I've noticed a distinct change in how my son, who is a hack-and-slasher, plays. Before he'd charge out to fight at the least excuse. He still does, but even though he's pretty good with a sword, the zombies generally get him eventually and now that there are so many, he can't get his stuff back. (Of course, this happened before occasionally but now it's all the time.) So he gives up, turns on cheats, and basically just farts around. Predictably, he's playing a lot less since he can't have his preferred fun.
Even for people who want a harder game, this wasn't a good way to do it. Zombie swarms aren't particularly hard if you do a little planning. What's hard with mobs is mixed swarms, because different mobs require different tactics. Making monsters spawn in mixed packs would make for a significantly harder game than zombie apocalypse, and it would be a lot more interesting.
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I think that the biggest problem with the zombie hoards is that it isn't hard at all!
It's really not. It's a little nerve-wracking for newcomers to the game, but anyone who's been playing for a day or so will know enough techniques to survive a zombie onslaught.
It's not hard to dig yourself one block down, put a block above your head, and punch feet.
It's not hard to pillar up a few blocks and wait out a night if you get stranded.
It's not hard to make a bottleneck in a cave and dispatch zombies one by one.
What it is, is a gigantic waste of time. The moon has just come up an you want to finish your run home, but you can't, because zombies are spawning behind every tree. You want to keep exploring the mineshaft, but you can't, because zombies are spawning at the end of every hallway. You want to go help someone who's trapped, but you can't, because there's crowds of zombies in your way. You want to play the game and not waste your time standing around, but you can't, because zombies everywhere.
They tried to make to make zombies harder, but all they did was make the game aggravatingly tedious. If zombies could go prone to crawl under 1-block spaces, if they could climb over fences and 2-block-high walls, if they could jump across small gaps that a player is capable of jumping across, if they could break glass, if they had a dash attack, if large numbers of them could rip down 1x1 pillars, if they could smartly ally themselves with nearby skeletons or creepers the same way they can call more zombies (without the cheapness of spawning more enemies beside them out of nowhere)--those are scary zombies. Those are hard zombies. Those are zombies that can pose a threat and challenge you without necessarily needing large numbers of them, not just making you stand in one safe spot and keep swinging until there isn't a crowd of zombies anymore. Those zombies could be in the game and inspire fear and difficulty, but also leave running to a safer area an option, without forcing you to shelter yourself off completely and wait for the morning sun to vanquish the horrible night.
I found a desert temple.
It was night.
I lit up the area.
I started digging in the center and placed some wood blocks and then some zombies started coming in.
I killed dozens and my clock had only a sliver of the day on the left side, so the night was only half over.
Then, a zombie fell down the shaft.
I almost was able to shoot it, and then it moved onto the switch and blew up the treasure.
I had no time to finish the wood staircase due to the relentless zombies.
Yeah, this really really sucks.
Lighting up an area is not enough. You also have to fence or block if off. There are 5 entrances into a desert temple, you know?
Also, the moment the fight breaks off, you should have gone outside, pillared up 2 blocks and fought the zombies from there.
You just learned the hard way not to invite fights into youre work zone.
For goodness sake, they're zombies. They're suppose to be in hordes.
But they don't come as a big horde that you have to encouter sometimes. Something that is coming towards you that you could choose to flee from. They instead come as a constant 'infinite" stream each and every night, spawning new mobs right in your face, that you can't escape.
That is not good difficulty that challenges the player, it is annoying and even enraging difficulty that cheats and merely tries to punish the player. And it also fails at that given that it is elso easily exploited for gaining buttloads of EXP.
Simple fixes:
- The Zombie Horde thing happens only on the New Moon (thus, once every 8 minecraft days).
- It is resolved as making zombies "summon reinforcement" occur ONCE only, and summon a huge group of zombies say, 30!) that act like a group (lik when you anger 1 zombie pigmen all will go hostile).
- Better navigation mechanics for mobs. If they are in a tunnel, instead of walking errativally they tend to walk ALONG the tunnel, for example.
- Hostile groups have an "aggro target" at a fixed block coordinate and try to move to that general area. They DON'T have an instinctivel 100% accurate knowledge of where the player is at all times. Only when 1 mob in the group actually SEES the player, then the aggro coordinate can be updated.
Finally, letting weak mobs be weak and adding new "though" mobs would be more interesting. Thus game should have scores of different common hostile mobs for the default "OIverworld" environment . Scores. Instead we have four (all other are rare variants). And by different I don't mean just changing the skin or one detail or two. I mean totally different mobs.
There's no way in a single day to properly fence off and light an entire town, even if you happen across it just after the monster spawns quit for the day. The only way you could pull it off is if you're using server codes to /give yourself the materials needed, and even then, better hope its not a large village, or that didn't mean miss one single point where a monster could spawn.
Here is how to do it:
Step Zero: When the village is discovered.
If it is night, and you think there may be mobs near, or it is not a singleplayer game, then just run away ASAP. All hostile mobs automatically despawn when they are more than 128 blocks from the player. Truly this is the ONLY way to efficienctly "protect" a village from zombies at first.
If it is a single player game, and it is nearing night or you think the area close to you is free of mobs, put out the bed from your inentory and grab a few winks, resetting to the "safer" day.
Step One: Setup a tiny "workplace" base
Once the new day begins, find the limit of the village, and put up a fence or clear "limit" 160 blocks away. (128 is enough but given that villagers tend to roam a bit around some villages, you actually need a bit more). This limit becomes you "do not cross" indicator that you won't cross unless it is day.
Setup a small base a bit further away (say, 40 blocks from the limit), for quick shelter, and crafting and the like.
Plant trees or be ready to go home bring back a LOT of fences. A typical village uually needs at least a minimum of 8 stacks of fences in order to be "walled off".
From now on, as soon as the mid-afternoon is passed, you just run back to your little base.
Alternatively, in singleplayer only, you can elect to carry a bed and go to sleep the moment the sun touches the horizon. But this is risky as if you forget even ONCE, your village will die.
Step Two: Protecting the village.
First, patch up every hole to the unerground.
Then wall it off completely. Do not use gates just break a path and repair it behind you. Put torches like there is no tomorrow. Inside, outside, and the too often forgotten error: also on the top of every building!
Remember that mobs spawn at light level 7 or less, and that lights doesn't spread diagonally, and that light levels do not stack. So if you make say cool lamposts 4 highwith 4 torches on them (one on each side), at the ground level uner the torches the light level will only be at level 11. Not 14. This means there will be only 3 more blocks of "suficient light" around hte lampost. AND NOT DIAGONALLY.
So yeah, at FIRST light up the place by going CRAZY with the torches but straight directly on the ground.
Don't work the entire 10-minutes day. More like, 6 or 7 minutes then watch the sun closely. As soon as the sun even STARTS to come down a bit in the later afternoon, it's probably time (or too late) to run back to your little workplace base 200 blocks away. Remember that you must ARRIVE at your little base BEFORE night starts, so leave the village EARLY. Even 30 seconds of mobs can devastate the entire village.
Ergo, you work to protect the village over several days, and GET THE HELL OUT OF THERE by about mid-afternoon.
Another common error: putting up a fence, at the bottom of a steep hill, wihout leaving enough space between the fence and the gottom of the cliff. A zombie higher up might have enough momentum to "catch" the top of the fence and get in simply by falling. And once one is inside,then the entire horde is inside.
Step 3: Perimeter Security
Add a second fence a bit further along. Light up the entire area inside and utside that fence. This is because zombies spawning other zombies spawn those zombies at a random location around them. Meaning: the new zomnbie might spawn inside a fence. Having this "double layer" costs a lot of fences yes but is quite efficient at making sure even a simple mistake will not cost yu the entire village in case you kill off a zombie and it spawns new ones inside the outside fence your village will still be protected. DO NOT TRY TO KILL ZOMBIES that are in between the two fences, because then they could spawn new ones inside the vilage. Wait for the day to do that.
Step 4: Cleanup
From now on, the village is considered "much safer".
Now is the time to gradually replace all the ulgly torches on the ground everywhere with better, cleaner lighting. Just make sure every block stays at light level 8 or more and you'll be ok.
If it is night, and you think there may be mobs near, or it is not a singleplayer game, then just run away ASAP. All hostile mobs automatically despawn when they are more than 128 blocks from the player. Truly this is the ONLY way to efficienctly "protect" a village from zombies at first.
If it is a single player game, and it is nearing night or you think the area close to you is free of mobs, put out the bed from your inentory and grab a few winks, resetting to the "safer" day.
So, broken down: RUN AWAY! Unless you've spent your time already building up an metric ton of resources to defend the town, and happen across it basically at dawn, and you get lucky that zombies aren't already inside. Oh, and already be an expert-level Minecraft player, cause screw you filthy new players.
Step One: Setup a tiny "workplace" base
Once the new day begins, find the limit of the village, and put up a fence or clear "limit" 160 blocks away. (128 is enough but given that villagers tend to roam a bit around some villages, you actually need a bit more). This limit becomes you "do not cross" indicator that you won't cross unless it is day.
Setup a small base a bit further away (say, 40 blocks from the limit), for quick shelter, and crafting and the like.
Plant trees or be ready to go home bring back a LOT of fences. A typical village uually needs at least a minimum of 8 stacks of fences in order to be "walled off".
From now on, as soon as the mid-afternoon is passed, you just run back to your little base.
Alternatively, in singleplayer only, you can elect to carry a bed and go to sleep the moment the sun touches the horizon. But this is risky as if you forget even ONCE, your village will die.
Broken down: eight stacks of fences? so basically, deforesting an area, and again, the RUN AWAY!!!!! tactic rears it's ugly head. Good thing this isn't a game of adventure and exploration. Also, 40 blocks is within their detection/spawn radius, so your town just died there.
And like you said, if you were a quarter second late hitting the bed, or didn't clear the area quite as fast as you thought, since having a clock requires both gold and redstone (Again, can't use a village if you're a beginner. It's just a deathtrap.), all your work is for nothing.
Then 160 blocks?! So basically, you want to basically have us go one state over to establish a "safe spot" from the town. Do you not get it? The town is now a threat that needs to be "dealt with", instead of something interesting to be explored. And yet more time, so no possible way to wall off the town in a single day.
Step Two: Protecting the village.
First, patch up every hole to the unerground.
Assuming you find them all before the end of day one, given the resource gathering. Otherwise, all this could be for nothing.
Then wall it off completely. Do not use gates just break a path and repair it behind you. Put torches like there is no tomorrow. Inside, outside, and the too often forgotten error: also on the top of every building!
So, crap looking walls that I have to have a pickaxe to get through, meaning if my pick breaks or is lost, I'm just screwed if I went beyond the walls. You're talking about a mass of torches, so multiple days of coal mined, most likely from dark places, so zombies. Then a huge mass of sticks as well. More resources, more days.
Remember that mobs spawn at light level 7 or less, and that lights doesn't spread diagonally, and that light levels do not stack. So if you make say cool lamposts 4 highwith 4 torches on them (one on each side), at the ground level uner the torches the light level will only be at level 11. Not 14. This means there will be only 3 more blocks of "suficient light" around hte lampost. AND NOT DIAGONALLY.
So yeah, at FIRST light up the place by going CRAZY with the torches but straight directly on the ground.
Yup, tons of resources, and days used.
Don't work the entire 10-minutes day. More like, 6 or 7 minutes then watch the sun closely. As soon as the sun even STARTS to come down a bit in the later afternoon, it's probably time (or too late) to run back to your little workplace base 200 blocks away. Remember that you must ARRIVE at your little base BEFORE night starts, so leave the village EARLY. Even 30 seconds of mobs can devastate the entire village.
Ergo, you work to protect the village over several days, and GET THE HELL OUT OF THERE by about mid-afternoon.
Another common error: putting up a fence, at the bottom of a steep hill, wihout leaving enough space between the fence and the gottom of the cliff. A zombie higher up might have enough momentum to "catch" the top of the fence and get in simply by falling. And once one is inside,then the entire horde is inside.
More RUN AWAY!!!! and some more treating the town as basically a threat.
Step 3: Perimeter Security
Add a second fence a bit further along. Light up the entire area inside and utside that fence. This is because zombies spawning other zombies spawn those zombies at a random location around them. Meaning: the new zomnbie might spawn inside a fence. Having this "double layer" costs a lot of fences yes but is quite efficient at making sure even a simple mistake will not cost yu the entire village in case you kill off a zombie and it spawns new ones inside the outside fence your village will still be protected. DO NOT TRY TO KILL ZOMBIES that are in between the two fences, because then they could spawn new ones inside the vilage. Wait for the day to do that.
So double the stack of fences, and some more hiding away from the zombies, more time. Man, is this getting tedious already. At this point, I'm basically looking up at just burning the whole place down. It'd save time, and be somewhat more fun.
Step 4: Cleanup
From now on, the village is considered "much safer".
Now is the time to gradually replace all the ulgly torches on the ground everywhere with better, cleaner lighting. Just make sure every block stays at light level 8 or more and you'll be ok.
My solution for everyone is to learn how to mod. Not only can you fix things like this for yourself, but you can also change exp lost after death to 25% instead of a stiff number which usually amounts to pretty much all of it.
There will always be features you don't like and it becomes a hobby of itself.
My solution for everyone is to learn how to mod. Not only can you fix things like this for yourself, but you can also change exp lost after death to 25% instead of a stiff number which usually amounts to pretty much all of it.
There will always be features you don't like and it becomes a hobby of itself.
I recently downloaded MCreator and started making my own weapon mod. seem balkon's weapon mod isn't enough to solve the zambi problem. here's my thing, I like playing with mods because I can add challenging elements and counter balances to the challenge, so yes, the game is easier per se while the game is still more challenging per se. an awesome combo, I think, Mo creatures, balkon's weapon mod, and tree feller and the game is awesome and balanced. the new weapons help to deal with a larger variety and onslaught of VARIOUS enemies (not just zombies). the fights are fresh and can for the most part be avoided if I so choose at the same time the equipment is balanced enough to allow me to jump into the fray or choose my own plan of attack, and tree feller because I'be been playing this game for so long I can't stand scaffolding just to cut down trees lol. Now my selection also includes Twilight Forests, another awesome mod, with great and rewarding challenges that again are balanced by Balkon's weapon mod so I never have an OP upperhand, but I fare a better chance, and the only upperhand I get is the one I make for myself.
anyway, the mod I am making has weapons that upon crit will 1 or 2 shot zombies....unfortunately everything else as well. and one craft-able op weapon that is strong enough to 1 shot most common enemies but not so op that bosses are a breeze. need to learn how to make mobs to counter the new weapons though. Again, the trouble here is that in creating a solution to the zombies, everything else gets blown away. I feel like I can't balance the game without breaking it altogether because of this problem. and I'm not a seasoned modder. if it were a more challenging uncommon mob, I don't think I would even have this problem and would feel more comfortable with bringing down the weapon's power...that and I need to figure out how to give weapons knock back.
Wouldn't it be wiser if Mojang just buffed the Zombie's A.I?
but no, Mojang wants to take the cheap way out and just let more zombies spawn after killing one.
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Are you planning to make suggestion? check the search bar first.
My solution for everyone is to learn how to mod. Not only can you fix things like this for yourself, but you can also change exp lost after death to 25% instead of a stiff number which usually amounts to pretty much all of it.
There will always be features you don't like and it becomes a hobby of itself.
The inherent problem with this solution (and this line of thought in general) is that it's totally backwards.
For the most part, this new AI will adversely affect new players and casuals -- the two groups that are the least likely to even know that you can mod the game, let alone actually try to do it.
While I agree with your opinion that people who want Minecraft to perform differently than it does should learn how to mod the game, I would have directed that notion at the people that wanted the game harder (you know, the ones that have been playing a while and are likely well-versed in modding and how to do it), instead of the people that know very little about the game.
Also, for the record, I personally hate the new AI, and while I'm well-versed at modding the game, I've yet to actually find any mods out there that change the AI back to what it once was (if someone has a link to one, please post it). While I know how to install mods to the game, I lack the java coding know-how to actually create a mod, so even I can't benefit from your suggestion. And expecting people to learn how to write code and actually create mods in order to enjoy a game is obviously a ludicrous suggestion.
The inherent problem with this solution (and this line of thought in general) is that it's totally backwards.
For the most part, this new AI will adversely affect new players and casuals -- the two groups that are the least likely to even know that you can mod the game, let alone actually try to do it.
While I agree with your opinion that people who want Minecraft to perform differently than it does should learn how to mod the game, I would have directed that notion at the people that wanted the game harder (you know, the ones that have been playing a while and are likely well-versed in modding and how to do it), instead of the people that know very little about the game.
Also, for the record, I personally hate the new AI, and while I'm well-versed at modding the game, I've yet to actually find any mods out there that change the AI back to what it once was (if someone has a link to one, please post it). While I know how to install mods to the game, I lack the java coding know-how to actually create a mod, so even I can't benefit from your suggestion. And expecting people to learn how to write code and actually create mods in order to enjoy a game is obviously a ludicrous suggestion.
Heck, I have the Java coding know-how, but Minecraft's code is a total mess and making changes to the base code is rather difficult. Not to mention I can't seem to find any decent documentation or tutorials on doing anything in Forge beyond doing very simple tasks.
The inherent problem with this solution (and this line of thought in general) is that it's totally backwards.
For the most part, this new AI will adversely affect new players and casuals -- the two groups that are the least likely to even know that you can mod the game, let alone actually try to do it.
While I agree with your opinion that people who want Minecraft to perform differently than it does should learn how to mod the game, I would have directed that notion at the people that wanted the game harder (you know, the ones that have been playing a while and are likely well-versed in modding and how to do it), instead of the people that know very little about the game.
Agreed. If I may also add, creating mods that give players a counterbalance to the zombie problem ends up creating mods that make the game really boring really fast. For example, I recently made a weapon mod to deal with zombies, however this mod also removes any real challenge the other mobs provided; forcing me to now have to make mobs specifically to balance my weapons. Although I now find this fun and educational, it still is a lot of work and not many people have the time to have to counterbalance broken game play and then create counter balances to their counter balances; at that point you may as well just create your own game. So, I think many can agree that modding isn't a solution due to the unfortunate slippery slope created by dinnerbones. He's going to turn the community into one of programmers and developers that in turn kick Mojang out of the club house for bullying the community (10 years later Mojang is hanging out in crack gangs with EA and friends, shunned and forgotten for the treasure they once created).
I thought new zombies spawning was supposed to be rare. Now 95% of the time: I kill a zombie; 3 minutes later; running for my life from at least 10 zombies, not to mention other mobs. Now I can't even walk 10 steps outside my house without being torn to shreds, even armor does little to help me. They just never give up! If you are being chased by baby zombies, you should just give up. Those little buggers will and are going to kill you. They are faster than you, they hit hard, they don't burn in the sun, you can't build a pillar if you can't get a good distance away.This change is insane. On my first night I'm defenseless up a pillar, I go through two wooden swords and a wooden axe, starving from swinging my sword. Is this supposed to be fun? It is not challenging or fun to stand on a two block pillar and use all your resources trying to kill 12 zombies for 10 minutes.
The night is just barley half over, I killed nothing. And zombies just line around the block, do you really want to sit and swing your sword for 5 minutes?
Don't get me wrong, I like this change. Though I think they went a little overboard with the insane rate and speed a freaking zombie apocalypse forms.
We ARE happier now. I mean the people who wanted it harder.
Actually, from a lot of what I've read, even most of those people still aren't happy, for the reason that "Kwitcherbelyakin" just stated in the post above this.
And because of the way it was implemented, the price they paid to make those people happy was to alienate (and make unhappy) all of the players that didn't want it.
Heck, I have the Java coding know-how, but Minecraft's code is a total mess and making changes to the base code is rather difficult. Not to mention I can't seem to find any decent documentation or tutorials on doing anything in Forge beyond doing very simple tasks.
----Changing the base code is easy, but I agree, forge is a real pain. Whenever I look at a tutorial it always tells me something completely different from another tutorial, and each tutorial is always extremely specific to one thing, so I'd have to watch tutorials for months just to do the same thing I can easily do to the base code w/o even one tutorial.
The inherent problem with this solution (and this line of thought in general) is that it's totally backwards. For the most part, this new AI will adversely affect new players and casuals -- the two groups that are the least likely to even know that you can mod the game, let alone actually try to do it. While I agree with your opinion that people who want Minecraft to perform differently than it does should learn how to mod the game, I would have directed that notion at the people that wanted the game harder (you know, the ones that have been playing a while and are likely well-versed in modding and how to do it), instead of the people that know very little about the game. Also, for the record, I personally hate the new AI, and while I'm well-versed at modding the game, I've yet to actually find any mods out there that change the AI back to what it once was (if someone has a link to one, please post it).
----I don't know why I said that really, modding does take time to learn (unless you ghetto mod like me ). I can make a small mod for you guys to remove extra zombie spawning if you guys want, after they finally update mcp, but it might not work with other mods.
I've just downloaded 1.6.1 and all three nights i've had have started with almost no mobs then zombies after zombies after zombies (at least 4 on me at all time) for the rest of the night. I'd like to know if it's a bug in the spawn mechanic that make zombies spawn way more often, if it's a feature or if I'm just THAT unlucky.
Thanks
Also this happens in caves and dark places, I see zombies more often that other mobs ( like 3 to 1)
I know I'm replying to this a little late, but in the new 1.6 update, they (Mojang) added a feature were when you kill zombies more spawn, atleast that is what I've experienced. More zombies = More XP.
I thought new zombies spawning was supposed to be rare. Now 95% of the time: I kill a zombie; 3 minutes later; running for my life from at least 10 zombies, not to mention other mobs. Now I can't even walk 10 steps outside my house without being torn to shreds, even armor does little to help me. They just never give up! If you are being chased by baby zombies, you should just give up. Those little buggers will and are going to kill you. They are faster than you, they hit hard, they don't burn in the sun, you can't build a pillar if you can't get a good distance away.This change is insane. On my first night I'm defenseless up a pillar, I go through two wooden swords and a wooden axe, starving from swinging my sword. Is this supposed to be fun? It is not challenging or fun to stand on a two block pillar and use all your resources trying to kill 12 zombies for 10 minutes.
The night is just barley half over, I killed nothing. And zombies just line around the block, do you really want to sit and swing your sword for 5 minutes?
Don't get me wrong, I like this change. Though I think they went a little overboard with the insane rate and speed a freaking zombie apocalypse forms.
I can swing my sword, my wooden sword, it's made of freakin' wood planks!
Even for people who want a harder game, this wasn't a good way to do it. Zombie swarms aren't particularly hard if you do a little planning. What's hard with mobs is mixed swarms, because different mobs require different tactics. Making monsters spawn in mixed packs would make for a significantly harder game than zombie apocalypse, and it would be a lot more interesting.
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It's really not. It's a little nerve-wracking for newcomers to the game, but anyone who's been playing for a day or so will know enough techniques to survive a zombie onslaught.
It's not hard to dig yourself one block down, put a block above your head, and punch feet.
It's not hard to pillar up a few blocks and wait out a night if you get stranded.
It's not hard to make a bottleneck in a cave and dispatch zombies one by one.
What it is, is a gigantic waste of time. The moon has just come up an you want to finish your run home, but you can't, because zombies are spawning behind every tree. You want to keep exploring the mineshaft, but you can't, because zombies are spawning at the end of every hallway. You want to go help someone who's trapped, but you can't, because there's crowds of zombies in your way. You want to play the game and not waste your time standing around, but you can't, because zombies everywhere.
They tried to make to make zombies harder, but all they did was make the game aggravatingly tedious. If zombies could go prone to crawl under 1-block spaces, if they could climb over fences and 2-block-high walls, if they could jump across small gaps that a player is capable of jumping across, if they could break glass, if they had a dash attack, if large numbers of them could rip down 1x1 pillars, if they could smartly ally themselves with nearby skeletons or creepers the same way they can call more zombies (without the cheapness of spawning more enemies beside them out of nowhere)--those are scary zombies. Those are hard zombies. Those are zombies that can pose a threat and challenge you without necessarily needing large numbers of them, not just making you stand in one safe spot and keep swinging until there isn't a crowd of zombies anymore. Those zombies could be in the game and inspire fear and difficulty, but also leave running to a safer area an option, without forcing you to shelter yourself off completely and wait for the morning sun to vanquish the horrible night.
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Lighting up an area is not enough. You also have to fence or block if off. There are 5 entrances into a desert temple, you know?
Also, the moment the fight breaks off, you should have gone outside, pillared up 2 blocks and fought the zombies from there.
You just learned the hard way not to invite fights into youre work zone.
But they don't come as a big horde that you have to encouter sometimes. Something that is coming towards you that you could choose to flee from. They instead come as a constant 'infinite" stream each and every night, spawning new mobs right in your face, that you can't escape.
That is not good difficulty that challenges the player, it is annoying and even enraging difficulty that cheats and merely tries to punish the player. And it also fails at that given that it is elso easily exploited for gaining buttloads of EXP.
Simple fixes:
- The Zombie Horde thing happens only on the New Moon (thus, once every 8 minecraft days).
- It is resolved as making zombies "summon reinforcement" occur ONCE only, and summon a huge group of zombies say, 30!) that act like a group (lik when you anger 1 zombie pigmen all will go hostile).
- Better navigation mechanics for mobs. If they are in a tunnel, instead of walking errativally they tend to walk ALONG the tunnel, for example.
- Hostile groups have an "aggro target" at a fixed block coordinate and try to move to that general area. They DON'T have an instinctivel 100% accurate knowledge of where the player is at all times. Only when 1 mob in the group actually SEES the player, then the aggro coordinate can be updated.
Finally, letting weak mobs be weak and adding new "though" mobs would be more interesting. Thus game should have scores of different common hostile mobs for the default "OIverworld" environment . Scores. Instead we have four (all other are rare variants). And by different I don't mean just changing the skin or one detail or two. I mean totally different mobs.
Im supposed to put something here right?
Here is how to do it:
Step Zero: When the village is discovered.
If it is night, and you think there may be mobs near, or it is not a singleplayer game, then just run away ASAP. All hostile mobs automatically despawn when they are more than 128 blocks from the player. Truly this is the ONLY way to efficienctly "protect" a village from zombies at first.
If it is a single player game, and it is nearing night or you think the area close to you is free of mobs, put out the bed from your inentory and grab a few winks, resetting to the "safer" day.
Step One: Setup a tiny "workplace" base
Once the new day begins, find the limit of the village, and put up a fence or clear "limit" 160 blocks away. (128 is enough but given that villagers tend to roam a bit around some villages, you actually need a bit more). This limit becomes you "do not cross" indicator that you won't cross unless it is day.
Setup a small base a bit further away (say, 40 blocks from the limit), for quick shelter, and crafting and the like.
Plant trees or be ready to go home bring back a LOT of fences. A typical village uually needs at least a minimum of 8 stacks of fences in order to be "walled off".
From now on, as soon as the mid-afternoon is passed, you just run back to your little base.
Alternatively, in singleplayer only, you can elect to carry a bed and go to sleep the moment the sun touches the horizon. But this is risky as if you forget even ONCE, your village will die.
Step Two: Protecting the village.
First, patch up every hole to the unerground.
Then wall it off completely. Do not use gates just break a path and repair it behind you. Put torches like there is no tomorrow. Inside, outside, and the too often forgotten error: also on the top of every building!
Remember that mobs spawn at light level 7 or less, and that lights doesn't spread diagonally, and that light levels do not stack. So if you make say cool lamposts 4 highwith 4 torches on them (one on each side), at the ground level uner the torches the light level will only be at level 11. Not 14. This means there will be only 3 more blocks of "suficient light" around hte lampost. AND NOT DIAGONALLY.
So yeah, at FIRST light up the place by going CRAZY with the torches but straight directly on the ground.
Don't work the entire 10-minutes day. More like, 6 or 7 minutes then watch the sun closely. As soon as the sun even STARTS to come down a bit in the later afternoon, it's probably time (or too late) to run back to your little workplace base 200 blocks away. Remember that you must ARRIVE at your little base BEFORE night starts, so leave the village EARLY. Even 30 seconds of mobs can devastate the entire village.
Ergo, you work to protect the village over several days, and GET THE HELL OUT OF THERE by about mid-afternoon.
Another common error: putting up a fence, at the bottom of a steep hill, wihout leaving enough space between the fence and the gottom of the cliff. A zombie higher up might have enough momentum to "catch" the top of the fence and get in simply by falling. And once one is inside,then the entire horde is inside.
Step 3: Perimeter Security
Add a second fence a bit further along. Light up the entire area inside and utside that fence. This is because zombies spawning other zombies spawn those zombies at a random location around them. Meaning: the new zomnbie might spawn inside a fence. Having this "double layer" costs a lot of fences yes but is quite efficient at making sure even a simple mistake will not cost yu the entire village in case you kill off a zombie and it spawns new ones inside the outside fence your village will still be protected. DO NOT TRY TO KILL ZOMBIES that are in between the two fences, because then they could spawn new ones inside the vilage. Wait for the day to do that.
Step 4: Cleanup
From now on, the village is considered "much safer".
Now is the time to gradually replace all the ulgly torches on the ground everywhere with better, cleaner lighting. Just make sure every block stays at light level 8 or more and you'll be ok.
Yeah.... so thanks for proving my point right.
There will always be features you don't like and it becomes a hobby of itself.
I recently downloaded MCreator and started making my own weapon mod. seem balkon's weapon mod isn't enough to solve the zambi problem. here's my thing, I like playing with mods because I can add challenging elements and counter balances to the challenge, so yes, the game is easier per se while the game is still more challenging per se. an awesome combo, I think, Mo creatures, balkon's weapon mod, and tree feller and the game is awesome and balanced. the new weapons help to deal with a larger variety and onslaught of VARIOUS enemies (not just zombies). the fights are fresh and can for the most part be avoided if I so choose at the same time the equipment is balanced enough to allow me to jump into the fray or choose my own plan of attack, and tree feller because I'be been playing this game for so long I can't stand scaffolding just to cut down trees lol. Now my selection also includes Twilight Forests, another awesome mod, with great and rewarding challenges that again are balanced by Balkon's weapon mod so I never have an OP upperhand, but I fare a better chance, and the only upperhand I get is the one I make for myself.
anyway, the mod I am making has weapons that upon crit will 1 or 2 shot zombies....unfortunately everything else as well. and one craft-able op weapon that is strong enough to 1 shot most common enemies but not so op that bosses are a breeze. need to learn how to make mobs to counter the new weapons though. Again, the trouble here is that in creating a solution to the zombies, everything else gets blown away. I feel like I can't balance the game without breaking it altogether because of this problem. and I'm not a seasoned modder. if it were a more challenging uncommon mob, I don't think I would even have this problem and would feel more comfortable with bringing down the weapon's power...that and I need to figure out how to give weapons knock back.
http://www.youtube.com/user/MagsTheCreep
but no, Mojang wants to take the cheap way out and just let more zombies spawn after killing one.
For the most part, this new AI will adversely affect new players and casuals -- the two groups that are the least likely to even know that you can mod the game, let alone actually try to do it.
While I agree with your opinion that people who want Minecraft to perform differently than it does should learn how to mod the game, I would have directed that notion at the people that wanted the game harder (you know, the ones that have been playing a while and are likely well-versed in modding and how to do it), instead of the people that know very little about the game.
Also, for the record, I personally hate the new AI, and while I'm well-versed at modding the game, I've yet to actually find any mods out there that change the AI back to what it once was (if someone has a link to one, please post it). While I know how to install mods to the game, I lack the java coding know-how to actually create a mod, so even I can't benefit from your suggestion. And expecting people to learn how to write code and actually create mods in order to enjoy a game is obviously a ludicrous suggestion.
Heck, I have the Java coding know-how, but Minecraft's code is a total mess and making changes to the base code is rather difficult. Not to mention I can't seem to find any decent documentation or tutorials on doing anything in Forge beyond doing very simple tasks.
Agreed. If I may also add, creating mods that give players a counterbalance to the zombie problem ends up creating mods that make the game really boring really fast. For example, I recently made a weapon mod to deal with zombies, however this mod also removes any real challenge the other mobs provided; forcing me to now have to make mobs specifically to balance my weapons. Although I now find this fun and educational, it still is a lot of work and not many people have the time to have to counterbalance broken game play and then create counter balances to their counter balances; at that point you may as well just create your own game. So, I think many can agree that modding isn't a solution due to the unfortunate slippery slope created by dinnerbones. He's going to turn the community into one of programmers and developers that in turn kick Mojang out of the club house for bullying the community (10 years later Mojang is hanging out in crack gangs with EA and friends, shunned and forgotten for the treasure they once created).
The night is just barley half over, I killed nothing. And zombies just line around the block, do you really want to sit and swing your sword for 5 minutes?
Don't get me wrong, I like this change. Though I think they went a little overboard with the insane rate and speed a freaking zombie apocalypse forms.
We ARE happier now. I mean the people who wanted it harder.
And because of the way it was implemented, the price they paid to make those people happy was to alienate (and make unhappy) all of the players that didn't want it.
----I don't know why I said that really, modding does take time to learn (unless you ghetto mod like me ). I can make a small mod for you guys to remove extra zombie spawning if you guys want, after they finally update mcp, but it might not work with other mods.
I'm 28% Minecraft Noob.Get On My Level at bit.ly/noobtest