Making a mob tower on hardcore IS a great deal harder. If you fall into your lava pit, if you need to go back in to fix something you can't peaceful no mobs pls. If you go in on hardcore where something backed it up and a skeleton tries to shoot you and hits a creeper and then bam part of your tower. Spiders can also surprise knock you into the water with the monsters or lava/fall chamber where its instant die.
I can't think of any big mob towers I ever made where I didn't die in its construction and I'm not sure I'd ever attempt to make one on hardcore again. You know what's easy in hardcore? killing mobs without a tower using dog packs or iron golem guards. Or having a sword enchanted so it 1 hits everything with a jump attack and only taking on 1-2 monsters at a time. Even in hardcore the only regular mob that has a "CHANCE" to 1 hit you is a creeper and that's if you aren't blocking, armors not enchanted and its close.
No matter the difficulty iron golem army in the end with the ender dragon still alive is interesting to watch the first time.
Hardcore doesn't add difficulty at all, it simply means you have to be a little more careful. To some that's what difficulty is but it doesn't really effect anything in-game at all.
Instead of this new system they should just make food items give you less energy than they do now and make you respawn with a low food bar after you die.
I don't like the new system because it's more about how often you get hit and not about how much energy you use, which is silly. Even though you can get stacks of bread etc., I just feel as-is food carries you too long. I never really burned through food much even when sprinting everywhere, but this new change just doesn't make sense.
I want the foodbar to be low after you die because I can't tell you how many times I've tried to play the game like a scarce food survival, and then when I die the whole food bar is back, like there's no point to the food bar whatsoever..
Hardcore doesn't add difficulty at all, it simply means you have to be a little more careful. To some that's what difficulty is but it doesn't really effect anything in-game at all.
Instead of this new system they should just make food items give you less energy than they do now and make you respawn with a low food bar after you die.
I don't like the new system because it's more about how often you get hit and not about how much energy you use, which is silly. Even though you can get stacks of bread etc., I just feel as-is food carries you too long. I never really burned through food much even when sprinting everywhere, but this new change just doesn't make sense.
I want the foodbar to be low after you die because I can't tell you how many times I've tried to play the game like a scarce food survival, and then when I die the whole food bar is back, like there's no point to the food bar whatsoever..
5 cookies for you!
Also why not make saturation a factor here? if i had 17 food points left and i ate a steak, shouldnt i get more then 3 health points back before i stop healing?
Rollback Post to RevisionRollBack
Server: Bunny Burrow ----------- Currently not accepting new players
24/7 Survival server running custom made command block enhancements.
I agree that the food system is a bit whacked. Saturation should drain first before your hunger bar is reduced. It might also help to gain more then one heart per half-shank of your hunger bar.
I've been playing a mod recently that mostly throws balance out the window. Diamond and gold blocks with huge veins of emeralds all over underground. Surface mobs dropping gold. When you craft the mod's tools they have just about every enchant possible at max level auto. Then the mods adds boss monsters that have attack, hp, skills so high some of them can't be normal killed by the player even in this most op gear possible. For instance one of them 5x knock backed me until I feel into the bottom of a buildcraft shaft with a lava pool. Then as I'm trying to swim in the lava, the boss jump down from sealevel to me and holds me down for like 3 minutes under the lava with knockbacks until I finally kill it. In the mod all mobs, including vanilla ones are bsically 1 hit ko with the sword except bosses (Not too far from vanilla really with the right enchants/potions).
Its shiny, new, big explosions, rare everything drops in your lap....and 3 days after installing it I'm already starting to get bored and just leaving ores undug.
I could see 2 years down the road minecraft being like it, except WAY, WAY, WAY more grindy.
I still think they are trying to turn this game into an old school korean grind mmorpg ever since the adventure update. But, they don't know what to do about mob towers.
At first it was like, lets try to compete with the towers by making everything people normally grind give exp. Then it was, we'll start nerfing mob spawners (Where TONS of people then complained).
...what?
How does a change to the hunger mechanics prophesize a slippery slope in which Minecraft rapidly devolves into a game where everything is handed to you on a silver platter?
Minecraft deliberately avoids dropping everything in your lap because it's boring. That's the problem your mod has.
Towering is for people that have better things to do than play the grind game. If it makes ya happier I never made a wither skeleton tower. I just made two floors for the skeletons to spawn on and hit them with a sword while using fire potions for the blazes. I've also a while back made a hardcore world and killed the ender dragon. Was before the wither got added, not even sure you can beat a wither on hardcore with the new potion nerf unless you build the area to your advantage. Think it took me 2-3 weeks on that hardcore world to reach the dragon, but that's mainly because you have to be careful on hardcore and my nether fort that world was hard to find.
I've been playing a mod recently that mostly throws balance out the window. Diamond and gold blocks with huge veins of emeralds all over underground. Surface mobs dropping gold. When you craft the mod's tools they have just about every enchant possible at max level auto. Then the mods adds boss monsters that have attack, hp, skills so high some of them can't be normal killed by the player even in this most op gear possible. For instance one of them 5x knock backed me until I feel into the bottom of a buildcraft shaft with a lava pool. Then as I'm trying to swim in the lava, the boss jump down from sealevel to me and holds me down for like 3 minutes under the lava with knockbacks until I finally kill it. In the mod all mobs, including vanilla ones are bsically 1 hit ko with the sword except bosses (Not too far from vanilla really with the right enchants/potions).
Its shiny, new, big explosions, rare everything drops in your lap....and 3 days after installing it I'm already starting to get bored and just leaving ores undug.
I could see 2 years down the road minecraft being like it, except WAY, WAY, WAY more grindy.
I still think they are trying to turn this game into an old school korean grind mmorpg ever since the adventure update. But, they don't know what to do about mob towers.
At first it was like, lets try to compete with the towers by making everything people normally grind give exp. Then it was, we'll start nerfing mob spawners (Where TONS of people then complained).
*sigh*
See, here's the thing: Minecraft has ALWAYS been kinda grindy. Always. It generally tempers this by making sure that there's always 10 gazillion things to do, and never FORCING you to stick with one type of grind for any longer than you want, but still.... the grind has been there since the very beginning.
These days you might grind for XP or something, but back then you'd still "grind" for coal, iron, diamond, even stone to build large structures.
The game these days is no more grindy than it ever was. There's simply more OPTIONS.
Anyway, back on topic.... I havent seen any issues with the new hunger changes myself. If I dont want to be using food so much.... I should stop getting hit all the time! I dont see it as a bad thing that getting smacked by stuff now costs you more than just a small bit of health that'll come back ANYWAY. Could it be done a little better? Sure. But it's still a fine idea.
All in all, I've liked the changes lately that add difficulty, be it the skeleton thing or the zombies or whatever. Are they perfect? No, of course not. But I still think they're along the right lines.
"Minecraft is too hard!"
"Minecraft is super easy!"
Actually, they COULD please everyone..... if they'd just, you know, take Hard mode and specifically make it much harder, but leaving the others mostly alone..... I think alot of the problems and complaints come from the fact that they seem to be forgetting that the game even IS split into 3 difficulties and these changes just ALWAYS affect all 3 at once.
Actually, they COULD please everyone..... if they'd just, you know, take Hard mode and specifically make it much harder, but leaving the others mostly alone..... I think alot of the problems and complaints come from the fact that they seem to be forgetting that the game even IS split into 3 difficulties and these changes just ALWAYS affect all 3 at once.
This ^^^^^^^^^^
Although, not everyone would be happy, but it would be nice if they made the game harder for those that wanted it, and the same otherwise, especially for people who's computer are rather weak, however, this would still not please everyone, but it would help.
As to the hunger thing, I am not opposed to it, however, it could be tweaked in the future.
"Minecraft is too hard!"
"Minecraft is super easy!"
There's a difference between:
Being hard
Being cheaply hard by being hit by unavoidable attacks *cough*
Having to sit around camping and holding right click on a food item to heal *COUGH*
Being an absolute clickfest with not much else to it
Actually, they COULD please everyone..... if they'd just, you know, take Hard mode and specifically make it much harder, but leaving the others mostly alone..... I think alot of the problems and complaints come from the fact that they seem to be forgetting that the game even IS split into 3 difficulties and these changes just ALWAYS affect all 3 at once.
Peaceful, easy, normal, hard, hardcore.
On hard mode hunger was already kind of bad...since you need it to be pretty much at max meat to get any healing. Its one area that didn't need any making worse.
What I'd rather see in "hard" mode
1. Difficulty set at world creation can be locked forever
2. Disable charcoal
3. Beds don't allow resting through night and a bed must be placed for a irl week to allow respawn changing
4. Remove diamond/iron tools/gear and some other things from villager trading and remove easy/retarded trades like paper/clocks/flint
5. Disable village iron golem spawning
6. Endermen fall immune and no longer hurt by water/rain
7. Skeleton/zombie suffication immune (They are undead...)
8. Rare chance of cave spider/wither skeleton spawning in the regular world and in mob towers
9. Lava's sound is removed like in older versions
10. Blazes are a rare spawn near lava (You still need wart for potions anyway)
11. Silverfish can naturally spawn in extreme hills and forest biomes. Cave spiders in jungle/forest.
12. The end has two ender dragons instead of one (Two dragons, 1 egg, you do the math)
13. Skeletons don't float in water so they can shoot you from the bottom of lakes it also allows better mob sorting
14.. Zombies will chase and eat passive animals like pigs/cows/sheep.
15.. Wolves are aggresive by default
16. Tool durability/enchant ability is set by difficulty it was created in.
17. Diamond ore block drop diamond ore just as if you had used silk touch so fortune no longer works on them.
18. Slimes can jump out of water
19. Squid are aggressive and will attack anything including creepers if they spawn in a mob tower water system.
20. Creeper will blow in reaction to being pushed by a piston, sufficated, or set on fire.
They know we're going to mob tower, they could at least require mob towers to take more thought than place 1 lava and some water. Or place 4 pistons or just its in the sky, everything falls and free everything.
But most of these are things I'd like to see. The only ones that really must happen is the nerf to villager trading and nerf to iron golem farms. They are straight balance breakers.
"Minecraft is too hard!"
"Minecraft is super easy!"
This isn't a "too hard" thread, its a "combat is tedious to the point of no longer being enjoyable" one...
Whats with this elitist mentality that whenever someone has a complaint they are just crying that a game is too hard?
Rollback Post to RevisionRollBack
Server: Bunny Burrow ----------- Currently not accepting new players
24/7 Survival server running custom made command block enhancements.
They can make the "Junk" mobs as hard as nails, but I don't CARE about killing them. That's a huge reason why they're annoying. Because it doesn't matter to kill them.
The mobs won't top being annoying until they are actually worth killing.
This is a very strange outlook - strange to the point where it's borderline insane.
Baddies are annoying because YOU don't want to kill them?
What about the fact that they're actively trying to kill you? If the Dev's make the baddies able to find players easier, and they make them tough to fight - it won't matter if you don't get a single item drop, you'll be fighting for your life... And to me, that's great fun.
A. Bed when walking outside (Can be created first-third day)
B. Strip mine around level 15 for resources. (Created by 1-2 day)
C. Mob tower
D. Just playing intelligently
E. Lava/water Bucket (created first day)
= I don't have to fight any of these mobs if I don't want too. So yeah, its up to me if and where I want to fight zombies. If I don't think its worth it, then I don't. They aren't skeletons sniping during the day from under trees, they aren't spiders climbing any block to follow me, they aren't quiet like creeper/don't burn in sun, they aren't required for anything important. They are a mob that alone doesn't mean anything, but a bad drop and potential to be a pain if I engage them. If ones under a tree or in water during the day, if I go walk somewhere its gone when I come back because it despawns.
The multiplying thing just equals to me some amusement watching new players or seeing one of my iron golems in a war. Someone else brought it up that its bad for map makers because if they want 50 zombies in a room they can have a dispenser use 50 eggs. Now, they have no idea how many zombies the player will end up fighting.
I was just thinking how this new hunger system might make some mobs like cave spiders that I usually just wall in the spawner room or lava cover the spawner worse. On hard they take you down to like half a heart and its an example of another mob with a terrible drop. Spiders got the same drop at not even a 50th of the difficulty of cave spiders. Regular spiders also aren't location specific.
With my experiments, I was able to regen 12 full hearts after eating a steak and being at 7/10 hunger beforehand. It's in no way underpowered, it just makes you have to shelter yourself while healing; invoking more strategy to PVP situations.
With my experiments, I was able to regen 12 full hearts after eating a steak and being at 7/10 hunger beforehand. It's in no way underpowered, it just makes you have to shelter yourself while healing; invoking more strategy to PVP situations.
wait what? how? With the changes in 1.6 this is physically impossible
wait what? how? With the changes in 1.6 this is physically impossible
You say that because you 1) haven't tested it, and 2) don't think saturation does anything.
I just tested it now, and I can get at least 10 hearts off of a steak, and that is with moving around a bit
Now you get hit by one creeper on hard, your down 8 hearts. It will take 6 individual food items to reach max health again,
If you're using a terrible food source like cookies, yes. But a single steak will keep you filled long enough to heal 11 hearts worth of damage. Yes, it actually matters what food you eat now.
Do you actually know how the new food system works? Hunger drains based on saturation. If you're eating a food with low saturation (I.e Cookies, Melons, uncooked food), it's not going to keep you filled as long as other foods, therefore you heal less.
With the saturation actually playing a significant role now, the hunger/health update was one of my favorite features of 1.6. Right after horses and hardened clay.
Have you guys actually tried the new system? The point is to encourage eating more saturated foods. Topping off my hunger with one steak allows me to pretty much heal the majority of my health bar.
Can someone please explain to me how the new health system works? The wiki did not help this time.
Also, for those people who are not worried about regional difficulty, I would change your mind. Lets say you don't go to bed at Exactly dusk. A few mobs start to spawn. When you wake up in your base, the regional difficulty will already be high because you live there.. 2 skeletons with enchanted weapons and a zombie and a creeper all with better Al, it makes for a deadly combo.
Also, just a question, I have a 1.4 world. It did not spawn nether quarts, so will i get horses and the new health system and the reginal difficalty?
Can someone please explain to me how the new health system works? The wiki did not help this time.
Also, for those people who are not worried about regional difficulty, I would change your mind. Lets say you don't go to bed at Exactly dusk. A few mobs start to spawn. When you wake up in your base, the regional difficulty will already be high because you live there.. 2 skeletons with enchanted weapons and a zombie and a creeper all with better Al, it makes for a deadly combo.
Also, just a question, I have a 1.4 world. It did not spawn nether quarts, so will i get horses and the new health system and the reginal difficalty?
Thank you for helping me in advace.
When you have a full hunger bar then healing yourself causes you to lose hunger until you drop below 8.5 hunger, then you stop regening, however the higher saturation your food lasts the more you regen before that happens.
For horses you will need to generate new chunks until you find a Plains biome and then hope they spawn there, you will still get the health system and regional difficulty as those do not have to do with world generation.
I can't think of any big mob towers I ever made where I didn't die in its construction and I'm not sure I'd ever attempt to make one on hardcore again. You know what's easy in hardcore? killing mobs without a tower using dog packs or iron golem guards. Or having a sword enchanted so it 1 hits everything with a jump attack and only taking on 1-2 monsters at a time. Even in hardcore the only regular mob that has a "CHANCE" to 1 hit you is a creeper and that's if you aren't blocking, armors not enchanted and its close.
No matter the difficulty iron golem army in the end with the ender dragon still alive is interesting to watch the first time.
Instead of this new system they should just make food items give you less energy than they do now and make you respawn with a low food bar after you die.
I don't like the new system because it's more about how often you get hit and not about how much energy you use, which is silly. Even though you can get stacks of bread etc., I just feel as-is food carries you too long. I never really burned through food much even when sprinting everywhere, but this new change just doesn't make sense.
I want the foodbar to be low after you die because I can't tell you how many times I've tried to play the game like a scarce food survival, and then when I die the whole food bar is back, like there's no point to the food bar whatsoever..
5 cookies for you!
Also why not make saturation a factor here? if i had 17 food points left and i ate a steak, shouldnt i get more then 3 health points back before i stop healing?
Server: Bunny Burrow ----------- Currently not accepting new players
24/7 Survival server running custom made command block enhancements.
...what?
How does a change to the hunger mechanics prophesize a slippery slope in which Minecraft rapidly devolves into a game where everything is handed to you on a silver platter?
Minecraft deliberately avoids dropping everything in your lap because it's boring. That's the problem your mod has.
I honestly can't follow your logic here at all.
"Minecraft is too hard!"
"Minecraft is super easy!"
*sigh*
See, here's the thing: Minecraft has ALWAYS been kinda grindy. Always. It generally tempers this by making sure that there's always 10 gazillion things to do, and never FORCING you to stick with one type of grind for any longer than you want, but still.... the grind has been there since the very beginning.
These days you might grind for XP or something, but back then you'd still "grind" for coal, iron, diamond, even stone to build large structures.
The game these days is no more grindy than it ever was. There's simply more OPTIONS.
Anyway, back on topic.... I havent seen any issues with the new hunger changes myself. If I dont want to be using food so much.... I should stop getting hit all the time! I dont see it as a bad thing that getting smacked by stuff now costs you more than just a small bit of health that'll come back ANYWAY. Could it be done a little better? Sure. But it's still a fine idea.
All in all, I've liked the changes lately that add difficulty, be it the skeleton thing or the zombies or whatever. Are they perfect? No, of course not. But I still think they're along the right lines.
Actually, they COULD please everyone..... if they'd just, you know, take Hard mode and specifically make it much harder, but leaving the others mostly alone..... I think alot of the problems and complaints come from the fact that they seem to be forgetting that the game even IS split into 3 difficulties and these changes just ALWAYS affect all 3 at once.
This ^^^^^^^^^^
Although, not everyone would be happy, but it would be nice if they made the game harder for those that wanted it, and the same otherwise, especially for people who's computer are rather weak, however, this would still not please everyone, but it would help.
As to the hunger thing, I am not opposed to it, however, it could be tweaked in the future.
There's a difference between:
Being hard
Being cheaply hard by being hit by unavoidable attacks *cough*
Having to sit around camping and holding right click on a food item to heal *COUGH*
Being an absolute clickfest with not much else to it
Peaceful, easy, normal, hard, hardcore.
On hard mode hunger was already kind of bad...since you need it to be pretty much at max meat to get any healing. Its one area that didn't need any making worse.
What I'd rather see in "hard" mode
1. Difficulty set at world creation can be locked forever
2. Disable charcoal
3. Beds don't allow resting through night and a bed must be placed for a irl week to allow respawn changing
4. Remove diamond/iron tools/gear and some other things from villager trading and remove easy/retarded trades like paper/clocks/flint
5. Disable village iron golem spawning
6. Endermen fall immune and no longer hurt by water/rain
7. Skeleton/zombie suffication immune (They are undead...)
8. Rare chance of cave spider/wither skeleton spawning in the regular world and in mob towers
9. Lava's sound is removed like in older versions
10. Blazes are a rare spawn near lava (You still need wart for potions anyway)
11. Silverfish can naturally spawn in extreme hills and forest biomes. Cave spiders in jungle/forest.
12. The end has two ender dragons instead of one (Two dragons, 1 egg, you do the math)
13. Skeletons don't float in water so they can shoot you from the bottom of lakes it also allows better mob sorting
14.. Zombies will chase and eat passive animals like pigs/cows/sheep.
15.. Wolves are aggresive by default
16. Tool durability/enchant ability is set by difficulty it was created in.
17. Diamond ore block drop diamond ore just as if you had used silk touch so fortune no longer works on them.
18. Slimes can jump out of water
19. Squid are aggressive and will attack anything including creepers if they spawn in a mob tower water system.
20. Creeper will blow in reaction to being pushed by a piston, sufficated, or set on fire.
They know we're going to mob tower, they could at least require mob towers to take more thought than place 1 lava and some water. Or place 4 pistons or just its in the sky, everything falls and free everything.
But most of these are things I'd like to see. The only ones that really must happen is the nerf to villager trading and nerf to iron golem farms. They are straight balance breakers.
This isn't a "too hard" thread, its a "combat is tedious to the point of no longer being enjoyable" one...
Whats with this elitist mentality that whenever someone has a complaint they are just crying that a game is too hard?
Server: Bunny Burrow ----------- Currently not accepting new players
24/7 Survival server running custom made command block enhancements.
This is a very strange outlook - strange to the point where it's borderline insane.
Baddies are annoying because YOU don't want to kill them?
What about the fact that they're actively trying to kill you? If the Dev's make the baddies able to find players easier, and they make them tough to fight - it won't matter if you don't get a single item drop, you'll be fighting for your life... And to me, that's great fun.
Bring on the Zombie Hordes!!!
A. Bed when walking outside (Can be created first-third day)
B. Strip mine around level 15 for resources. (Created by 1-2 day)
C. Mob tower
D. Just playing intelligently
E. Lava/water Bucket (created first day)
= I don't have to fight any of these mobs if I don't want too. So yeah, its up to me if and where I want to fight zombies. If I don't think its worth it, then I don't. They aren't skeletons sniping during the day from under trees, they aren't spiders climbing any block to follow me, they aren't quiet like creeper/don't burn in sun, they aren't required for anything important. They are a mob that alone doesn't mean anything, but a bad drop and potential to be a pain if I engage them. If ones under a tree or in water during the day, if I go walk somewhere its gone when I come back because it despawns.
The multiplying thing just equals to me some amusement watching new players or seeing one of my iron golems in a war. Someone else brought it up that its bad for map makers because if they want 50 zombies in a room they can have a dispenser use 50 eggs. Now, they have no idea how many zombies the player will end up fighting.
I was just thinking how this new hunger system might make some mobs like cave spiders that I usually just wall in the spawner room or lava cover the spawner worse. On hard they take you down to like half a heart and its an example of another mob with a terrible drop. Spiders got the same drop at not even a 50th of the difficulty of cave spiders. Regular spiders also aren't location specific.
wait what? how? With the changes in 1.6 this is physically impossible
Server: Bunny Burrow ----------- Currently not accepting new players
24/7 Survival server running custom made command block enhancements.
You say that because you 1) haven't tested it, and 2) don't think saturation does anything.
I just tested it now, and I can get at least 10 hearts off of a steak, and that is with moving around a bit
If you're using a terrible food source like cookies, yes. But a single steak will keep you filled long enough to heal 11 hearts worth of damage. Yes, it actually matters what food you eat now.
I have a thread that shows the approximate amount of hearts most food will heal.
Do you actually know how the new food system works? Hunger drains based on saturation. If you're eating a food with low saturation (I.e Cookies, Melons, uncooked food), it's not going to keep you filled as long as other foods, therefore you heal less.
Can someone please explain to me how the new health system works? The wiki did not help this time.
Also, for those people who are not worried about regional difficulty, I would change your mind. Lets say you don't go to bed at Exactly dusk. A few mobs start to spawn. When you wake up in your base, the regional difficulty will already be high because you live there.. 2 skeletons with enchanted weapons and a zombie and a creeper all with better Al, it makes for a deadly combo.
Also, just a question, I have a 1.4 world. It did not spawn nether quarts, so will i get horses and the new health system and the reginal difficalty?
Thank you for helping me in advace.
When you have a full hunger bar then healing yourself causes you to lose hunger until you drop below 8.5 hunger, then you stop regening, however the higher saturation your food lasts the more you regen before that happens.
For horses you will need to generate new chunks until you find a Plains biome and then hope they spawn there, you will still get the health system and regional difficulty as those do not have to do with world generation.