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    posted a message on We need (The Survival Update)
    Quote from eiche_brutal»

    I'm going to contradict myself but however:

    First of all, if you don't lock your game difficulty you don't even need a bed. (singleplayer ofc)


    If gathering whool requires sheering instead of killing + mining beds requires silktouch you can't run around with the same bed.


    If you break down the bed into 2 wool and sticks (aka sleeping bag), it's even easyer to skip the first night, even if it's a consumable item.

    It would at least require 3 wool to keep the "difficulty".



    I can live with greenhouses beeing necessary for importing plants into different biomes but i am against structure rules for using beds.

    We don't need new items to skip nights. And i don't miss those "valid doors" from 1.13 and before.

    That's exactly what i think about, even if it's not realy related.






    The problem isn't skipping the first night, the problem is running around after the first night with a infinite use bed which is cheese your pretty much immune to night time. If you use your 3 sleeping bag uses and are somewhere with out sheep your screwed. You'd probably killed all your sheep in your vicinity depending primarily on sleeping bags and not invested in building a home with a bed. This mechanic is just to reduce the night time cheese and actually give incentive to build little huts around your map. Why have hostile night time mobs if all you need is a one time bed to avoid them forever ? Its pretty counter productive.


    I mean you could eventually do the same with sleeping bags if you get a sheep farm but at least the beginning wont be so damn easy, it will be at least mid game before you are able to make a boat load of sleeping bags. Sleeping bags should also have triple the radius at which you cant sleep if a hostile mob is near because your are outside and are victim to what ever near by, so sleeping bags would only work if you do it right before sunset or in desolate area to make some balance. Sleeping bags should really be last resort and a poor mans bed with worst qualities mainly for short travel.


    I'm getting totally off topic though lol this post is mostly about new mobs both hostile and passive, temperature, survival mechanics and even some sort of power. Mostly just life in general to the game, the dev focused pretty much on only terrain and biome generation for the last decade.. Mobs are sadly lacking far behind everything else they have updated.

    Posted in: Suggestions
  • 1

    posted a message on We need (The Survival Update)
    Quote from Agtrigormortis»

    The problem that often comes up about survival is it makes little difference whether you have a structure or not. If you've got good armour on as well as a milk bucket or two then night time isn't hard to survive.


    We need more reasons to spawn proof our areas or to build a house, protecting your chests and other placed items from Creepers isn't enough.

    Adding in climate and its affect on players and their crops would be a game changer, and it would definitely give survival mode the overhaul it needs.

    It wouldn't address the hostile mob issue directly, but it would change the game environment to make it feel more like a survival game.


    Cold water should also be a hazard to players if they don't use a boat, frost walker enchantment or something like the Elytra to get over the ocean or lake that is in a cold biome. While leather armour could be made to prevent players from freezing and initiating Slowness debuff while out of water but in a cold biome, cold water could actually be changed to slowly damage players if they remain in it for too long, adding in a hypothermia effect.



    Adding in the Phantom in the Aquatic update did make beds more necessary, but you can use beds outside, so beds are still overpowered,

    if hostile mobs were able to wake players up if they used beds in unsafe areas, then it would encourage more base building.


    Beds would be more balanced if players actually had to use them in a well lit house, cave or hole if they wanted to switch to day time,

    beds definitely should not be used outside in the dark where every hostile mob can spawn.






    I Like that idea about beds. I feel as though you shouldn't be able to sleep in a bed if it isn't in a fully enclosed home or structure. This would give incentive to make many bases around your map on your travels. maybe during your journey just build a few 5x5 houses with chest, furnaces and beds in them, i would could them travel bases. That might be too difficult for some and probably not liked so, you should be able to craft sleeping bags that have a durability of 3 uses and no respawn point. This would help with cheesing night time and traveling with no threat. On easy mode or peaceful you could sleep anywhere in beds, once again for builders.


    As far as temperature goes campfire should be the best go to if your out in the cold and did not prep clothing or things to counter the cold. Furnaces, candles and lava pools should also provide heat. Meaning you'd probably want to carry around a bucket of lava with you as well. Dig a hole and dump lava in it. When standing close to it you heat up for a couple seconds, that shouldn't be cheesed though and only heat you up for a bit so your better off just carrying something like cooling clothing or armor. Same for overheating, soul torches should cool you off, as well as sitting in water or eating watermelon. Leather armor should be good at cooling you down and wool armor should be good at heating you up but provides little damage protection. Lastly new enchantments and potions, cooling 1, and cooling 2, heating 1, and heating 2 should be very rare enchants you could get on armor which are enchants only bought from villagers, same as mending. Potions should be craft able to give you temporary resistance against temperatures, cooling 1 or heating 1 for 2 minutes. Potions would be good for people who did not get the enchants on armor yet or hate wearing clothing that has very little protection against damage but protection against temperature. So just bring about 4 potions or so and you could still wear your diamond gear in the cold or heat. If you choose to live in a desert or ice biome then you'd better be working towards cooling 2 or heating 2 enchants on some of your gear for constant immunity.

    Posted in: Suggestions
  • 1

    posted a message on We need (The Survival Update)
    Quote from Agtrigormortis»

    Nobody is saying you want the game to be like Dark Souls though, people are reminding you that suggestions to increase difficulty to a game need to be properly thought out, otherwise it's a recipe for disaster, as another poster has said.


    and nobody wants their armour and tools they put effort into working for being destroyed because of an update that nerfed them too much.


    There are many ways to make a game pointless. If you're not playing hardcore mode, but were put into a situation where you can't keep what you've earned, and that your trusty enchanted tools broke because you couldn't get back to your base in time to repair them since that is where you had left your anvil, and that if mending were to be nerfed to the point that was the only way to repair your gear, then one might rightly argue, there is no point in even playing a game, outside of some exceptions, video games should not be compared to real life, nor should they function like real life, because it's not generally what people want entertainment for.



    Imagine an RPG game where you spent many weeks leveling up your character, then, just because you lost a boss fight having no knowledge of their weaknesses because you never experienced it before, then your character lost their powers or could no longer use their equipment because your level got reduced, or even worse, you were forced to role a new character, losing all your progress.


    This is the problem we're dealing with here, when people suggest in a sandbox/survival game like Minecraft, that armour and tools should not be as powerful as they are currently. Not enough people are even bothering to bring up the opposite extreme, where items could be rendered useless, or close to it, because of nerfing suggestions anonymous people put out on forums urging developers to rebalance a game.



    Plenty of games have been ruined by underpowered items or character powers also, remember Sonic 06?

    or the turrets used in Black Ops 2 Zombies mode? those are just a few examples out there that demonstrate the opposite extreme does exist.


    You suggest adding in more hostile mobs, but what are they? and what abilities should they have?

    I agree with SolidSC's suggestion to add in area bosses in new structures and tougher enemies further out in the Overworld, but mostly because players will not be forced to deal with them. If all they care about is building a fancy city or two with their friends, they can have the first 20,000 blocks radius at origin to do all that. More survival orientated players or experienced players who do like exploring and fighting hostile mobs, are unlikely to complain about the increased difficulty when you go further out, it'll add replay value to the game that's already at stake here.


    I do like your temperature and climate suggestion, though.

    allyourbasesaregone also suggested that tree sapling growth should be biome specific,

    because it is unbalanced not to mention nonsensical, that you can grow a jungle tree or even an oak tree in ice spikes or tundra biomes.

    It's also daft that you can grow trees in a terraformed desert when there isn't enough water around.




    The only thing I mentioned that would increase difficulty is temperature and most people seem to like that idea including you. There should be a toggle option for it or make it so on easy there is no temperature for builders. If you don't want to actually have a challenge or survival gameplay why not just play easy, peaceful or even creative ? The option is there. Not sure why you would want mobs around if all you want to do is build with friends anyway.


    I didn't speak on anything about tools destroying or anything so I'm guessing that was to someone else.


    As for more hostile mobs, it wouldn't make the game more difficult. Keep the same spawn rates with the current mobs we would just have more variety. If your cool with really seeing only 4 mobs in caves and the overworld I'm not sure what to say about that. Creeper, Zombies, spiders and Skeletons are pretty much the only hostile mobs and have been for 12 years. It's definitely over due for new mob content and not just terrain generation as always 🙄.


    I wouldn't want any mob or boss that deals explosion damage that's just annoying loosing all your structures and items. A rock golem would be cool in caves. A smaller version of Iron golem with a different skin who is a lot weaker and are passive unless you mine around them then they become hostile.


    They should add a few more bosses to the game. Definitely a boss in caves, and nether. I don't think the Warden is technically a boss since he has no drops and I doubt you can actually kill him since he 2 hit a dev in enchanted netherite Armor. He's just there to be a pest while you loot the deep dark structure.


    More Passive mobs would be cool as well. Polar bears in cold boimes, maybe whales and sharks in oceans. Lion and ostrich in desert biomes. We just need more life to the game in general. Also each mob should have a male and female counter part. Cows and bulls. Chickens and roosters. You'd have to mate male and female to breed. That would be a cool mechanic.


    Now that the terrain is looking perfect they should focus on what's actually living in these biomes ..Mobs ... Mobs are truly lacking and have been ignored for years compared to other things like blocks and terrain stuff that are constantly tweaked and updated.

    Posted in: Suggestions
  • 1

    posted a message on Add more mobs instead terrain stuff

    Agtrigormortis, yes, your solution makes sense. Leather armour would also be substantailly improved by giving it a more mandatory and whole-environment use like gold armour. I don't mind wood stuff becoming useless because that's the nature of progression. However, chainmail armour also exists and is very rare and expensive for a fairly unremarkable armour type. I also barely ever see people mention turtle helmets. Their uses are easily replaceable and getting them is hard.


    If not leather then 2 new clothing types, one which is good for cold biomes and one for hot biomes. I agree with chainmail, it's useless and always have been. Maybe give it a buff against knock back and +1 strength. It's really no reason to wear chainmail over iron armor. I doubt you'll find chainmail before you are able to mine iron to its totally obsolete.

    Posted in: Suggestions
  • 2

    posted a message on We need (The Survival Update)
    Quote from SolidSC»

    The problems here is people wanting to increase difficulty of survival with out offering any advantages towards the ideas they are providing is nothing more then a recipe for disaster.


    For example location damage. Imagine this you have two broken legs in minecraft, now what, do you either lay in bed for 3-5 months or do you drink lots of milk to heal up that way. Its minecraft and sometimes death or just starting over would be a more preferable option even for Hardcore mode then trying to wait out some artificial injury. So with that said I will do a hard pass on this idea.


    Temperature would be neat implementation in the game if it was done by people who actually go outside and experience the harsh world and understand the finer details about Temperature and it interaction with nature and weather instead of it being another proponent for pushing the whole genocidal depop agenda on to children then yeah I would be all for it but knowing this is not the case I will keep holding on to my doubts. If anything concepts like a climate change mode where the global sea level rises up 1 block every 364 days or we get to watch the whole minecraft world slowly turn to ice as the eventual heat death of the world to takes ahold, would both be Interesting survival concepts for a whole world concept to be based around just to increase difficulty like skyblock but would not be something I would want implemented into the main survival aspect of the game to say the least.


    Now on to my main point about a lasting survival update. See sometimes the answer are right in front of your face and all you just need to do is open more then your eyes to see it. If you want better your experience in survival mode you should put all your collective minds into a concept called the Never Ending End Game, What is that you ask? Well like with most RPGs the further out you travel into the game the mobs get incrementally harder to defeat, So Imagine this the mobs you see 1000 blocks away and so fourth from zero zero spawn the mobs you will be in contact with are going to be that more harder to contend with.


    But wait there's more. Not only do Mobs get incrementally harder the further you travel out but so do the condition of the terrain your exploring. Think the Farlands in this case, What most would say and see as some of glitch and a relic of minecraft past I think is the most genius thing to ever accidentally have happen to minecarft next to the creeper and should eventually make it way back into the game.


    But hold on to your hats there's even more to discuss for a survival update that just keeps on giving what we are missing out on that most games have which is Bosses. Now not only are the Mobs progressively becoming harder to defeat and the condition of the terrain your exploring the further you travel out but you will also run into super structures which are huge bases inhabit by area Bosses that will put your collective inventory to the test in combating. So much could be done here with a proper overworld boss battle is most certainly defiantly something survival minecraft is missing out on.






    That could be a good idea with distance increasing difficulty. Even the longer your world exist the difficulty rises would be cool. I'm not sure how I feel about locational damage, i don't think that fits minecraft theme as a whole and is good as a mod.. As far as tough as nails go I do like thirst and temperature. Temperature wouldn't be hard to manage and as I said just turn it on easy difficultly (which removes temperature and thirst) if your too scared to deal with a little mechanic. Most guys here are acting like they don't know how to play video games. There are games way harder that 3rd graders finish easily. I'm not saying make the game like dark souls.


    Just more mobs in the Overworld/caves passive and more importantly hostile. The nether is the only dimension that has diversity and feels alive. The overworld feel baren and boring. Okay you see a pig, cow, chicken, Skeleton, Creeper, zombie repetitively, now what? Same thing since 2012. Temperature and maybe more tech isn't anything that someone 12 and older should be struggling with to be honest. It's games out here that are way harder you know ?


    Most games that came out in 2011 or 2010 like minecraft has so much more content now in 2021. Minecraft only upgraded terrain and biome stuff. They never focused on adding cool survival mechanics or new mobs. The game legit feels the same besides oh yeah you can fly now once you've already beat the game and there's not point of playing anymore lol .. all they focused on was things for builders.


    Minecraft used to be a mix between building and surviving. Now it's just completely building and alot of people have turned away from minecraft well vanilla atleast. Thats what most people loved..It's literally not a survival game anymore but "just build cool structures and make animals pens and sugars cane farms. There's literally no survival in the survival mode. As I said it's get iron, get diamonds, go to nether, defeat the ender dragon then never play minecraft again. Totally not fun.


    If it wasn't for mods I would've never came back to minecraft.

    Posted in: Suggestions
  • 1

    posted a message on Add more mobs instead terrain stuff
    Quote from Agtrigormortis»


    As someone who recently went down to normal difficulty from hard as a compromise with another player so he would join my server and so he doesn't get his items stolen every time he loses a fight to Piglin in bastions, I can see a valid compromise with what Hazi is suggesting.


    He isn't suggesting Wither tier mobs just randomly spawning in and bomb player builds for daring to play on survival mode


    but builds do need more of a purpose if players are not going to play on peaceful or creative mode. Temperature, thirst and climate being added into the game would be a great start here because then it means drinking water from bottles does something useful other than emptying bottles so you can stack them.


    Night time needs to be more punishing, I've had numerous instances where I've gotten away with running around with no armour on during night time and all that was truly a threat to me was a Witch in most cases, not a Creeper, when Creepers kill players it is usually when you're ambushed, not when you're running around exploring, Creepers don't run fast enough to catch a player who is moving at top speed, and if one is in plain sight, you evade them.


    Perhaps this is because I am playing bedrock edition, but if Skeletons had flame bows more often then it would be an improvement and would force me to fear night time as much as someone who is new to the game. And we could have Goblins and Undead Knights underground in the new biomes, these Goblins could be hostile to players and chase players that get too close to their temples, if these were to be added in down the line.


    Furthermore, Goblins could be armed with swords and also have the ability to fire magical fireballs at you,

    burning status is not something to be taken lightly, doubly so without armour worn because it doesn't take much burn time to kill naked players.


    No one wants ghast, or wither type mobs added to the game just to ruin all your stuff lol that's one thing I don't like in RLCraft. Certain mobs just blow stuff up and sometimes I go in the configs and turn their block griefing off.


    Thirst would give you a reason to make new drinks, beet juice or soups. The food and eating mechanic needs a overhaul as well it's very outdated and was never updated. We need more variety in food recipes and maybe make harder to craft foods give small buffs. Like a cheese burger (1 cooked beef, cheese : bucket of milk in furnace, and 1 bread) gives +1 toughness for 45 seconds.


    Temperature would be a game changer, just would make traveling feel more immersive and would keep you on your toes.


    I would like if they added sharks. Only spawns in ocean biomes and can only attack if your not in a boat. They should be a very rare mob with a low spawn rate so they are not constantly harassing people looking for treasures. Also the rock golem a smaller and weaker version of the Iron golem. A neutral mob becomes hostile if you mine rock or ore within its vicinity.

    Posted in: Suggestions
  • 1

    posted a message on We need (The Survival Update)
    Quote from Agtrigormortis»

    Well, the reason builders would play on normal is so they can have the option to fight hostile mobs at the time of their choosing, or to actually give their builds some kind of practical use in survival, the reason why half slabs exist is so you can spawn proof a build, (which isn't inherently unbalanced because it's not as if you're going to spawn proof an entire 1024 block radius in a couple of hours), not just so you can add more fine details to them. The reason why glass exists is to let light in, either daylight, or so in the interior of a house light from lava or glowstone can shine through.


    What is a problem here is builds not having enough of a purpose in survival,

    however when changes to how this works are being suggested, players are going to be concerned about how it would affect their ability to build or to keep their buildings they put many hundreds of hours into designing being ruined. Creepers you can do something about, Endermen you can too, there are ways to manage their spawning, even the Wither doesn't just spawn at random, it's a matter of incompetence or laziness if players choose to play on normal but not take steps to defend their builds which are relatively easily done.


    But if hostile mobs that aren't affected by lighting or night time in the Overworld were able to demolish builds, it is understandable why builders would complain in that case, because some suggestions that have been coming out of the woodwork over the years have been along the lines of buffing Pillagers so their pet ravagers can demolish walls, not everybody wants to be forced to deal with that, and people also see switching difficulty to peaceful as cheating, which is why many refuse to do that. Why should they be expected to cheat just to deal with this?


    Just because players are able to grief builds it does not mean AI should be given free reign to do the same, the entire point of a whitelisted or private server is so players have the option to protect builds from unwanted demolition, for people who like griefing, anarchy servers exist for things like that.



    In survival mode though builds can and should have more practical use, fireplaces protecting players from extreme cold in snowy biomes, as we suggested would be one of them. Also hunger meter should be made to drain faster when players are exposed to freezing temperatures, even during the process of heat loss, not just when the body temperature reaches maximum cold in the game, making freezing itself a considerable survival threat.



    No I can understand that and im also against mobs damaging walls or blowing things up, that's not fun just annoying. The devs definitely shouldn't add any mobs like that. We already have the Creeper and that should stay the only mob that does that can damage blocks in the Overworld.


    I think a cool mob like a shark would be good and can only attack in ocean biomes if your not in a boat. But are rare and have a low spawn rate so you aren't constantly harassed when looking for treasures. Or a rock golem that spawns in caves a weaker version of a iron golem who are neutral unless you mine rocks in their vicinity then they become hostile.

    Posted in: Suggestions
  • 1

    posted a message on Add more mobs instead terrain stuff
    Quote from Agtrigormortis»

    But if they added in stuff that some people have been asking for where more hostile mobs could grief your buildings then it wouldn't make a difference whether you did a fancy build or not, because it'll get damaged and wrecked, and it would be no better than letting in a griefer at this point.


    As Crawfish stated, Minecraft barring hardcore mode isn't supposed to be a hardcore survival experience, it is supposed to be a casual experience and it is a sandbox. Forcing in changes risks alienating a significant portion of players who don't want their build styles being interfered with just because they enabled survival mode. The game should be made harder on hardcore mode, but that's a whole different discussion even though the complaints about hardcore mode being too easy for them appear to be valid.


    other than this, expecting a hardcore experience with Minecraft isn't logical, as it isn't intended for that,

    players who want a game to be difficult even in its most basic form should consider playing a different game.

    The Forest is a survival game that might be their cup of tea, or Ark




    It's not even about making the game more difficult, the game is already too easy. It's just about adding more life to the game and more mobs. Adding a few more mobs to the game wouldn't make it harder it would just keep it from being stale and repetitive. I've been playing minecraft for 12 years and only seeing the same 3 mobs in caves forced me and others to exclusively play modded. All you see is zombies, Skeletons and creepers over and over.


    I'm not saying add wither type mobs everywhere that are tough and blow everything up but just a couple new enemies. It definitely wouldn't make it hard. And if kids could beat terraria with their hundreds of different mobs I don't think it would be a problem in minecraft just to had a few more to spice the game up for someone who's been around for a while.


    For builders and people who just aren't good at the game there is a easy mode they can play on. Or you can go into creative mode to build and avoid all difficulty. It's called "SURVIVAL" for a reason it shouldn't be easy to the point a 1st grader can beat it with no challenge. If people just want to build or play super casual there's a peaceful mode and creative mode for that.

    Posted in: Suggestions
  • 1

    posted a message on Minecraft is Pointless
    Quote from Oluxun»

    Minecraft is extremely pointless. What is the point of mining when this terrible mode called creative mode exists ?? What is the point of building when every 2 seconds a creeper comes up to blow up your life and developers didn’t put much in building choices ??? What is the point of even playing when the game lacks options and is very VERY basic in everything ?????? And since the game is not so social or shared experience like Roblox so you can’t play online with people on a world with your own mods. The game is very un-customizable and you can’t do much without mods which still aren’t much ! I have no idea why Mojang decided to make this cost money but I don’t recommend you spend a penny on this game because there other free games that are WAY better than this.




    As for creepers blowing everything up that's a noob mistake. Just fence off your builds and keep everything torched up. So no creepers spawn near your base, if they spawn outside it won't matter they'll be walled off.. easy fix buddy

    Posted in: Discussion
  • 1

    posted a message on We need (The Survival Update)
    Quote from Agtrigormortis»

    I think having in temperature in the game matter directly to players in Minecraft makes sense, sort of, it'll be hard for the developers to get right though if I'm honest.


    But I do agree with your point here, players should be expected to wear something to protect them from the harsh climate zones in both hot and cold deserts.


    To prevent players from dying on their first day by something as mundane as extremely hot or cold weather in the environment however, some changes are needed to the world generation I feel, so players don't immediately just spawn in a barren or nigh uninhabitable wasteland on their first day, and as for existing players, they should already have armour by now, if they don't, they'd have time to prepare to do so before the update arrived and this change could be announced beforehand by Mojang.


    I think in hot sandy deserts like the mesa, or regular ones, the extreme heat could cause mining fatigue over time if the thirst meter got too low, and a thirst mechanic could be added so players would have to drink water, sand in deserts provides them with access to glass for bottles and more, and it shouldn't take long for players to find a river to get a water bottle from, so players don't really have a good excuse to slack off here imo.



    By contrast, extreme cold is what should cause the slowness if the player temperature got too low, and that happens by either not wearing full body armour, leather or otherwise, the more armour plates worn, the slower the body heat loss, 25% for each armour plate until it reaches 100% thermal protection for all four plates worn.


    The body heat could be sapped at a rate of 1 point per second with zero protection, body heat could be represented in a total value of 98, being similar by number to 98F normal body temperature in real life, which means players in Minecraft in a tundra or ice spikes biomes could lose heat at a rate of 1 per second, which is just a little over 1 and a half minutes in real time, and almost 1/10th of a full day and night MC cycle.


    This would mean if 2 armour plates were worn cutting the body heat loss by 50%, then you would have about 3 real-time minutes before you end up with status of slowness as a result of the low temperature.


    Real humans would suffer and die from hypothermia from temperatures above 0C or 0F, although ice directly on skin can cause frostbite which is serious, but for the sake of making life easier for developers, let's just suggest 98 as the numerical value for thermal points before freezing becomes any major hindrance to the player.


    Also it would make sense if being within 8 blocks radius of a campfire or regular fire would prevent the heat loss or even warm the player up to normal temperature, even if they are not wearing any armour, and within 16 blocks radius of lava, making fireplaces in houses or bases much more useful instead of simply adding style to player builds.


    I think your complaints are valid here, builds should have some sort of function in survival, I'm not a huge advocate of builds getting demolished by hostile mobs, simply because players are in survival mode, those need limits, although thankfully in the vanilla game, they are limited in some way, but I do think environmental hazards should matter and there needs to be more of them to make builds serve an actual function in survival besides looking pretty or protecting players from hostile mobs.



    I totally agree with what you said here, temperature alone would add so much realism and immersion. For the builders or super casual players there should be a toggle option for "temperature", or on easy mode there's no temperature on normal it's there but very easy to manage and on hard and hardcore it should be something you'd have to be on your A game about managing.

    Posted in: Suggestions
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