As much as I'm aware there's a Hardcore difficulty, it really doesn't offer anything new but permanent death (which I can understand it can be a gamechanger in ways. The new difficulty I have in mind will NOT increase the amount of damage the mobs do, unless they're buffed.
So here's what the new difficulty does:
Randomly spawned mobs (except passive, boss, tamable and utility) have chance to spawn with random permanent buff. Their chances to spawn with buff also increases as you go deeper.
The deeper you dig, the more better armor they'll spawn; more details coming soon.
Creepers will explode on barricades, walls, etc. for other mobs around (if there are any.) They're also given a fairly bigger detection range. In turn hiding behind blocks, structures, or anything really will deteriorate the creeper's detection range.
Mobs always pick up loot; more specifically, zombies, skeletons, wither skele, you know the rest.
Will never try hurt one another; For example if a skeleton accidentally shoots a nearby creeper, that creeper will not pursue the skeleton; it will go for the player anyways.
Mob's carrying tool/weapon affects how it behaves; zombies with pickaxe will dig their way to the player, flint&steel skeletons can ignite players on fire, etc. However they don't seem to be good with it; they dig rather slow, and a mob with flint&steel has a 1 in 100 chance to ignite itself.
Will run away if on low health unless it somehow discovers that the player is low health as well.
Introduces Black Night Event (more info below)
Black Night is a night that occurs at random once 12 in-game days have passed by, and takes place during the night. Much more likely on a new moon. What hostile mobs will do during this night is that they will gather around and attempt to kill the player in packs instead of alone. Creepers will try to explode unnoticed, skeletons and zombies will actually attempt to evade the player's attacks, and spiders will come in masses with Speed Boost 1. As the player advances, so do the mobs in Black Night; they'll wear gears, tools, and weapons with enchantments, and creepers will be progressively more stealthy, as far as even acquiring the ability to blend in with the environment around it(the creeper doesn't acquire this ability until the player brews it's first potion, and it's past 3/5 of the night.)
Although this may not be as hard as hardcore (at least in my eyes,) this will definitely bring up some new challenges aside from "Don't die."
Questions? Comments? Any changes that should be made?
Scrapped Ideas:
-Passive mobs have small chance to attack the player.
-Creeper detonates if the player is unreachable.
A lot of those ideas feel very artificial, and sometimes break against the internal logic/continuity of the world. It feels a lot more natural to change the amount of loot/resources available.
Though I will agree the game does need to be a lot harder- so heres a few of my favourites*
No beds; play the night and deal with it. Monsters are real- design with them in mind. Daylight is precious- use it wisely
No GPS; yeah those metagaming coordinates on the f3 screen are gone now. Stop cheating and use a compass.
Zombies and wolves eat everything- keep your animals safe, or use them as bait to keep yourself safe.
Ores into nuggets- good luck making yourself into a tank on the first night.
*Not my ideas- just a few features I've enjoyed from a mod or two.
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A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
I like most of these, the creeper thing can be bypassed by making a sky house. Running away can be solved by a bow/splash potion.
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My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
It sounds like a neat idea, but I would call it 'Insanity Difficulty' and hostile mobs also regen their health.
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A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
Randomly spawned mobs (except passive, boss, tamable and utility) have chance to spawn with random permanent buff.
Hmm, fair enough. Some mobs already have this.
Creepers will explode on barricades, walls, etc. for other mobs around (if there are any,) or if the player is unreachable.
Mother of... NO. That is christawful. Why would anyone want that? Hiding from Creepers would be impossible then. Just... no.
Mobs always pick up loot.
Not bad.
Will never hurt one another.
What does this mean? They'll never be aggro with each other? Skeletons do no damage to other hostile mobs? If only one of those, or both, this one is still fine.
Mob's carrying tool/weapon affects how it behaves; zombies with pickaxe will dig their way to the player, flint&steel skeletons can ignite players on fire, etc.
I'm gonna have to give that one another slab of NOPE. Mobs shouldn't be able to manipulate and possibly ruin the environment except Endermen. I can already see a dumb zombie digging himself into lava.
Will run away if on low health unless it somehow discovers that the player is low health as well.
Clever, though I'm 50/50 on it. Where will it run?
Passive mobs have small chance to attack the player.
Gonna be another NOPE from me. Passive mobs are exactly that, passive. They have no reason to ever attack the player. They would need extra programming and refining just to have that. Your hostile mob buffs are enough, no need to inject passive mobs with anger fuel.
Introduces Black Night Event (more info below)
Black Night is a night that occurs at random once 12 in-game days have passed by, and takes place during the night. Much more likely on a new moon. What hostile mobs will do during this night is that they will gather around and attempt to kill the player in packs instead of alone. Creepers will try to explode unnoticed, skeletons and zombies will actually attempt to evade the player's attacks, and spiders will come in masses with Speed Boost 1. As the player advances, so do the mobs in Black Night; they'll wear gears, tools, and weapons with enchantments, and creepers will be progressively more stealthy, as far as even acquiring the ability to blend in with the environment around it. Interesting, but mobs can already attack in packs unknowingly.
Although this may not be as hard as hardcore (at least in my eyes,) this will definitely bring up some new challenges aside from "Don't die."
Questions? Comments? Any changes that should be made?
So I guess like... 50% support.
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The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Programming mobs to dig/explode through player made barricades is probably a lot harder than it sounds. How does a creeper efficiently determine a good place to explode? It's also wasted effort, because the player can use beds, build a floating house that only the player can jump into, build self repairing cobblestone structures and generally run rings around whatever AI gets implemented. I'd give it three hours before someone posted a Youtube video showing creeper explosions being used in some kind of farm.
The creepers would not know where the best place to blow a wall open would be. It would be more of where is the place closest to the player.
I like the ideas, but this seems to be better in a mod(s) than a vanilla game mode.
Programming mobs to dig/explode through player made barricades is probably a lot harder than it sounds. How does a creeper efficiently determine a good place to explode? It's also wasted effort, because the player can use beds, build a floating house that only the player can jump into, build self repairing cobblestone structures and generally run rings around whatever AI gets implemented. I'd give it three hours before someone posted a Youtube video showing creeper explosions being used in some kind of farm.
You sir, just made my day.
Rollback Post to RevisionRollBack
My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
Although this may not be as hard as hardcore (at least in my eyes,) this will definitely bring up some new challenges aside from "Don't die."
Questions? Comments? Any changes that should be made?
Scrapped Ideas:
-Passive mobs have small chance to attack the player.
-Creeper detonates if the player is unreachable.
Though I will agree the game does need to be a lot harder- so heres a few of my favourites*
No beds; play the night and deal with it. Monsters are real- design with them in mind. Daylight is precious- use it wisely
No GPS; yeah those metagaming coordinates on the f3 screen are gone now. Stop cheating and use a compass.
Zombies and wolves eat everything- keep your animals safe, or use them as bait to keep yourself safe.
Ores into nuggets- good luck making yourself into a tank on the first night.
*Not my ideas- just a few features I've enjoyed from a mod or two.
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
It is strange how when you suggest that Mojang should a super hard difficulty people complain that it would be too hard...
Support.
~yoshi9048
My best suggestion:
Mobs actually being varied???
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Easy
Medium
Hard
Insane
->Psychotic
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
The creepers would not know where the best place to blow a wall open would be. It would be more of where is the place closest to the player.
I like the ideas, but this seems to be better in a mod(s) than a vanilla game mode.
You sir, just made my day.
~yoshi9048
My best suggestion:
Mobs actually being varied???
I added more detail on the stuff I have; new and important context are in bold and italic.
Partial support.
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