THE way to get around, totally undermining normal sprinting. I want it changed because I want more than one strategy. My main issue with Minecraft right now OVERALL is that its a one track, do-this-to-win game. There are very limited strategy options.
    I want Sprinting to have a different purpose than sprint-jumping.
    Just like I said right here, at the beginning of my post.

    Quote from BookWyrm17»

    Sprinting should be the exclusive way to move fast (at the expense of your poor depleted hungerbar, of course), while jumping is used to cross gaps and attack from a vantage point, and deal more damage (critical hits).




    Sprinting should be fast. Jumping should be powerful.
    That is why I want it changed.
    Yes, all the other factors, how it looks, if it makes sense, they all played a part. But that sentence is the main point of my point. IF you have an issue with the basis of my post, quote that line there.
    I'm going to start highlighting the main idea in my posts :/. Lots of people seem to focus on these little things all the time. Which is probably partly my fault. I'm going to make a habit of underlining the main point.

    Posted in: Suggestions
  • 0

    posted a message on Sprinting/Jumping/Skipping?

    Hmm. I mostly just know that I seem to catch up to people when I am Sprint-Jumping and they are not, and vice versa. However it is, the difference is not enough to stop people from doing it :/

    Posted in: Suggestions
  • 0

    posted a message on Sprinting/Jumping/Skipping?

    Soooo... I like to post ideas on here. But how often do they actually get accepted?
    How do you know? Why when where and how?
    ........
    Just wondering.

    Posted in: Suggestions
  • 0

    posted a message on Sprinting/Jumping/Skipping?

    oooh BBcode! The editing multiquote never worked for me, so that seems a lot easier. Thanks! :D

    Posted in: Suggestions
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