Zombie sieges have been broken since 1.4.7. Only zombies that manually aggro Villagers can appear, making fencing ideal. Iron Golems also exist for a reason.
I have not seen a single iron golem in a village in survival, i have to make them myself
Guys, "hard" and "stupid" are totally different. You see, fighting a creature who tries to outflank you and sneaks up on you is hard, killing a creature who just spawns more of itself whenever you hit it for no reason is annoying. It's the same with with skeletons, they made them more annoying rather than hard, since you just keep getting knocked back whilst taking minimal damage. In response to making the game harder it seems like they only improved creeper AI, and made everything else a frustrating cavalcade of idiot enemies.
People kind of need to calm down.
Everyone's talking about what the community wants from the game, but everyone wants different things. I sort of like the new zombies, the challenge and fear of the night makes it fun. However if im going to be hacking through these zombies, i would like some better combat mechanics to spice it up a little and stop people from getting bored.
As for people saying its hard for new players, Minecraft was never supposed to be welcoming to new people. Why do you think there's no tutorial? The fact minecraft isn't welcoming to new players created this great community of people who made the game what it is today. Notch's dream of minecraft was about making a game that was hard/challenging and forcing people to think outside the box to prevail, and not "hand-holding" like the majority of recent games that have been released. Mojang should be catering for their audience, but they shouldn't stray away from what the game was supposed to be.
One thing i think needs to be changed is that there are way to many zombies, making the zombies themselves harder was good, but having too many just made it annoying.
Quality of zombies makes it harder, quantity makes it tedious.
---When I started, I considered the achievements a tutorial. Also, difficulties are made for an array of players, if you make all the difficulties spammed with zombies, you have just destroyed the point of difficulties.
I don't know if it is possible to regular the A.I. by difficulty. I'm not a programmer, but it wouldn't surprise me that A.I. is very complex and not just costumizable. Mojang has always only made the specific features of the mobs dependence on difficulty (hearts, breaking doors, exploding range, armor, potions effects, etc.) because those are more "modular," they do not change the mob itself. But A.I. is about the behavior of the mobs, so it is way more fundamental. Maybe you can compare it with the terrain generator, that is also not a modulair thing. Mojang can there also not regular the biomes or height variation by difficulty. But maybe a programmer can tell more about that. However, on more easy difficulties, zombies are less fanatic in calling their friends and they are more weak already.
And I don't know if almost the whole community is complaining. Maybe some on this forum, but this forum is by far not the whole community. It is only the part that speaks out about changes on this forum.
---It would be pretty easy. Mixing the fact that AI comes in a separate class called for each action, 'look around' 'mate with other villager' 'attack' (not exact names but fairly similar) and the fact that you can add a nesting statement calling on a difficulty, it's easily doable.
And I don't know if almost the whole community is complaining. Maybe some on this forum, but this forum is by far not the whole community. It is only the part that speaks out about changes on this forum.
I'm the only one (of five players) in my family who is on the forum. All of us have differing playing styles, but NONE of us like the new changes, for reasons that have already been expressed. You can extend that to a large percentage of forum members. Not only that, but we have friends who are considering purchasing the game, as well. If a large number of forum members don't like a change in the game (whatever it is), you can bet that Mojang would be shooting itself in the financials (i.e. future sales to friends, Minecraft Realms subscriptions, etc.) to ignore the concerns of those forum members.
Way to just completely ignore what everyone has been saying.
I meant to say it like that. It was a possible solution to make the game easier, not to answer any specific question anyone asked, just an FYI and friendly reminder
If you actually want to change anything, direct that energy toward Mojang.
A few have tried.
The problem is that Mojang basically ignores these forums (not that I can blame them for that, honestly), and pretty much only pays any attention to Reddit (and occasionally Twitter).
Unfortunately, trying to post anything on Reddit or Twitter is also useless, because the bigger problem is that Dinnerbone specifically (who is the one making most of these ridiculous changes) is an arrogant jerk with an army of butt-kissing toolbags that will just shoot down and make fun of anyone that expresses any kind of criticism or concern over a new feature or how it was implemented (no matter how well stated or reasonable the comment is).
Honestly, the most frustrating part about all this is that the majority of the people that don't like the changes are not asking for them to be removed entirely, we are simply asking that they remove them from all but the "Hard" difficulty setting, since anyone that would want these kinds of changes should be playing on Hard anyway. That really doesn't seem like it should be an unreasonable request.
This is how I feel. Easy shouldn't be near indistinguishable from hard. Easy is supposed to be easy. Hard is like easy, but mobs do more damage. Those who chose to play on easy did it because they liked difficulty but not too much or none at all. They didn't pick easy to be mobbed by zombies. The zombie changes are not implemented well. Hard should be hard, normal should be normal and easy should be easy. We have easy hard difficulty, normal hard difficulty and hard difficulty to choose from now.
Unfortunately, trying to post anything on Reddit or Twitter is also useless, because the bigger problem is that Dinnerbone specifically (who is the one making most of these ridiculous changes) is an arrogant jerk with an army of butt-kissing toolbags that will just shoot down and make fun of anyone that expresses any kind of criticism or concern over a new feature or how it was implemented (no matter how well stated or reasonable the comment is).
It wouldn't hurt to try. I haven't exactly kept an ear to the ground with regards to the devs, but I think if it were well worded it might have a decent shot. And it's worth pointing out that going straight to Dinnerbone may not be the best way to go about it; other devs like Jeb may be a little more even handed with regards to things like difficulty.
It could be worded as a larger suggestion for improving combat and PvE in Minecraft in general. Certainly skeletons could use a bit of reworking; arrows have an unrealistic knockback for their mass and should perhaps do more damage, especially to armored targets (since they seem to pierce right through the armor). The zombie hordes could be easily toned down on lower difficulties without eliminating it completely; it's just a simple matter of reducing their awareness range and having them only alert a couple zombies when they take damage.
This is how I feel. Easy shouldn't be near indistinguishable from hard. Easy is supposed to be easy. Hard is like easy, but mobs do more damage. Those who chose to play on easy did it because they liked difficulty but not too much or none at all. They didn't pick easy to be mobbed by zombies. The zombie changes are not implemented well. Hard should be hard, normal should be normal and easy should be easy. We have easy hard difficulty, normal hard difficulty and hard difficulty to choose from now.
And to think, a couple months ago it was easy, easy and easy.
The only way we can get Dinnerbone's attention is if we make a popular hardcore series, then he would jump hoops for us and no one else.
Will you please explain? Otherwise you're making a blanket statement. It's not encouraging a narrow type of creativity at all. It's encouraging creative ways to survive, but you can still be more creative than you previously could on just building in general. Just because of a little difficulty against mobs doesn't mean that it's limiting anything, except the time you have to build what you want at night. If you want to just build and don't want the survival aspect, play on peaceful or creative mode. You have to survive as you build what you want. It's called "survival mode" for a reason, because survival is the focus. You still have the freedom to build, it's just that the game doesn't hold your hand and eliminate a lot of work that you have to do.
Will you please explain? Otherwise you're making a blanket statement. It's not encouraging a narrow type of creativity at all. It's encouraging creative ways to endlessly combat the infinite zombie holocaust, but you can still be more creative than you previously could on just building in general. Just because of a little difficulty against mobs doesn't mean that it's limiting anything, except the time you have to build what you want at night. If you want to just build and don't want the endlessly combat the infinite zombie holocaust aspect, play on peaceful or creative mode. You have to endlessly combat the infinite zombie holocaust as you build what you want. It's called "endlessly combat the infinite zombie holocaust mode" for a reason, because endlessly combat the infinite zombie holocaust is the focus. You still have the freedom to build, it's just that the game doesn't hold your hand and add a lot of work that you have to do.
And by "adding" I mean, you now have to lit up a whopping *48* blocks around whatever you want protected, say an NPC village, and triple-fence it, with fences at 16, 32 and 48 blocks, respectively. Also, find *all* the tunnels underneath the build up to 48 blocks away and also lit up and fence off all of it.
And even then, you'll still have to deal with the baby zombies, which can spawn in light.
In short, forget about protecting a build, EVER. Especially an NPC village. The only good defense is running away 128 blocks.
The only players who can find this "fun" are those that like to "endlessly combat the infinite zombie holocaust", not those that like survival.
That is complete and utter lack of basic thought of Mojang they're on weird drugs or something like that.
False, While I was playing Hardcore, I hit a zombie, and another zombie spawned right next to it!
After that, I mined some coal, a zombie hit me, 5.5 hearts damage.
I killed it, continued mining coal, looked away for 2 seconds, and then a zombie killed me...
Yeah it's because those Mojang morons didn't think that sometimes rules interact in weird ways. Even when it is PERFECTLY obvious that when you have this:
#1 The more damaged a zomnbie is, the harder it strikes
and then add this:
#2 Reinforcement zombies come with less hit points (i.e. already damaged)
You always get this:
Zombies hordes (and not "hoards" for all those literally challenged) strike hellishly hard!
Zombie reinforcements should follow the EXACT same rules as normal zombies: lit levels, on forim ground only, and DEFINITELY not in any space that either is too close to a player or has some kind of line-of-sight to the player (even if the player is looking away!). (even a partial line of sight).
Also, killing off a couple zombies should NOT "insure" an endless stream of zombies each night. Instead, when the 'zombie horde" effect is triggered, rarely, multiple zombies spawn at once, and then that is IT. You get one *huge* fight, not a trickling stream that goes on until morning.
Also, the "zombie horde" thing should be a "mob group" data. Like, when you kill off a zombie pigman, all other zombie pigmen from the same group also go hostile. Again, to make this a "fight a group" occurence, instead of a "fight an endless stream of weak monsters" thing.
Wasting 35% of my playtime fighting those easy mobs is a total waste of "difficulty".
In short, forget about protecting a build, EVER. Especially an NPC village. The only good defense is running away 128 blocks.
You can make a 1-block hole in front of every village door. This would prevent virtually all door-breaking, but wouldn't prevent baby zombie spawning, but it's a consideration for previous versions.
---Zombies breaking doors, another brainchild of Db's that ruined the game for me. lol (I would've preferred if they just knock until they slam the door open, but then I wouldn't have to replace doors all the time in a massive village, where's the fun in that??!?!?)
I meant to say it like that. It was a possible solution to make the game easier, not to answer any specific question anyone asked, just an FYI and friendly reminder
It certainly did not sound so. A smiley does not directly translate friendliness; more often it translates sarcasm. But nonetheless, I understand now!
Everyone is not on-board with lowering the difficulty so they can play a simplified game. We wish to play as we used to and zombies shouldn't stop that for everyone.
In Easy the mobs are still quite weak, so an iron sword is probably already enough to kill a zombie before he can call his friends.
Nope. The reinforcement summoning is calculated PER ATTACK ON THE ZOMBIE.
Zombies have the same amount of health points no matter what the difficulty level is set to.
Iron Swords deal the same amount of damage no matter what the difficulty level is set to.
Odds of zombie Reinforcements are also the same no matter what the difficulty level is set to. (*)
In short, zombie apocalypse on all difficulty levels.
(*) Edit: Ok, admitedly it is slightly reduced on Easy. Still not reduced enough to avoid getting the endless zombie apocalypse effect on most night (instead of on every night).
And mobs deal really low damage especially as soon as you have your first armor (always iron since it is way easier and FASTER to find 5 iron veins, than to breed 24 cows.
Personally I think the "Zombie Apocolypse" is amazing. It adds more "fun" to the game in my opinion. More easy ways to get XP now, if you get bored of quarts mining.
I have not seen a single iron golem in a village in survival, i have to make them myself
runescape:fred da kiko spiral knights:freddakiko steam:freddakikoif it was too hard for you to find me...
---It would be pretty easy. Mixing the fact that AI comes in a separate class called for each action, 'look around' 'mate with other villager' 'attack' (not exact names but fairly similar) and the fact that you can add a nesting statement calling on a difficulty, it's easily doable.
I'm the only one (of five players) in my family who is on the forum. All of us have differing playing styles, but NONE of us like the new changes, for reasons that have already been expressed. You can extend that to a large percentage of forum members. Not only that, but we have friends who are considering purchasing the game, as well. If a large number of forum members don't like a change in the game (whatever it is), you can bet that Mojang would be shooting itself in the financials (i.e. future sales to friends, Minecraft Realms subscriptions, etc.) to ignore the concerns of those forum members.
You sir,
are ignorant.
Way to just completely ignore what everyone has been saying.
We can all write heartfelt manifestos of why it is/isn't a good idea, but nothing is going to change by arguing with one another.
If you actually want to change anything, direct that energy toward Mojang.
It was their decision, not the gamers who are fine with the change.
A few have tried.
The problem is that Mojang basically ignores these forums (not that I can blame them for that, honestly), and pretty much only pays any attention to Reddit (and occasionally Twitter).
Unfortunately, trying to post anything on Reddit or Twitter is also useless, because the bigger problem is that Dinnerbone specifically (who is the one making most of these ridiculous changes) is an arrogant jerk with an army of butt-kissing toolbags that will just shoot down and make fun of anyone that expresses any kind of criticism or concern over a new feature or how it was implemented (no matter how well stated or reasonable the comment is).
Honestly, the most frustrating part about all this is that the majority of the people that don't like the changes are not asking for them to be removed entirely, we are simply asking that they remove them from all but the "Hard" difficulty setting, since anyone that would want these kinds of changes should be playing on Hard anyway. That really doesn't seem like it should be an unreasonable request.
This is how I feel. Easy shouldn't be near indistinguishable from hard. Easy is supposed to be easy. Hard is like easy, but mobs do more damage. Those who chose to play on easy did it because they liked difficulty but not too much or none at all. They didn't pick easy to be mobbed by zombies. The zombie changes are not implemented well. Hard should be hard, normal should be normal and easy should be easy. We have easy hard difficulty, normal hard difficulty and hard difficulty to choose from now.
It wouldn't hurt to try. I haven't exactly kept an ear to the ground with regards to the devs, but I think if it were well worded it might have a decent shot. And it's worth pointing out that going straight to Dinnerbone may not be the best way to go about it; other devs like Jeb may be a little more even handed with regards to things like difficulty.
It could be worded as a larger suggestion for improving combat and PvE in Minecraft in general. Certainly skeletons could use a bit of reworking; arrows have an unrealistic knockback for their mass and should perhaps do more damage, especially to armored targets (since they seem to pierce right through the armor). The zombie hordes could be easily toned down on lower difficulties without eliminating it completely; it's just a simple matter of reducing their awareness range and having them only alert a couple zombies when they take damage.
The only way we can get Dinnerbone's attention is if we make a popular hardcore series, then he would jump hoops for us and no one else.
Will you please explain? Otherwise you're making a blanket statement. It's not encouraging a narrow type of creativity at all. It's encouraging creative ways to endlessly combat the infinite zombie holocaust, but you can still be more creative than you previously could on just building in general. Just because of a little difficulty against mobs doesn't mean that it's limiting anything, except the time you have to build what you want at night. If you want to just build and don't want the endlessly combat the infinite zombie holocaust aspect, play on peaceful or creative mode. You have to endlessly combat the infinite zombie holocaust as you build what you want. It's called "endlessly combat the infinite zombie holocaust mode" for a reason, because endlessly combat the infinite zombie holocaust is the focus. You still have the freedom to build, it's just that the game doesn't hold your hand and add a lot of work that you have to do.
And by "adding" I mean, you now have to lit up a whopping *48* blocks around whatever you want protected, say an NPC village, and triple-fence it, with fences at 16, 32 and 48 blocks, respectively. Also, find *all* the tunnels underneath the build up to 48 blocks away and also lit up and fence off all of it.
And even then, you'll still have to deal with the baby zombies, which can spawn in light.
In short, forget about protecting a build, EVER. Especially an NPC village. The only good defense is running away 128 blocks.
The only players who can find this "fun" are those that like to "endlessly combat the infinite zombie holocaust", not those that like survival.
That is complete and utter lack of basic thought of Mojang they're on weird drugs or something like that.
Yeah it's because those Mojang morons didn't think that sometimes rules interact in weird ways. Even when it is PERFECTLY obvious that when you have this:
#1 The more damaged a zomnbie is, the harder it strikes
and then add this:
#2 Reinforcement zombies come with less hit points (i.e. already damaged)
You always get this:
Zombies hordes (and not "hoards" for all those literally challenged) strike hellishly hard!
Zombie reinforcements should follow the EXACT same rules as normal zombies: lit levels, on forim ground only, and DEFINITELY not in any space that either is too close to a player or has some kind of line-of-sight to the player (even if the player is looking away!). (even a partial line of sight).
Also, killing off a couple zombies should NOT "insure" an endless stream of zombies each night. Instead, when the 'zombie horde" effect is triggered, rarely, multiple zombies spawn at once, and then that is IT. You get one *huge* fight, not a trickling stream that goes on until morning.
Also, the "zombie horde" thing should be a "mob group" data. Like, when you kill off a zombie pigman, all other zombie pigmen from the same group also go hostile. Again, to make this a "fight a group" occurence, instead of a "fight an endless stream of weak monsters" thing.
Wasting 35% of my playtime fighting those easy mobs is a total waste of "difficulty".
---Zombies breaking doors, another brainchild of Db's that ruined the game for me. lol (I would've preferred if they just knock until they slam the door open, but then I wouldn't have to replace doors all the time in a massive village, where's the fun in that??!?!?)
It certainly did not sound so. A smiley does not directly translate friendliness; more often it translates sarcasm. But nonetheless, I understand now!
Everyone is not on-board with lowering the difficulty so they can play a simplified game. We wish to play as we used to and zombies shouldn't stop that for everyone.
Nope. The reinforcement summoning is calculated PER ATTACK ON THE ZOMBIE.
Zombies have the same amount of health points no matter what the difficulty level is set to.
Iron Swords deal the same amount of damage no matter what the difficulty level is set to.
Odds of zombie Reinforcements are also the same no matter what the difficulty level is set to. (*)
In short, zombie apocalypse on all difficulty levels.
(*) Edit: Ok, admitedly it is slightly reduced on Easy. Still not reduced enough to avoid getting the endless zombie apocalypse effect on most night (instead of on every night).
And mobs deal really low damage especially as soon as you have your first armor (always iron since it is way easier and FASTER to find 5 iron veins, than to breed 24 cows.