Yes, this suggestion is exactly what the title said. Hardcore mode is just a tweaked survival mode. I have played it, and it was really easy after a while... until I died. Is it really unnecessary to delete your world when you die? A small sub-suggestion is to rename the current hardcore mode to "One Life Mode"
Now for the main idea. I have split the idea into separate spoilers.
Mobs will have new behavior. (Along with new additions) SKELETONS Skeletons are somewhat strong, but still stupid. First off, they are snipers. When you approach them, they just stand there. Instead, they should back away to get a good shoot. Skeletons will now also have a limited amount of ammo, usually 10 arrows. If you approach them while they are shooting, they will back away, so they can get a good, stronger shot. After they run out of arrows, they will run around panicked, trying to pick up arrows stuck on the ground. You cannot pick up their arrows still. They will sprint while collecting them. They can hit you with their bow while running, but they deal 1/2 hearts of damage.
ZOMBIES The stupidest mob in the game yet. Walk, hit, repeat. Instead, their range of view should be increased to 32, instead of 16. If a zombie is hit, all other zombies within a 8x8 radius will be alerted, and they will come at you. This is so that large hoards of zombies will come at you, like an invasion. Also, they should pick up certain items on the ground and eat them to restore one heart, depending if they can pick up items or not. Also, zombies will sometimes chase bats, and I mean literally chase. They will sometimes sprint too, completely ignoring you.
ENDERMEN Endermen are strong. But dumb. First, they will regain the ability to pick up almost every block. A few Endermen won't pick up blocks at random. They will use it as a weapon. This is rare though. When they are hostile, they will pick up the nearest block, and throw it at you. Each block does one heart of damage. If they throw a TNT, it will explode. If the block hits you, the block will drop as an item. If it misses, it will land on the ground, and remain a breakable block. One more thing, Endermen should attack spiders. Why? Because you are the only one hated in the Minecraft world. Why not add hostilities between mobs too?
SQUID Yes, squids. We all know they are passive, but they still need improvements. First off, when they are hit, they should squirt ink, which fogs up the water black. Very rarely, it will give you the blindness potion effect. Second, when they see boats, they will swim up, and nudge the boat, but not break it. This will make squids less ignored.
CHICKEN They could be considered smart for a chicken. But one more thing. They should run away from cows and wolves. This will make things look more real, so every animal doesn't look "tamed." Also, chickens have to be sheared to get feathers. Feathers grow back very slowly, usually taking 20 minutes after the shearing. Also, chickens only lay eggs when they are fed seeds, usually 1-4 eggs per meal.
COW Cows do not have much of a change, but when they are hit, they have a chance of ramming you away, dealing no damage, but a rather large knockback.
SHEEP Sheep don't change much either. They now need three meals to grow back their wool. Also, their wool will only grow back it's original color.
SILVERFISH This mob need a big improvement. First off, they mean nothing. They don't drop anything, and they have no purpose. First, monster egg blocks spawn in veins in every biome, not just mountains. They will make silverfish appear very often, and not forgotten. Second, they should sometimes drop an iron nugget when killed by the player. This is because iron is the closest thing to silver. Iron nuggets can obviously be crafted into iron ingots, making iron renewable, but very slowly.
PIG ZOMBIE Pig zombies will remain passive. But they will get smarter too. When they attack, instead of running into you in giant groups, they will circle around you like creepers used to do, slowly killing you. Also, pig zombies have a chance to be wearing a golden helmet.
SPIDERS Spider will remain the same, but rarely, a spider will spin webs when hit. Spiders will also have a 50% chance to mount any mob they run into. This will make spider jockeys more common, and also include different mobs. They cannot hold mobs obviously unsuited for them, except for villagers, which they will kidnap, and try to suicide, by harming themselves.
CREEPER Creepers will once again circle you when they are about to blow up, like in beta. If you are facing their direction, creepers will slowly 'creep' up on you, hiding behind walls, and tip toeing closer and closer to you. When you notice them, the creeper will sprint toward you, knowing it's cover has been blown. (Pun!) If you are facing the opposite direction, creepers will walk up to you. turning around will cause a sprint. To even it out, creepers health is lowered by two hearts. Also, all of the blocks they destroy drop as an item. Charged creepers don't get damaged by fire, and will always sprint. To even it out, they explode after three seconds, to give you time to react.
Gameplay will have big changes (and additions) WORLDS -When you start a world, you have to choose a preset difficulty, so you cannot change it to peaceful when you are in trouble. -Day and night are three times longer. -Bonus chests are disabled. So are cheats- -Sleeping takes twenty seconds to go forward to the next day, since the days are longer. -When you build mobs, they do not come to life until you throw a splash potion of instant health at it. -You now run out of breath when sprinting. It takes 10 seconds to run out of breath, and 5 seconds to regain it.
BLOCKS AND ITEMS
-All ores are 20 times rarer, but the vein sizes are 20 times bigger. It makes mining harder, but more resourceful. -Man made infinite water sources aren't possible, unless they are connected to an ocean, or large lake. -Smelting takes 20 seconds, instead of 10. -Crops take much longer to grow, but they yield a bit more. Also, bonemeal has a 1/5 chance of causing a growth spurt in plants. -Tilling farmland now takes time, making the different tiers more useful. -Food items now take different times to eat, according to their hunger points. For example, steak takes longer to eat than cookies. Cake slices take time to eat too. Milk buckets take 10 seconds to drink. -All explosions now make fire along with damage to the surrounding terrain. -You cannot sprint or jump on soul sand. -You can hold your breath for twice as long, but you die three times as fast. -Flint and steel has a 50% chance of failure, not making a fire, so two clicks will usually make a fire. -Wood turned into burnt wood, instead of disappearing when burnt, making repairing building a bigger job. -Leaves burn really fast, usually stripping a tree of all leaves in seconds. -Fire spreads infinitely, but slowly. The smoke rises highly, so you can get a warning. -Tools do not disappear when they break, instead, they turn into a broken tool item, which can later be repaired. Same applies with armor.
How does this sound? This took me a while to put together, and I can almost guarantee more things will come in the future. This may be a bit extreme, and not Minecraft like, but I figured i'd post it anyways. Thoughts?
You're really overdoing it with those new mob stats (especially the Zombie Pigmen). The one life thing is what makes Hardcore Mode... Hardcore Mode. You could build yourself a kingdom, but one careless death and it all vanishes. That's the point. And now with all those new mob stats, you could turn Hardcore Mode into "You're going to die way easier and quicker here" mode.
You gotta find the balance and not throw in overpowered things just because they please you. You're only one out of like 10,000,000 people who play this game.
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.
You're really overdoing it with those new mob stats (especially the Zombie Pigmen). The one life thing is what makes Hardcore Mode... Hardcore Mode. You could build yourself a kingdom, but one careless death and it all vanishes. That's the point. And now with all those new mob stats, you could turn Hardcore Mode into "You're going to die way easier and quicker here" mode.
You gotta find the balance and not throw in overpowered things just because they please you. You're only one out of like 10,000,000 people who play this game.
I understand your point. I once had a great hardcore world back in 1.0, and it got all deleted one day, because a stupid pigman hit me off a nether fortress for no reason. I was very very angry. One careless death could be anything, from a mob killing you, a fall, or even a cactus. The problem is that the title "hardcore" doesn't match the gamemode much, which is why I suggested renaming the current hardcore mode to "one life mode." Then, the main suggestion helps make hardcore more hardcore.
About the OP suggestions, I guess I did go a bit crazy there, but it's hardcore mode. Things kind of should be over powered in hardcore if you ask me.
The problem is that the title "hardcore" doesn't match the gamemode much, which is why I suggested renaming the current hardcore mode to "one life mode." Then, the main suggestion helps make hardcore more hardcore.
I think that's more of an opinion thing, but the way I see it, even though the name "Hardcore" isn't the greatest choice in the world, it's still very fitting. Not only do you get the one life, but you can't change the difficulty in a vain attempt to save yourself. And the name "One Life Mode" sounds a bit... lamer than "Hardcore Mode".
About the OP suggestions, I guess I did go a bit crazy there, but it's hardcore mode. Things kind of should be over powered in hardcore if you ask me.
Giving buffs to things isn't so much a bad thing in this case, it's alright if you give everything a good sized layer of buffs because it ALL adds up in the end against the player. So if you add these steroid-induced skyrocketed buffs to everything, you turn the player into tissue paper, and the game's difficulty goes so far from "challenging" to become "Stop having fun and just hide from everything forever!" mode.
You're really overdoing it with those new mob stats (especially the Zombie Pigmen). The one life thing is what makes Hardcore Mode... Hardcore Mode. You could build yourself a kingdom, but one careless death and it all vanishes. That's the point. And now with all those new mob stats, you could turn Hardcore Mode into "You're going to die way easier and quicker here" mode.
You gotta find the balance and not throw in overpowered things just because they please you. You're only one out of like 10,000,000 people who play this game.
What's the point of a hardcore mode? You could just play survival and when you die, you could decide by yourself to just delete the world. This mode seems completely pointless. It adds no challenge to the game, jsut adds more frustration. I mean, I could just play normal survival and just not die, and isn't that "hardcore"?
We don't really need nor do the majority want this. Hardcore is fine although one should be able to choose Easy Hardcore, medium hardcore or hard hardcore.
To present a new level of challenge to players who desire exactly that?
You could just play survival and when you die, you could decide by yourself to just delete the world. This mode seems completely pointless.
I'm not trying to be mean or patronizing, but that may be the most invalid and ridiculous comparison I've ever read. Let me clarify the difference. Hardcore gives you one life and a permanent difficulty setting that can't be escaped - die once and the world you worked on for days/weeks/months/whatever will vanish forever. Any other mode let's you pick up right where you left off upon death.
It adds no challenge to the game, jsut adds more frustration. I mean, I could just play normal survival and just not die, and isn't that "hardcore"?
Yeah, you're pretty much spinning your own opinions into facts. Just because it "seems pointless" to you, doesn't mean that the rest of the world thinks that way. "Adds no challenge to the game"? Y... You're joking right? Locked difficulties and one life isn't challenging?!
By the way, no. Playing normal and not dying isn't exactly "hardcore", because it's just... playing normal and not dying. Even if you did die, everything you worked to make will still remain. I just... how are you even coming up with these comparisons?
Oh boy.. this reminds me of the days on Terraria Online about hardcore players trying to place themselves over softcore players, even though if the softcore players never died. (spoiler: it's exactly the same if you don't die on either mode.)
To present a new level of challenge to players who desire exactly that?
It presents no new level of difficulty. It can already be done in normal survival. Set to hard difficuty and just don't die. Plays the same. If you don't die, it's just the same as playing on hardcore mode, and not dying. Mobs are not harder if yo u play on the same difficulty level. The only difference between playing hard mode on normal survival without dying and playing hardcore without dying is in hardcore you get different health icons. That's it. The "added difficulty" is all in your head. Mobs aren't any stronger than survival hard mode. The only difference besides icons is when you die. But if you never die, then you will never experience this difference in modes. Hardcore mode is pointless. It would be like making a new survival mode called baby mode where there aren't any mobs. You could just play normal survival and turn on peaceful mode. It would be the same thing.
I'm not trying to be mean or patronizing, but that may be the most invalid and ridiculous comparison I've ever read. Let me clarify the difference. Hardcore gives you one life and a permanent difficulty setting that can't be escaped - die once and the world you worked on for days/weeks/months/whatever will vanish forever. Any other mode let's you pick up right where you left off upon death.
Invalid how? You can't just say something is without back-up. My example was you could play survival mode and decide to delete a world on death, or just not die. I can go weeks on normal survival without dying. Usually my deaths are due to lag, such as a creeper freezing then warping up on me after dashing off hoping to avoid a laggy creeper explosion. While playing on normal survival, if I want to do a "hardcore run," if I was killed by a creeper this way, I can choose what is a "legitimate death." I can continue playing if that happens. But what if I were on hardcore? Weeks lost due to lag. Forced to lose a level. That's not more challenging. That's just more frustration being falsely labeled as "extra challenge."
Yeah, you're pretty much spinning your own opinions into facts. Just because it "seems pointless" to you, doesn't mean that the rest of the world thinks that way. "Adds no challenge to the game"? Y... You're joking right? Locked difficulties and one life isn't challenging?!
Actually I was asking what is the point of hardcore mode. It adds no challenge to the game. All it does is force a set of rules that you could have done yourself on normal survival. It would be like making a new mode where you can't use the crafting table, as I've seen that challenge around the forums before. It's pointless. You could just play normal survival and just not use the crafting table. It can already be done, the mode just forces it on you. It can already be done without the mode. I can simulate a "hardcore run" by playing normal survival on hard mode setting without ever dying. The mobs aren't stronger. I don't take more damage. Mobs don't spawn more often. Ores aren't more scarce. It's the same. The only difference is when you die. But if you don't die, there is no difference. It's just a forced set of rules that you can already set yourself on normal survival. And it's not like I play normal survival and plan on dying. I don't want to die. So I do my best to not, just as I would on hardcore. It's just when playing survival, I have that extra safety net in case I die from lag. And even if I do have a fair death, oh well. Didn't make the game any harder if I had lsot my world instead. All that would have done would have made the game much more frustrating. I don't find frustration fun.
By the way, no. Playing normal and not dying isn't exactly "hardcore", because it's just... playing normal and not dying. Even if you did die, everything you worked to make will still remain. I just... how are you even coming up with these comparisons?
I feel like you just skim my posts. Playing normal and not dying IS the same as hardcore. As I had said, there is no difference in difficulty of mobs, or scarcity of ores, that is, if you set difficulty on hard. It's the same, minus all the frustration in the event you do end up dying. But if you don't die, it's exactly identical, except for the heart icons. And that's not even worth it to me. If I really want those icons, I could use a texturepack, and still not die, as if on hardcore. Because just in case of a laggy unfair death, I won't be forced to lose something I shouldn't be losing.
It presents no new level of difficulty. It can already be done in normal survival. Set to hard difficuty and just don't die. Yeah, "just don't die" isn't a very solid point. That's like saying "Go ahead on walk through that crossfire, it's alright. No matter where the bullet hits you, just don't die." Think of the 10,000,000 people who play this game not just yourself.
Plays the same. If you don't die, it's just the same as playing on hardcore mode, and not dying. Mobs are not harder if yo u play on the same difficulty level. The only difference between playing hard mode on normal survival without dying and playing hardcore without dying is in hardcore you get different health icons. That's it. The "added difficulty" is all in your head. Oh yes, it's all... "in my head". Because Mojang made a huge mistake in adding it and that many players actually enjoy it. Because you happen to know difficulty implementation better than Mojang themselves. Yeah.
Mobs aren't any stronger than survival hard mode. The only difference besides icons is when you die. But if you never die, then you will never experience this difference in modes. Hardcore mode is pointless. It would be like making a new survival mode called baby mode where there aren't any mobs. You could just play normal survival and turn on peaceful mode. It would be the same thing. Carefully read what you said here. So the only difference is the health icons? So the fact that difficulty can't be changed and you get one life is just something we imagined? Dude, what more proof do you need? Players can't change the difficulty to save themselves and a months work of building could vanish forever to one mistake. THERE is your difference.
Invalid how? You can't just say something is without back-up. You're giving these comparisons that don't work. You can't use "and just not die" or "it's all in your head" as your main comparison point, as if you're the ultimate bearer of difficulty knowledge and that you could have done it better than Mojang.
Your comparisons are like saying "Me helping the professionals who are figuring out the cure for cancer won't do anything. I might as well get some books on cancer from the library and just attempt to conjure my own flawless cure by myself in a shorter amount of time because I think I know this stuff better." No, it just doesn't work that way.
My example was you could play survival mode and decide to delete a world on death, or just not die. That proves absolutely nothing. Deciding to delete a world on death is a lot different than having your world forcibly deleted against your own control upon death. There it is again. "Just not die". Please stop that.
I can go weeks on normal survival without dying. Usually my deaths are due to lag, such as a creeper freezing then warping up on me after dashing off hoping to avoid a laggy creeper explosion. Okay, yeah, cool. YOU can go on normal without dying, not everyone in the world is you. Some people are better, some people are worse. Stop basing everything on solely you.Sometimes people get unlucky and get an unexpected death. Stuff like this happens.
While playing on normal survival, if I want to do a "hardcore run," if I was killed by a creeper this way, I can choose what is a "legitimate death." I can continue playing if that happens. But what if I were on hardcore? Weeks lost due to lag. Forced to lose a level. That's not more challenging. That's just more frustration being falsely labeled as "extra challenge." That kinda leads me to believe you once died in Hardcore Mode due to lag and hated it since because of that. Now you're taking the chance to bash it. Regardless if that's true, not everyone in the world has lag issues. Again, the rest of the planet =/= you.
I don't want to die. So I do my best to not, just as I would on hardcore. It's just when playing survival, I have that extra safety net in case I die from lag. And even if I do have a fair death, oh well. Didn't make the game any harder if I had lsot my world instead. All that would have done would have made the game much more frustrating. I don't find frustration fun. I see. There's that lag thing being brought up again.
I feel like you just skim my posts. And I feel like you just shrink down the context of mine.
Playing normal and not dying IS the same as hardcore. As I had said, there is no difference in difficulty of mobs, or scarcity of ores, that is, if you set difficulty on hard. Uhh no, I think playing on hard and not dying and never changing the difficulty would be the same as Hardcore. I'll give you that. Scarcity of ores don't exist because of how some seeds could abuse that.
But if you don't die, it's exactly identical, except for the heart icons. And that's not even worth it to me. If I really want those icons, I could use a texturepack, and still not die, as if on hardcore. Because just in case of a laggy unfair death, I won't be forced to lose something I shouldn't be losing. There it is a third time. "Laggy unfair death", now I'm almost fully convinced this is a personal issue. I think the point has been made many times, you don't favor Hardcore Mode. Well, alright, no one is forcing you to play it, and I agree that lag issues could really bone you there. But don't start making these claims that Hardcore Mode overall is pointless as if the rest of the human race should think the way you do.
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 presents no new level of difficulty. It can already be done in normal survival. Set to hard difficuty and just don't die. Plays the same. If you don't die, it's just the same as playing on hardcore mode, and not dying.
Right, because simply saying "well just don't die" will automatically be the gold-plated supports of your argument. You might as well tell us "well if you don't want food poisoning just don't ever eat anything." Yeah, no.
And as I slowly climb my way down your post, you mention three seperate times how you can get a "lag death", as if every minecraft player shares that exact same problem, which kind of convinces me that you died once in hardcore mode due to lag, and now you're bashing it because of your bad personal experiences.
I would like to put my bit into this argument, if all of you do not mind. I shall not take sides, but want to point out that even if the difficulties of hardcore are all in your head, that does not make them any less legitimate. Going into a world, knowing a death means, well, death, that changes everything. Everything you do will be tinged with importance and caution, excepting times spent in your well-protected house. Telling yourself that you're going to delete your game if you die is completely different.
Now, for the original topic. I have a lot of problems with it; at the same time, I think quite a few of these should be added to "regular" minecraft. For brevity's sake, I will not name all of the things I like or dislike, nor do I think you want to hear all of them. The new skeleton and zombie behavior are some things I would like to see, albeit toned down a little. The enderman and most of the world generation things, however, I think are problematic. I've always had trouble with mobs that could take blocks in large quantities or throw them as a weapon. Why not just let the enderman use blocks as a melee weapon for increased damage, and keep some usage restrictions? My issue with the world generation is that it makes some things impossible to build (no infinite water) or changes core mechanics (fire, mining, sprinting). The water one is really bad, you should always be able to build anything in one mode that you can in another. I'll let other people tell you what's what, though. I may be deluded about what's right and wrong.
Wow, you sure make it easy to quote you. I hit quote and nothing shows up, because you put nothing outside of my own quote.
Anyway, you mentioned playing hard mode and never changing the difficulty without dying is the same as hardcore. Which was my whole point. So thank you for agreeing with me.
And this "laggy unfair death" has only happened to me in normal survival. It happens. It's the reason to 99% of my deaths. The other 1% is me dying from goofing around, like tossing snowballs around and knocking myself off my giant tower. I have not even bothered playing hardcore mode because I know dumb deaths like this happen, and losing everything isn't fun, when I can play normally and have no legitimate deaths.
But anyway, you agreed with me, so I have no idea why you are arguing with me then.
I was enter gonna this thread and try to be nice as possible, until I read this.
Right, because simply saying "well just don't die" will automatically be the gold-plated supports of your argument. You might as well tell us "well if you don't want food poisoning just don't ever eat anything." Yeah, no.
And as I slowly climb my way down your post, you mention three seperate times how you can get a "lag death", as if every minecraft player shares that exact same problem, which kind of convinces me that you died once in hardcore mode due to lag, and now you're bashing it because of your bad personal experiences.
You could also say "just don't die" while playing hardcore. The game is exactly the same if you don't die. If you wanted to challenge yourself, you could delete your world on your own if you die. Hardcore mode only forces that challenge, which makes the mode completely redundant. Why not have a "No crafting table" mode, or a "No diamond pickaxe mode," as well? They're just as redundant as hardcore mode. You can play "no crafting table mode," "no diamond pickaxe mode," and "hardcore mode" in normal survival. With "no crafting table mode," you on yourself decide never to craft anything from a crafting table. In "no diamond pickaxe mode," you just decide to never make or use a diamond pickaxe. In "hardcore mode," you can just play and try your hardest not to die. If you do die, then the challenge is over and you have lost. Delete the world on your own. These shouldn't be "modes," they should be chalenges you decide by yourself. No need to make a new mode when it can be done already in normal survival.
I think everyone has died at least once to lag. And if you read my response above, you will see that this is untrue (about my personal experiences with hardcore).
I would like to put my bit into this argument, if all of you do not mind. I shall not take sides, but want to point out that even if the difficulties of hardcore are all in your head, that does not make them any less legitimate. Going into a world, knowing a death means, well, death, that changes everything. Everything you do will be tinged with importance and caution, excepting times spent in your well-protected house. Telling yourself that you're going to delete your game if you die is completely different.
I don't see how it changes everything if everything is the same. As said before, you could, on yourself, make the challenge of a hardcore run in normal survival and delete the world when you do die. Whatever "feeling that changes everything" still exists when you do this.
Now this argument is really off-topic, however I think there should be a change to hardcore mode to make it not so redundant. I just have no idea, as hardcore mode shouldn't even exist as you can simulate an identical challenge yourself, but I know it's not going anywhere.
Wow, you sure make it easy to quote you. I hit quote and nothing shows up, because you put nothing outside of my own quote.
Very well then, I'll just reply like this.
Anyway, you mentioned playing hard mode and never changing the difficulty without dying is the same as hardcore. Which was my whole point. So thank you for agreeing with me.
I didn't exactly "agree" with you, but if that's how you slice it, then... sure, maybe. It's still not the exact same by the way. One little drop in lava on hardcore and that castle you made with diamond and emerald blocks will poof away within the space of a heartbeat. On regular hard mode, you get to be revived and come back to your precious jewel-made castle but just drop some items and XP. Yeah, the difference is still there you know.
And this "laggy unfair death" has only happened to me in normal survival. It happens. It's the reason to 99% of my deaths. The other 1% is me dying from goofing around, like tossing snowballs around and knocking myself off my giant tower. I have not even bothered playing hardcore mode because I know dumb deaths like this happen, and losing everything isn't fun, when I can play normally and have no legitimate deaths.
Can I rewind the clock a bit here? How in the hell are you comparing hardcore mode to normal difficulty survival? One is stuck on hard and the other is chosen to be on normal that can be changed any time. You know, two difficulties where the mob damage does alter.
But anyway, you agreed with me, so I have no idea why you are arguing with me then.
Auuuugh. I think I'm actually getting a headache now. I agreed with a brief statement you made. A statement so small that you could have said "catching a white softball at 25mph feels the same as catching a red softball at 25mph." Okay yes, if unfair lag deaths completely ruin the point of playing hardcore mod for you. I understand that. But does that mean hardcore mode is pointless period? Nope. Some players out there (with or without the lag) enjoy having one life and having the extra adrenaline rush or paranoia of knowing that one death ends it all.
You could also say "just don't die" while playing hardcore. The game is exactly the same if you don't die.
Listen, I do sort of respect you a little more because you're still defending your points and not doing that retarded "omg omg jus shut up i'm right and i'm not gonna argue n e mor cuz i know i'm right ugh bye forever!" But could we maybe drop that "just don't die" crap? Please? Because you can fall into a situation where you die even though you did all in your power to not die. Things like that happen.
If you wanted to challenge yourself, you could delete your world on your own if you die.
Uh, like I said before. Making a conscious choice to delete your own world is NOT the same as having your world forcibly deleted when you didn't want. You can't make comparisons like that, dude. What the guy above me said. Some players like the fear/thrill of knowing that one death will erase it all forever.
Hardcore mode only forces that challenge, which makes the mode completely redundant. Why not have a "No crafting table" mode, or a "No diamond pickaxe mode," as well? They're just as redundant as hardcore mode.
Because things like crafting tables and diamond pickaxes are small yet important building blocks in the gameplay progress of Minecraft, while hardcore mode is something that encompasses the entire game itself with the extra challenge players might want.
In "hardcore mode," you can just play and try your hardest not to die. If you do die, then the challenge is over and you have lost. Delete the world on your own. These shouldn't be "modes," they should be chalenges you decide by yourself. No need to make a new mode when it can be done already in normal survival.
Well guess what, they are modes. Some people like them, some people don't. That doesn't dictate that it should be removed from the game forever. Hardcore is still optional, and no one will strap you to a chair and force you to play the game that way, but don't be so quick to say "it's in your head!" because that will come off as pompous arrogance. Who's to say you aren't the one who's wrong?
I don't care too much for pyramids and don't really like or use sandstone, but that doesn't mean I go around saying "There's no point to sandstone. There are other aesthetic blocks out there and I could use texture packs! Sandstone has no use for anyone, it's all in your heads!"
Yup. There it is. Those magic words that will most likely start arguments and maybe have their profiles have 1 or 2 stars.
If you don't like hardcore mode, that's fine, but cut back on saying stuff like that. You don't wanna come off as the type who's all "I am the one who's correct while the rest of you are blind! See my truth!" Yeah, that leads to bad things. If you don't believe me, just ask the user Fnoop. The most arrogant kid to ever come on these forums, but ran away because his cockiness collapsed on him.
Not that I'm comparing you to that, but it's best not to say that stuff. As for the idea, I don't support as I think hardcore is good enough as is.
I don't see how it changes everything if everything is the same. As said before, you could, on yourself, make the challenge of a hardcore run in normal survival and delete the world when you do die. Whatever "feeling that changes everything" still exists when you do this.
Very well; if you wish to think so, you may. I think you are wrong, however.
There is one last thing I would like to say before I remove myself from this thread--which I believe is being slightly abused--which is the absence of any real reason to remove hardcore. It would be counterproductive to spend (probably negligible, but nevertheless valuable) time removing hardcore when it could be spent on making something better instead. Is it really so bad that it "has" to be gone? Does it cause great pain with its presence?
I didn't exactly "agree" with you, but if that's how you slice it, then... sure, maybe. It's still not the exact same by the way. One little drop in lava on hardcore and that castle you made with diamond and emerald blocks will poof away within the space of a heartbeat. On regular hard mode, you get to be revived and come back to your precious jewel-made castle but just drop some items and XP. Yeah, the difference is still there you know.
Can I rewind the clock a bit here? How in the hell are you comparing hardcore mode to normal difficulty survival? One is stuck on hard and the other is chosen to be on normal that can be changed any time. You know, two difficulties where the mob damage does alter.
Auuuugh. I think I'm actually getting a headache now. I agreed with a brief statement you made. A statement so small that you could have said "catching a white softball at 25mph feels the same as catching a red softball at 25mph." Okay yes, if unfair lag deaths completely ruin the point of playing hardcore mod for you. I understand that. But does that mean hardcore mode is pointless period? Nope. Some players out there (with or without the lag) enjoy having one life and having the extra adrenaline rush or paranoia of knowing that one death ends it all.
Hardcore is extremely crucial to the maps I create. What was the point of this topic again? Too support or not to support adding overpowered mobs to the game. And since I use hardcore modes for my maps, I do not wish that the game mechanics are different as that will ruin all of the progress I've done over the years. Due to the mods I have, I have the ability to turn change gamemode from survival into creative. I do this to build on my adventure maps. I like hardcore mode the way it is. The importance of it; having one life, is important for those who play my maps. If they die, they may just redownload the map. I despise arguing so I would just stick to what this whole topic about. I am not the only many map makers out there, who thinks the same way.
Now for the main idea. I have split the idea into separate spoilers.
Mobs will have new behavior. (Along with new additions)
SKELETONS
Skeletons are somewhat strong, but still stupid. First off, they are snipers. When you approach them, they just stand there. Instead, they should back away to get a good shoot. Skeletons will now also have a limited amount of ammo, usually 10 arrows. If you approach them while they are shooting, they will back away, so they can get a good, stronger shot. After they run out of arrows, they will run around panicked, trying to pick up arrows stuck on the ground. You cannot pick up their arrows still. They will sprint while collecting them. They can hit you with their bow while running, but they deal 1/2 hearts of damage.
ZOMBIES
The stupidest mob in the game yet. Walk, hit, repeat. Instead, their range of view should be increased to 32, instead of 16. If a zombie is hit, all other zombies within a 8x8 radius will be alerted, and they will come at you. This is so that large hoards of zombies will come at you, like an invasion. Also, they should pick up certain items on the ground and eat them to restore one heart, depending if they can pick up items or not. Also, zombies will sometimes chase bats, and I mean literally chase. They will sometimes sprint too, completely ignoring you.
ENDERMEN
Endermen are strong. But dumb. First, they will regain the ability to pick up almost every block. A few Endermen won't pick up blocks at random. They will use it as a weapon. This is rare though. When they are hostile, they will pick up the nearest block, and throw it at you. Each block does one heart of damage. If they throw a TNT, it will explode. If the block hits you, the block will drop as an item. If it misses, it will land on the ground, and remain a breakable block. One more thing, Endermen should attack spiders. Why? Because you are the only one hated in the Minecraft world. Why not add hostilities between mobs too?
SQUID
Yes, squids. We all know they are passive, but they still need improvements. First off, when they are hit, they should squirt ink, which fogs up the water black. Very rarely, it will give you the blindness potion effect. Second, when they see boats, they will swim up, and nudge the boat, but not break it. This will make squids less ignored.
CHICKEN
They could be considered smart for a chicken. But one more thing. They should run away from cows and wolves. This will make things look more real, so every animal doesn't look "tamed." Also, chickens have to be sheared to get feathers. Feathers grow back very slowly, usually taking 20 minutes after the shearing. Also, chickens only lay eggs when they are fed seeds, usually 1-4 eggs per meal.
COW
Cows do not have much of a change, but when they are hit, they have a chance of ramming you away, dealing no damage, but a rather large knockback.
SHEEP
Sheep don't change much either. They now need three meals to grow back their wool. Also, their wool will only grow back it's original color.
SILVERFISH
This mob need a big improvement. First off, they mean nothing. They don't drop anything, and they have no purpose. First, monster egg blocks spawn in veins in every biome, not just mountains. They will make silverfish appear very often, and not forgotten. Second, they should sometimes drop an iron nugget when killed by the player. This is because iron is the closest thing to silver. Iron nuggets can obviously be crafted into iron ingots, making iron renewable, but very slowly.
PIG ZOMBIE
Pig zombies will remain passive. But they will get smarter too. When they attack, instead of running into you in giant groups, they will circle around you like creepers used to do, slowly killing you. Also, pig zombies have a chance to be wearing a golden helmet.
SPIDERS
Spider will remain the same, but rarely, a spider will spin webs when hit. Spiders will also have a 50% chance to mount any mob they run into. This will make spider jockeys more common, and also include different mobs. They cannot hold mobs obviously unsuited for them, except for villagers, which they will kidnap, and try to suicide, by harming themselves.
CREEPER
Creepers will once again circle you when they are about to blow up, like in beta. If you are facing their direction, creepers will slowly 'creep' up on you, hiding behind walls, and tip toeing closer and closer to you. When you notice them, the creeper will sprint toward you, knowing it's cover has been blown. (Pun!) If you are facing the opposite direction, creepers will walk up to you. turning around will cause a sprint. To even it out, creepers health is lowered by two hearts. Also, all of the blocks they destroy drop as an item. Charged creepers don't get damaged by fire, and will always sprint. To even it out, they explode after three seconds, to give you time to react.
Gameplay will have big changes (and additions)
WORLDS
-When you start a world, you have to choose a preset difficulty, so you cannot change it to peaceful when you are in trouble.
-Day and night are three times longer.
-Bonus chests are disabled. So are cheats-
-Sleeping takes twenty seconds to go forward to the next day, since the days are longer.
-When you build mobs, they do not come to life until you throw a splash potion of instant health at it.
-You now run out of breath when sprinting. It takes 10 seconds to run out of breath, and 5 seconds to regain it.
BLOCKS AND ITEMS
-All ores are 20 times rarer, but the vein sizes are 20 times bigger. It makes mining harder, but more resourceful.
-Man made infinite water sources aren't possible, unless they are connected to an ocean, or large lake.
-Smelting takes 20 seconds, instead of 10.
-Crops take much longer to grow, but they yield a bit more. Also, bonemeal has a 1/5 chance of causing a growth spurt in plants.
-Tilling farmland now takes time, making the different tiers more useful.
-Food items now take different times to eat, according to their hunger points. For example, steak takes longer to eat than cookies. Cake slices take time to eat too. Milk buckets take 10 seconds to drink.
-All explosions now make fire along with damage to the surrounding terrain.
-You cannot sprint or jump on soul sand.
-You can hold your breath for twice as long, but you die three times as fast.
-Flint and steel has a 50% chance of failure, not making a fire, so two clicks will usually make a fire.
-Wood turned into burnt wood, instead of disappearing when burnt, making repairing building a bigger job.
-Leaves burn really fast, usually stripping a tree of all leaves in seconds.
-Fire spreads infinitely, but slowly. The smoke rises highly, so you can get a warning.
-Tools do not disappear when they break, instead, they turn into a broken tool item, which can later be repaired. Same applies with armor.
How does this sound? This took me a while to put together, and I can almost guarantee more things will come in the future. This may be a bit extreme, and not Minecraft like, but I figured i'd post it anyways. Thoughts?
You gotta find the balance and not throw in overpowered things just because they please you. You're only one out of like 10,000,000 people who play this game.
I understand your point. I once had a great hardcore world back in 1.0, and it got all deleted one day, because a stupid pigman hit me off a nether fortress for no reason. I was very very angry. One careless death could be anything, from a mob killing you, a fall, or even a cactus. The problem is that the title "hardcore" doesn't match the gamemode much, which is why I suggested renaming the current hardcore mode to "one life mode." Then, the main suggestion helps make hardcore more hardcore.
About the OP suggestions, I guess I did go a bit crazy there, but it's hardcore mode. Things kind of should be over powered in hardcore if you ask me.
I think that's more of an opinion thing, but the way I see it, even though the name "Hardcore" isn't the greatest choice in the world, it's still very fitting. Not only do you get the one life, but you can't change the difficulty in a vain attempt to save yourself. And the name "One Life Mode" sounds a bit... lamer than "Hardcore Mode".
Giving buffs to things isn't so much a bad thing in this case, it's alright if you give everything a good sized layer of buffs because it ALL adds up in the end against the player. So if you add these steroid-induced skyrocketed buffs to everything, you turn the player into tissue paper, and the game's difficulty goes so far from "challenging" to become "Stop having fun and just hide from everything forever!" mode.
What's the point of a hardcore mode? You could just play survival and when you die, you could decide by yourself to just delete the world. This mode seems completely pointless. It adds no challenge to the game, jsut adds more frustration. I mean, I could just play normal survival and just not die, and isn't that "hardcore"?
Argha Blargha
To present a new level of challenge to players who desire exactly that?
I'm not trying to be mean or patronizing, but that may be the most invalid and ridiculous comparison I've ever read. Let me clarify the difference. Hardcore gives you one life and a permanent difficulty setting that can't be escaped - die once and the world you worked on for days/weeks/months/whatever will vanish forever. Any other mode let's you pick up right where you left off upon death.
Yeah, you're pretty much spinning your own opinions into facts. Just because it "seems pointless" to you, doesn't mean that the rest of the world thinks that way. "Adds no challenge to the game"? Y... You're joking right? Locked difficulties and one life isn't challenging?!
By the way, no. Playing normal and not dying isn't exactly "hardcore", because it's just... playing normal and not dying. Even if you did die, everything you worked to make will still remain. I just... how are you even coming up with these comparisons?
It presents no new level of difficulty. It can already be done in normal survival. Set to hard difficuty and just don't die. Plays the same. If you don't die, it's just the same as playing on hardcore mode, and not dying. Mobs are not harder if yo u play on the same difficulty level. The only difference between playing hard mode on normal survival without dying and playing hardcore without dying is in hardcore you get different health icons. That's it. The "added difficulty" is all in your head. Mobs aren't any stronger than survival hard mode. The only difference besides icons is when you die. But if you never die, then you will never experience this difference in modes. Hardcore mode is pointless. It would be like making a new survival mode called baby mode where there aren't any mobs. You could just play normal survival and turn on peaceful mode. It would be the same thing.
Invalid how? You can't just say something is without back-up. My example was you could play survival mode and decide to delete a world on death, or just not die. I can go weeks on normal survival without dying. Usually my deaths are due to lag, such as a creeper freezing then warping up on me after dashing off hoping to avoid a laggy creeper explosion. While playing on normal survival, if I want to do a "hardcore run," if I was killed by a creeper this way, I can choose what is a "legitimate death." I can continue playing if that happens. But what if I were on hardcore? Weeks lost due to lag. Forced to lose a level. That's not more challenging. That's just more frustration being falsely labeled as "extra challenge."
Actually I was asking what is the point of hardcore mode. It adds no challenge to the game. All it does is force a set of rules that you could have done yourself on normal survival. It would be like making a new mode where you can't use the crafting table, as I've seen that challenge around the forums before. It's pointless. You could just play normal survival and just not use the crafting table. It can already be done, the mode just forces it on you. It can already be done without the mode. I can simulate a "hardcore run" by playing normal survival on hard mode setting without ever dying. The mobs aren't stronger. I don't take more damage. Mobs don't spawn more often. Ores aren't more scarce. It's the same. The only difference is when you die. But if you don't die, there is no difference. It's just a forced set of rules that you can already set yourself on normal survival. And it's not like I play normal survival and plan on dying. I don't want to die. So I do my best to not, just as I would on hardcore. It's just when playing survival, I have that extra safety net in case I die from lag. And even if I do have a fair death, oh well. Didn't make the game any harder if I had lsot my world instead. All that would have done would have made the game much more frustrating. I don't find frustration fun.
I feel like you just skim my posts. Playing normal and not dying IS the same as hardcore. As I had said, there is no difference in difficulty of mobs, or scarcity of ores, that is, if you set difficulty on hard. It's the same, minus all the frustration in the event you do end up dying. But if you don't die, it's exactly identical, except for the heart icons. And that's not even worth it to me. If I really want those icons, I could use a texturepack, and still not die, as if on hardcore. Because just in case of a laggy unfair death, I won't be forced to lose something I shouldn't be losing.
Argha Blargha
Right, because simply saying "well just don't die" will automatically be the gold-plated supports of your argument. You might as well tell us "well if you don't want food poisoning just don't ever eat anything." Yeah, no.
And as I slowly climb my way down your post, you mention three seperate times how you can get a "lag death", as if every minecraft player shares that exact same problem, which kind of convinces me that you died once in hardcore mode due to lag, and now you're bashing it because of your bad personal experiences.
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Now, for the original topic. I have a lot of problems with it; at the same time, I think quite a few of these should be added to "regular" minecraft. For brevity's sake, I will not name all of the things I like or dislike, nor do I think you want to hear all of them. The new skeleton and zombie behavior are some things I would like to see, albeit toned down a little. The enderman and most of the world generation things, however, I think are problematic. I've always had trouble with mobs that could take blocks in large quantities or throw them as a weapon. Why not just let the enderman use blocks as a melee weapon for increased damage, and keep some usage restrictions? My issue with the world generation is that it makes some things impossible to build (no infinite water) or changes core mechanics (fire, mining, sprinting). The water one is really bad, you should always be able to build anything in one mode that you can in another. I'll let other people tell you what's what, though. I may be deluded about what's right and wrong.
Wow, you sure make it easy to quote you. I hit quote and nothing shows up, because you put nothing outside of my own quote.
Anyway, you mentioned playing hard mode and never changing the difficulty without dying is the same as hardcore. Which was my whole point. So thank you for agreeing with me.
And this "laggy unfair death" has only happened to me in normal survival. It happens. It's the reason to 99% of my deaths. The other 1% is me dying from goofing around, like tossing snowballs around and knocking myself off my giant tower. I have not even bothered playing hardcore mode because I know dumb deaths like this happen, and losing everything isn't fun, when I can play normally and have no legitimate deaths.
But anyway, you agreed with me, so I have no idea why you are arguing with me then.
You could also say "just don't die" while playing hardcore. The game is exactly the same if you don't die. If you wanted to challenge yourself, you could delete your world on your own if you die. Hardcore mode only forces that challenge, which makes the mode completely redundant. Why not have a "No crafting table" mode, or a "No diamond pickaxe mode," as well? They're just as redundant as hardcore mode. You can play "no crafting table mode," "no diamond pickaxe mode," and "hardcore mode" in normal survival. With "no crafting table mode," you on yourself decide never to craft anything from a crafting table. In "no diamond pickaxe mode," you just decide to never make or use a diamond pickaxe. In "hardcore mode," you can just play and try your hardest not to die. If you do die, then the challenge is over and you have lost. Delete the world on your own. These shouldn't be "modes," they should be chalenges you decide by yourself. No need to make a new mode when it can be done already in normal survival.
I think everyone has died at least once to lag. And if you read my response above, you will see that this is untrue (about my personal experiences with hardcore).
I don't see how it changes everything if everything is the same. As said before, you could, on yourself, make the challenge of a hardcore run in normal survival and delete the world when you do die. Whatever "feeling that changes everything" still exists when you do this.
Now this argument is really off-topic, however I think there should be a change to hardcore mode to make it not so redundant. I just have no idea, as hardcore mode shouldn't even exist as you can simulate an identical challenge yourself, but I know it's not going anywhere.
Argha Blargha
Very well then, I'll just reply like this.
I didn't exactly "agree" with you, but if that's how you slice it, then... sure, maybe. It's still not the exact same by the way. One little drop in lava on hardcore and that castle you made with diamond and emerald blocks will poof away within the space of a heartbeat. On regular hard mode, you get to be revived and come back to your precious jewel-made castle but just drop some items and XP. Yeah, the difference is still there you know.
Can I rewind the clock a bit here? How in the hell are you comparing hardcore mode to normal difficulty survival? One is stuck on hard and the other is chosen to be on normal that can be changed any time. You know, two difficulties where the mob damage does alter.
Auuuugh. I think I'm actually getting a headache now. I agreed with a brief statement you made. A statement so small that you could have said "catching a white softball at 25mph feels the same as catching a red softball at 25mph." Okay yes, if unfair lag deaths completely ruin the point of playing hardcore mod for you. I understand that. But does that mean hardcore mode is pointless period? Nope. Some players out there (with or without the lag) enjoy having one life and having the extra adrenaline rush or paranoia of knowing that one death ends it all.
Uh, like I said before. Making a conscious choice to delete your own world is NOT the same as having your world forcibly deleted when you didn't want. You can't make comparisons like that, dude. What the guy above me said. Some players like the fear/thrill of knowing that one death will erase it all forever.
Because things like crafting tables and diamond pickaxes are small yet important building blocks in the gameplay progress of Minecraft, while hardcore mode is something that encompasses the entire game itself with the extra challenge players might want.
Well guess what, they are modes. Some people like them, some people don't. That doesn't dictate that it should be removed from the game forever. Hardcore is still optional, and no one will strap you to a chair and force you to play the game that way, but don't be so quick to say "it's in your head!" because that will come off as pompous arrogance. Who's to say you aren't the one who's wrong?
I don't care too much for pyramids and don't really like or use sandstone, but that doesn't mean I go around saying "There's no point to sandstone. There are other aesthetic blocks out there and I could use texture packs! Sandstone has no use for anyone, it's all in your heads!"
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Yup. There it is. Those magic words that will most likely start arguments and maybe have their profiles have 1 or 2 stars.
If you don't like hardcore mode, that's fine, but cut back on saying stuff like that. You don't wanna come off as the type who's all "I am the one who's correct while the rest of you are blind! See my truth!" Yeah, that leads to bad things. If you don't believe me, just ask the user Fnoop. The most arrogant kid to ever come on these forums, but ran away because his cockiness collapsed on him.
Not that I'm comparing you to that, but it's best not to say that stuff. As for the idea, I don't support as I think hardcore is good enough as is.
Very well; if you wish to think so, you may. I think you are wrong, however.
There is one last thing I would like to say before I remove myself from this thread--which I believe is being slightly abused--which is the absence of any real reason to remove hardcore. It would be counterproductive to spend (probably negligible, but nevertheless valuable) time removing hardcore when it could be spent on making something better instead. Is it really so bad that it "has" to be gone? Does it cause great pain with its presence?
Hardcore is extremely crucial to the maps I create. What was the point of this topic again? Too support or not to support adding overpowered mobs to the game. And since I use hardcore modes for my maps, I do not wish that the game mechanics are different as that will ruin all of the progress I've done over the years. Due to the mods I have, I have the ability to turn change gamemode from survival into creative. I do this to build on my adventure maps. I like hardcore mode the way it is. The importance of it; having one life, is important for those who play my maps. If they die, they may just redownload the map. I despise arguing so I would just stick to what this whole topic about. I am not the only many map makers out there, who thinks the same way.
-facepalm-
Pun, pun, pun