I too feel that putting it to peaceful is "cheating," but I still enjoy the reinforcement mechanic as now night-time is actually something to be feared in my world. It used to be I just ran around killing everything and getting materials but now I actually need to plan out or stay home or sleep in a bed. Now my castle is actually used for defending instead of just sitting there to look nice. That being said, I do see your point, the new zombie mechanics do ruin exploration of the beautiful world a bit. But my solution is to get a horse and gallop around, killing mobs and out running the zombies. If that does ruing the ability to see the world then get on top of a mountain or hill, enjoy the scenery and once the mobs get close, run. I'm not an explorer though, so I won't really have the solution you're looking for unfortunately.
The 1.6 zombie changes aren't even positive for fighters, and here's why:
1) Zombies are not strong nor smart. The reinforcements nor the detection range buff made them smarter, just more persistent. This hardly increases risk of death, nor does it make the fight more exciting, but it certainly increases the battle time. This is artificial difficulty. The player doesn't have to deal with things differently, and there are things that are completely out of the player's control(spawn on hit) that makes the player resort to cheap tactics and exploits(having to alter an entire area by lighting it up, digging trenches, stuff that players shouldn't be forced to do) to have to avoid these fights lest they end up in long, boring conflicts. Any sensible fighter prefers a short, exciting, and truly difficult fight to a long, repetitive fight. Any fighter also would prefer a fight with rewarding enemies rather than unrewarding enemies, bringing me to my next point...
2) Zombies are not rewarding. They drop loads of useless rotten flesh, and its only good uses are to sell for emeralds which is a rare offer and generally requires a whole stack for a single emerald or feed to wolves, but you'll definitely have more food than you need for your wolf. They drop nearly broken iron tools. The only good drop is insanely rare and that's an iron ingot, and even then, iron is very common in the ground. That iron ingot drop is hardly useful after the first few nights. Again, why would anybody want to face zombies when they have such crappy drops? Of course, you can't just buff their drops; they are easy to kill and are the starting enemies. That brings me to my next point...
3) These are changes to the first mob. If you're fighting in any game, do you want to face the same foe the entire time, that foe only becoming weaker and weaker due to your growing strength? I sure wouldn't. In many games, players will go to a more dangerous area with harder enemies when they get stronger. The fights are generally more exciting and rewarding. However, in Minecraft, there is no such progression. The same enemies appear the whole time, and there isn't a place for better fights.
Well, there is the Nether, but the main dangers, zombie pigmen, don't even attack you unless you attack them and they aren't very rewarding. Magma cubes are harmless. Ghast attacks are easily dodged and the foes themselves are easily killed with a deflected shot or an enchanted bow, and the only way ghasts can kill you is if you unknowingly are standing on thin ground and you manage not to deflect the ghast fireball, and it blows the floor out from under you; even then, potions of fire resistance negate the damage from the lava sea. Wither skeletons and blazes are too rare to worry about, and even then, wither skeletons are just faster, easier to hit zombies, and Blazes, well, they actually have good AI, being a flying foe that shoots kinda hard to avoid fireballs at you, but again, they are too rare to worry about. Even in this dimension, you can still make most enemies pushovers through obtaining potions and having mid-level enchantments. The Nether is also sorta irrelevant since you'll only spend some time there before you have all the Nether Quartz and brewing materials you need, only needing rare, short trips back for more materials. It's safe to assume people will spend most of the time in the overworld, so the overworld should have that progression of enemies.
Mojang trying to make the starting mobs more powerful shows that they lack a basic understanding of this progression. Nearly every game has new, harder, and more rewarding enemies appearing later in the game as you gain strength. This is not because these game makers are unoriginal, this is because it works. Most games difficulty curve throughout the game generally stays at the same level or increases as it goes. Because Mojang refuses to add more mobs, and because when they do the mobs always spawn from the beginning, Minecraft's difficulty curve goes down as you play and get gear, potions, enchantments, and as you develop your base. You know how you're invincible in your iron armor? That's because they don't bother have a progression to enemies spawning, and so when they add enemies, they always assume that you can fight them from the beginning; they have to make them possible for starting players, at least possible. They can't make an enemy that is a challenge for diamond armored players because then starting players will get killed over and over again very quickly.
Oh, yeah, there's bosses, they provide that challenge I'm talking about... Oh wait, you only have to face each of those once; the Enderdragon so you can get a ton of xp and all the End has to provide(hardly anything), and the Wither for a Nether star which makes the Beacon, which is somewhat useful but you only need one for your base, and if you need more, the Wither isn't hard. I scratch that crap about the wither being a challenge, it's only challenging if you don't bother to build a cage or arena for it. Plus, YOU summon it, it doesn't come on its own. It will never have the advantage of an ambush against you.
Conclusion: The zombie buffs provide nothing to enhance the fighting experience in Minecraft, only forcing on more fight time and more of the same useless rewards the enemy always gives you. In addition, buffing them and other starting mobs are the wrong way to increase difficulty. A proper solution to adding difficulty would be to add new mobs with better AI and rewards and have them spawn, not at the beginning, but later on, more commonly as a player spends more nights in an area.
The 1.6 zombie changes aren't even positive for fighters, and here's why:
1) Zombies are not strong nor smart. The reinforcements nor the detection range buff made them smarter, just more persistent. This hardly increases risk of death, nor does it make the fight more exciting, but it certainly increases the battle time. This is artificial difficulty. The player doesn't have to deal with things differently, and there are things that are completely out of the player's control(spawn on hit) that makes the player resort to cheap tactics and exploits(having to alter an entire area by lighting it up, digging trenches, stuff that players shouldn't be forced to do) to have to avoid these fights lest they end up in long, boring conflicts. Any sensible fighter prefers a short, exciting, and truly difficult fight to a long, repetitive fight. Any fighter also would prefer a fight with rewarding enemies rather than unrewarding enemies, bringing me to my next point...
2) Zombies are not rewarding. They drop loads of useless rotten flesh, and its only good uses are to sell for emeralds which is a rare offer and generally requires a whole stack for a single emerald or feed to wolves, but you'll definitely have more food than you need for your wolf. They drop nearly broken iron tools. The only good drop is insanely rare and that's an iron ingot, and even then, iron is very common in the ground. That iron ingot drop is hardly useful after the first few nights. Again, why would anybody want to face zombies when they have such crappy drops? Of course, you can't just buff their drops; they are easy to kill and are the starting enemies. That brings me to my next point...
3) These are changes to the first mob. If you're fighting in any game, do you want to face the same foe the entire time, that foe only becoming weaker and weaker due to your growing strength? I sure wouldn't. In many games, players will go to a more dangerous area with harder enemies when they get stronger. The fights are generally more exciting and rewarding. However, in Minecraft, there is no such progression. The same enemies appear the whole time, and there isn't a place for better fights.
Well, there is the Nether, but the main dangers, zombie pigmen, don't even attack you unless you attack them and they aren't very rewarding. Magma cubes are harmless. Ghast attacks are easily dodged and the foes themselves are easily killed with a deflected shot or an enchanted bow, and the only way ghasts can kill you is if you unknowingly are standing on thin ground and you manage not to deflect the ghast fireball, and it blows the floor out from under you; even then, potions of fire resistance negate the damage from the lava sea. Wither skeletons and blazes are too rare to worry about, and even then, wither skeletons are just faster, easier to hit zombies, and Blazes, well, they actually have good AI, being a flying foe that shoots kinda hard to avoid fireballs at you, but again, they are too rare to worry about. Even in this dimension, you can still make most enemies pushovers through obtaining potions and having mid-level enchantments. The Nether is also sorta irrelevant since you'll only spend some time there before you have all the Nether Quartz and brewing materials you need, only needing rare, short trips back for more materials. It's safe to assume people will spend most of the time in the overworld, so the overworld should have that progression of enemies.
Mojang trying to make the starting mobs more powerful shows that they lack a basic understanding of this progression. Nearly every game has new, harder, and more rewarding enemies appearing later in the game as you gain strength. This is not because these game makers are unoriginal, this is because it works. Most games difficulty curve throughout the game generally stays at the same level or increases as it goes. Because Mojang refuses to add more mobs, and because when they do the mobs always spawn from the beginning, Minecraft's difficulty curve goes down as you play and get gear, potions, enchantments, and as you develop your base. You know how you're invincible in your iron armor? That's because they don't bother have a progression to enemies spawning, and so when they add enemies, they always assume that you can fight them from the beginning; they have to make them possible for starting players, at least possible. They can't make an enemy that is a challenge for diamond armored players because then starting players will get killed over and over again very quickly.
Oh, yeah, there's bosses, they provide that challenge I'm talking about... Oh wait, you only have to face each of those once; the Enderdragon so you can get a ton of xp and all the End has to provide(hardly anything), and the Wither for a Nether star which makes the Beacon, which is somewhat useful but you only need one for your base, and if you need more, the Wither isn't hard. I scratch that crap about the wither being a challenge, it's only challenging if you don't bother to build a cage or arena for it. Plus, YOU summon it, it doesn't come on its own. It will never have the advantage of an ambush against you.
Conclusion: The zombie buffs provide nothing to enhance the fighting experience in Minecraft, only forcing on more fight time and more of the same useless rewards the enemy always gives you. In addition, buffing them and other starting mobs are the wrong way to increase difficulty. A proper solution to adding difficulty would be to add new mobs with better AI and rewards and have them spawn, not at the beginning, but later on, more commonly as a player spends more nights in an area.
Try to play on hard everything is harder that way and zombies will easily kill you+at the 1.6 the difficulty of the mobs (not difficulty actually the armor and how many spawn only)at an area increases if you spend much time at that area.
"/gamemode 1" or creative mode let's you walk around all you want without mobs attacking.
I usually fix up villages and set up a house within a village as my base of operations in adventure mode. I try to get a few iron golems set up right away before night falls and the zombie sieges commence.
You say you want to not have to spend the whole night fighting, which Peaceful mode does, but you don't want Peaceful mode because it's so-called "Cheating"? Houston, we have a hypocrite! Peaceful is not cheating, it's perfectly valid for if you just want to stop and look around the sights of Minecraftia, and do that only. And if you still want to be stubborn about it, then just bring a couple stacks of dirt, and a shovel or two, then when mobs start spawning, start towering. Then just put it on far render distance(Assuming you don't have it on far already) and enjoy the view until day comes and the mobs burn to death/despawn, then use your shovel to dig back down, and go back on your merry way until night falls again, where you then just do the same thing.
You say you want to not have to spend the whole night fighting, which Peaceful mode does, but you don't want Peaceful mode because it's so-called "Cheating"? Houston, we have a hypocrite!
No, he just means that he doesn't want to spend the entire night fending off mob after mob. Back before 1.6, you could actually stand outside at night without attracting much mobs, but attracting enough where you aren't clustered with mobs.
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I pledge alliegance to the Great Alliance of the Medieval European Nations, with my sword, and my shield, to forever use my blade with great moral responsibilities, and to serve in all of my king's wars and protect the Great Kingdom.
No, he just means that he doesn't want to spend the entire night fending off mob after mob. Back before 1.6, you could actually stand outside at night without attracting much mobs, but attracting enough where you aren't clustered with mobs.
Ok, I get it there, but he still can tower just as well, since there's no flying mobs, except for harmless bats.(I swear, Mojang, if you add a flying hostile mob...)
yeah i have to agree the new zombie mechanics are bad. I dont care that they follow you, but when they spawn in directly on top of you it is bad. They arent even dangerous in hard in singleplayer. The problem is if you have lag in multiplayer suddenly you can be surrounded by 5 zombies in a split second and haven o way to react. In that way it is unbalanced and not a good feature.
Try to play on hard everything is harder that way and zombies will easily kill you+at the 1.6 the difficulty of the mobs (not difficulty actually the armor and how many spawn only)at an area increases if you spend much time at that area.
Sorry for my bad english .
I do. Besides, difficulty settings only increase damage dealt by enemies and barely changes AI; again, artificial difficulty.
Ok, I get it there, but he still can tower just as well, since there's no flying mobs, except for harmless bats.(I swear, Mojang, if you add a flying hostile mob...)
They really should add a flying overworld hostile mob.
The fact that you can tower a few blocks to avoid absolutely all enemies is a bit cheap.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
I really LOVE the new mechanics. Thank God it's not going to be removed. I understand why you don't want to - but if you're wanting to just explore, then change the difficulty to peaceful. That's kinda what it was made for...
No, peaceful was made for people who don't want to fight at all.
Night shouldn't be a time where it's impossible to explore or even avoid fights.
Yeah, you should still bump into a fair amount, but with zombies, it's ridiculous.
As I mentioned earlier, the fights are unrewarding, unrelenting, and aren't exciting or risky fights.
No, peaceful was made for people who don't want to fight at all.
Night shouldn't be a time where it's impossible to explore or even avoid fights.
Yeah, you should still bump into a fair amount, but with zombies, it's ridiculous.
As I mentioned earlier, the fights are unrewarding, unrelenting, and aren't exciting or risky fights.
Night shouldn't be a time where it's impossible to explore or even avoid fights.
Do you even realise what you're saying? One of the main features of the game is to AVOID the darkness and the night. Its in the advertisements and everything. Zombies used to be a joke, zombies used to be easier to kill than a chicken or any other animal because they at least ran from you when you smacked it around a bit. Now they are much more realistic and fun and people are complaining like crazy. And even still they aren't even hard.. There's just more of them and they aren't sitting around like fish in a barrel for you any more. You guys are all complaining about a mechanic which still isn't even that bad..
If you want to explore, bring a bed and automatically make it day.. take some glass and a silk touch enchanted pick and wall your self in if you really want to stop and gaze at something in the night..
No, peaceful was made for people who dont want to fight at all.
Well you guys dont want to fight the zombies, still the easiest hostile mob in the game to kill, so.. yeah. Would you rather fight hordes of creepers and skeletons since you guys don't mind fighting them? Because I can make you a mod which will give creepers and skeletons the same tracking abilities as zombies. Then lets see you complain about the zombies after that.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Wait, so, you don't like to fight mobs, but you don't want to put it on peaceful, because that's "cheating"? This has to be a joke.
You don't like the game's default mechanics, but you refuse to change them despite having an effortless, in-game way to modify them because it would "break your immersion"? I can't believe that someone would put in as much effort to a rant like this just to troll, but it's just so hard to believe that someone could complain about something they could change with five simple button presses.
I don't always like to have to worry about fighting off mobs at nighttime if I'm building. So I put it on peaceful, and I'm fully satisfied. Some people just like to complain.
this.
also your post made me sad. you should go and travel and see breathtaking sights. not sightsee on a computer.
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Looking for a vanilla server to play on with other adults?
Do you even realise what you're saying? One of the main features of the game is to AVOID the darkness and the night. Its in the advertisements and everything. Zombies used to be a joke, zombies used to be easier to kill than a chicken or any other animal because they at least ran from you when you smacked it around a bit. Now they are much more realistic and fun and people are complaining like crazy. And even still they aren't even hard.. There's just more of them and they aren't sitting around like fish in a barrel for you any more. You guys are all complaining about a mechanic which still isn't even that bad..
If you want to explore, bring a bed and automatically make it day.. take some glass and a silk touch enchanted pick and wall your self in if you really want to stop and gaze at something in the night..
Well you guys dont want to fight the zombies, still the easiest hostile mob in the game to kill, so.. yeah. Would you rather fight hordes of creepers and skeletons since you guys don't mind fighting them? Because I can make you a mod which will give creepers and skeletons the same tracking abilities as zombies. Then lets see you complain about the zombies after that.
Yes, you are supposed to avoid the night; no, night does not have to be a constant stream of enemies.
Yes, you should still be attacked by some enemies; no, every enemy you see doesn't need to attack you.
Even in Terraria, a game similar to and much harder than Minecraft, you get a fair amount of time to build and move around without running into too many enemies.
Heck, even in Skyrim, a game vastly different than either of those games, even in many games, you're not constantly getting attacked by streams of enemies.
No mob needs tracking abilities that are this strong.
Zombies were fine before 1.6.
They are the STARTING MOB, they are SUPPOSED to be easy.
I will also bring up, again, that nobody wants to fight the starting enemies throughout the entire game because the player gets stronger, making the enemies only more of an annoyance.
Also, you say this is more "realistic."
Zombies are definitely realistic...(sarcasm)
If you're going for realism, first off, rotting creatures would have a harder time seeing or hearing things, which means zombies shouldn't be able to see you when you can see them way in the distance.
In addition, IT DEFINITELY MAKES NO REALISTIC SENSE TO HAVE A ZOMBIE APPEAR ON TOP OF ANOTHER ZOMBIE WHEN THE ZOMBIE IS INJURED.
As a final blow to the realism argument, night in real life is far less risky than night in Minecraft, so if you were going for realism, there wouldn't be all these undead coming out at night.
The whole "would you rather fight hordes of skeletons or creepers" argument sucks, too, by the way, because it's clear we would rather not fight hordes of anything.
Even then, skeletons and creepers are just barely more rewarding than zombies.
Of course, you actually fight less of those guys because of the 1.6 changes.
Because zombies spawn so much, fewer skeletons and other mobs spawn because of the mob caps.
Yes, you are supposed to avoid the night; no, night does not have to be a constant stream of enemies.
Yes, you should still be attacked by some enemies; no, every enemy you see doesn't need to attack you.
Even in Terraria, a game similar to and much harder than Minecraft, you get a fair amount of time to build and move around without running into too many enemies.
Heck, even in Skyrim, a game vastly different than either of those games, even in many games, you're not constantly getting attacked by streams of enemies.
Those are other games, that argument is completely invalid. The night does not HAVE to be a constant stream of enemies, you're right. But it's also not your game and Mojang wanted it this way. If you wanna walk around at night make your own game.. Or go outside.
No mob needs tracking abilities that are this strong.
Zombies were fine before 1.6.
They are the STARTING MOB, they are SUPPOSED to be easy.
I will also bring up, again, that nobody wants to fight the starting enemies throughout the entire game because the player gets stronger, making the enemies only more of an annoyance.
They still are easy. But now at least slightly challenging for later on in the game. after you get your first iron sword which takes.. 30 minutes or less for an average player?
Also, you say this is more "realistic."
Zombies are definitely realistic...(sarcasm)
If you're going for realism, first off, rotting creatures would have a harder time seeing or hearing things, which means zombies shouldn't be able to see you when you can see them way in the distance.
In addition, IT DEFINITELY MAKES NO REALISTIC SENSE TO HAVE A ZOMBIE APPEAR ON TOP OF ANOTHER ZOMBIE WHEN THE ZOMBIE IS INJURED.
As a final blow to the realism argument, night in real life is far less risky than night in Minecraft, so if you were going for realism, there wouldn't be all these undead coming out at night.
You're just using technicalities now.. Realistic for zombie behavior how people imagine zombies and use them in media. I'm not talking about realistic-ness of the night in real life. You are correct however, the spawning reinforcements from thin air is a little far fetched.
The whole "would you rather fight hordes of skeletons or creepers" argument sucks, too, by the way, because it's clear we would rather not fight hordes of anything.
Even then, skeletons and creepers are just barely more rewarding than zombies.
Of course, you actually fight less of those guys because of the 1.6 changes.
Because zombies spawn so much, fewer skeletons and other mobs spawn because of the mob caps.
I wouldnt say the argument sucks. It pretty made you admit you don't want to fight anything, rather it be hordes. I know that doesn't mean that you want don't want to fight at all, but come on.. You're pretty much complaining that the game isn't child's play on one of the aspects that defines the game.
Also zombies do not spawn so much more than other mobs. You just see them more frequently because they're always popping up to come say hi to you, versus the antisocial creepers, skeletons and spiders. The only additional spawning things zombies get is the chance of spawning a reinforcement when you hit them. So they may spawn 1-2 additional mobs just during the time you're still currently fighting them, but that's not going to scratch the mob cap.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
They still are easy. But now at least slightly challenging for later on in the game. after you get your first iron sword which takes.. 30 minutes or less for an average player?
That sword wouldn't last ten minutes with a horde.
That sword wouldn't last ten minutes with a horde.
Well most nodes of iron also come in more than 2. If you're only getting enough iron to make 1 sword, you're doing it wrong.
Also, an iron sword has a durability of 251. It takes between 3-4 swings to kill a zombie. Which allows you to kill 62 zombies minumum, and 83 with criticals. If you're trying to tell me that you're getting hordes those sizes, even fighting that many mobs in one night, I call BS. You'd have to go out of your way to fight that many mobs in 10 minutes.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Aww really? Then ignore my post.
Fantasy City beginners Challenge - around 90 percent complete
put it on peacful for
a split second then
turn it back on hard
the zombies despawn
1) Zombies are not strong nor smart. The reinforcements nor the detection range buff made them smarter, just more persistent. This hardly increases risk of death, nor does it make the fight more exciting, but it certainly increases the battle time. This is artificial difficulty. The player doesn't have to deal with things differently, and there are things that are completely out of the player's control(spawn on hit) that makes the player resort to cheap tactics and exploits(having to alter an entire area by lighting it up, digging trenches, stuff that players shouldn't be forced to do) to have to avoid these fights lest they end up in long, boring conflicts. Any sensible fighter prefers a short, exciting, and truly difficult fight to a long, repetitive fight. Any fighter also would prefer a fight with rewarding enemies rather than unrewarding enemies, bringing me to my next point...
2) Zombies are not rewarding. They drop loads of useless rotten flesh, and its only good uses are to sell for emeralds which is a rare offer and generally requires a whole stack for a single emerald or feed to wolves, but you'll definitely have more food than you need for your wolf. They drop nearly broken iron tools. The only good drop is insanely rare and that's an iron ingot, and even then, iron is very common in the ground. That iron ingot drop is hardly useful after the first few nights. Again, why would anybody want to face zombies when they have such crappy drops? Of course, you can't just buff their drops; they are easy to kill and are the starting enemies. That brings me to my next point...
3) These are changes to the first mob. If you're fighting in any game, do you want to face the same foe the entire time, that foe only becoming weaker and weaker due to your growing strength? I sure wouldn't. In many games, players will go to a more dangerous area with harder enemies when they get stronger. The fights are generally more exciting and rewarding. However, in Minecraft, there is no such progression. The same enemies appear the whole time, and there isn't a place for better fights.
Well, there is the Nether, but the main dangers, zombie pigmen, don't even attack you unless you attack them and they aren't very rewarding. Magma cubes are harmless. Ghast attacks are easily dodged and the foes themselves are easily killed with a deflected shot or an enchanted bow, and the only way ghasts can kill you is if you unknowingly are standing on thin ground and you manage not to deflect the ghast fireball, and it blows the floor out from under you; even then, potions of fire resistance negate the damage from the lava sea. Wither skeletons and blazes are too rare to worry about, and even then, wither skeletons are just faster, easier to hit zombies, and Blazes, well, they actually have good AI, being a flying foe that shoots kinda hard to avoid fireballs at you, but again, they are too rare to worry about. Even in this dimension, you can still make most enemies pushovers through obtaining potions and having mid-level enchantments. The Nether is also sorta irrelevant since you'll only spend some time there before you have all the Nether Quartz and brewing materials you need, only needing rare, short trips back for more materials. It's safe to assume people will spend most of the time in the overworld, so the overworld should have that progression of enemies.
Mojang trying to make the starting mobs more powerful shows that they lack a basic understanding of this progression. Nearly every game has new, harder, and more rewarding enemies appearing later in the game as you gain strength. This is not because these game makers are unoriginal, this is because it works. Most games difficulty curve throughout the game generally stays at the same level or increases as it goes. Because Mojang refuses to add more mobs, and because when they do the mobs always spawn from the beginning, Minecraft's difficulty curve goes down as you play and get gear, potions, enchantments, and as you develop your base. You know how you're invincible in your iron armor? That's because they don't bother have a progression to enemies spawning, and so when they add enemies, they always assume that you can fight them from the beginning; they have to make them possible for starting players, at least possible. They can't make an enemy that is a challenge for diamond armored players because then starting players will get killed over and over again very quickly.
Oh, yeah, there's bosses, they provide that challenge I'm talking about... Oh wait, you only have to face each of those once; the Enderdragon so you can get a ton of xp and all the End has to provide(hardly anything), and the Wither for a Nether star which makes the Beacon, which is somewhat useful but you only need one for your base, and if you need more, the Wither isn't hard. I scratch that crap about the wither being a challenge, it's only challenging if you don't bother to build a cage or arena for it. Plus, YOU summon it, it doesn't come on its own. It will never have the advantage of an ambush against you.
Conclusion: The zombie buffs provide nothing to enhance the fighting experience in Minecraft, only forcing on more fight time and more of the same useless rewards the enemy always gives you. In addition, buffing them and other starting mobs are the wrong way to increase difficulty. A proper solution to adding difficulty would be to add new mobs with better AI and rewards and have them spawn, not at the beginning, but later on, more commonly as a player spends more nights in an area.
Try to play on hard everything is harder that way and zombies will easily kill you+at the 1.6 the difficulty of the mobs (not difficulty actually the armor and how many spawn only)at an area increases if you spend much time at that area.
Sorry for my bad english .
I usually fix up villages and set up a house within a village as my base of operations in adventure mode. I try to get a few iron golems set up right away before night falls and the zombie sieges commence.
No, he just means that he doesn't want to spend the entire night fending off mob after mob. Back before 1.6, you could actually stand outside at night without attracting much mobs, but attracting enough where you aren't clustered with mobs.
Want to improve on my Knight's Pledge of Allegiance? http://piratepad.net/3cw2XbB855
Ok, I get it there, but he still can tower just as well, since there's no flying mobs, except for harmless bats.(I swear, Mojang, if you add a flying hostile mob...)
I do. Besides, difficulty settings only increase damage dealt by enemies and barely changes AI; again, artificial difficulty.
They really should add a flying overworld hostile mob.
The fact that you can tower a few blocks to avoid absolutely all enemies is a bit cheap.
Skeletons can change that, very quickly. Gotta tower up out of the aggro range to not get knocked off
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
No, peaceful was made for people who don't want to fight at all.
Night shouldn't be a time where it's impossible to explore or even avoid fights.
Yeah, you should still bump into a fair amount, but with zombies, it's ridiculous.
As I mentioned earlier, the fights are unrewarding, unrelenting, and aren't exciting or risky fights.
Do you even realise what you're saying? One of the main features of the game is to AVOID the darkness and the night. Its in the advertisements and everything. Zombies used to be a joke, zombies used to be easier to kill than a chicken or any other animal because they at least ran from you when you smacked it around a bit. Now they are much more realistic and fun and people are complaining like crazy. And even still they aren't even hard.. There's just more of them and they aren't sitting around like fish in a barrel for you any more. You guys are all complaining about a mechanic which still isn't even that bad..
If you want to explore, bring a bed and automatically make it day.. take some glass and a silk touch enchanted pick and wall your self in if you really want to stop and gaze at something in the night..
Well you guys dont want to fight the zombies, still the easiest hostile mob in the game to kill, so.. yeah. Would you rather fight hordes of creepers and skeletons since you guys don't mind fighting them? Because I can make you a mod which will give creepers and skeletons the same tracking abilities as zombies. Then lets see you complain about the zombies after that.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
this.
also your post made me sad. you should go and travel and see breathtaking sights. not sightsee on a computer.
Looking for a vanilla server to play on with other adults?
http://www.minecraftforum.net/forums/servers/pc-servers/survival-servers/2330638-serenitatem-1-8-whitelisted-18-only-vanilla
Yes, you are supposed to avoid the night; no, night does not have to be a constant stream of enemies.
Yes, you should still be attacked by some enemies; no, every enemy you see doesn't need to attack you.
Even in Terraria, a game similar to and much harder than Minecraft, you get a fair amount of time to build and move around without running into too many enemies.
Heck, even in Skyrim, a game vastly different than either of those games, even in many games, you're not constantly getting attacked by streams of enemies.
No mob needs tracking abilities that are this strong.
Zombies were fine before 1.6.
They are the STARTING MOB, they are SUPPOSED to be easy.
I will also bring up, again, that nobody wants to fight the starting enemies throughout the entire game because the player gets stronger, making the enemies only more of an annoyance.
Also, you say this is more "realistic."
Zombies are definitely realistic...(sarcasm)
If you're going for realism, first off, rotting creatures would have a harder time seeing or hearing things, which means zombies shouldn't be able to see you when you can see them way in the distance.
In addition, IT DEFINITELY MAKES NO REALISTIC SENSE TO HAVE A ZOMBIE APPEAR ON TOP OF ANOTHER ZOMBIE WHEN THE ZOMBIE IS INJURED.
As a final blow to the realism argument, night in real life is far less risky than night in Minecraft, so if you were going for realism, there wouldn't be all these undead coming out at night.
The whole "would you rather fight hordes of skeletons or creepers" argument sucks, too, by the way, because it's clear we would rather not fight hordes of anything.
Even then, skeletons and creepers are just barely more rewarding than zombies.
Of course, you actually fight less of those guys because of the 1.6 changes.
Because zombies spawn so much, fewer skeletons and other mobs spawn because of the mob caps.
Those are other games, that argument is completely invalid. The night does not HAVE to be a constant stream of enemies, you're right. But it's also not your game and Mojang wanted it this way. If you wanna walk around at night make your own game.. Or go outside.
They still are easy. But now at least slightly challenging for later on in the game. after you get your first iron sword which takes.. 30 minutes or less for an average player?
You're just using technicalities now.. Realistic for zombie behavior how people imagine zombies and use them in media. I'm not talking about realistic-ness of the night in real life. You are correct however, the spawning reinforcements from thin air is a little far fetched.
I wouldnt say the argument sucks. It pretty made you admit you don't want to fight anything, rather it be hordes. I know that doesn't mean that you want don't want to fight at all, but come on.. You're pretty much complaining that the game isn't child's play on one of the aspects that defines the game.
Also zombies do not spawn so much more than other mobs. You just see them more frequently because they're always popping up to come say hi to you, versus the antisocial creepers, skeletons and spiders. The only additional spawning things zombies get is the chance of spawning a reinforcement when you hit them. So they may spawn 1-2 additional mobs just during the time you're still currently fighting them, but that's not going to scratch the mob cap.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
That sword wouldn't last ten minutes with a horde.
Well most nodes of iron also come in more than 2. If you're only getting enough iron to make 1 sword, you're doing it wrong.
Also, an iron sword has a durability of 251. It takes between 3-4 swings to kill a zombie. Which allows you to kill 62 zombies minumum, and 83 with criticals. If you're trying to tell me that you're getting hordes those sizes, even fighting that many mobs in one night, I call BS. You'd have to go out of your way to fight that many mobs in 10 minutes.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU