This suggestion will make Minecraft a much more challenging game. I was inspired by this suggestion when people would actually kill themself near their spawn so that they could regain hunger back or etc. The problem i see is that death should be taken as a serious tragedy so i recommend when a Player dies, their maximum health are reduced by two heart. The least a Player health can be is 3 health.
However, if you could go back to your death spot and go nearby a spirit that wanders around your death spot. You can get one max heart back (therefore you'll only lose one heart instead of two). I choose the Spirit being an entity because if you died in a lava, you'll still be able to retrieve one heart back.
The interesting part is the fact that other Player can actually steal your heart by hitting the Player's spirit. This makes it possible for other Player to have extra heart for up to 5 heart which will be colored blue instead of the usual red or yellow (to distinguish from absorption), this extra stolen heart will be called Soul Heart. However, if a player with a Soul Heart dies, instead of losing two Soul Heart. It loses all the soul heart.
There are other ways to retrieve your max health if your very desperate. Sacrificing animals to a Wither will have the animal to have a chance to drop "Sacrificed Heart" which if used could retrieve one heart back. This item however could only be used until you have the default max health. Going over 10 HP doesn't do anything.
This works in Hollow Knight because it's a single player game. It's usually not too much of a problem getting back to where you died.
However in Minecraft this would be highly problematic, especially on multiplayer servers. There's already the punishment of dropping your items, so there's not a need for another penalty. Plus this would give too much power to players decked out in diamond gear already, so how's someone who respawns with nothing on them supposed to take their heart back? You could get slaughtered over and over, left with 3 hearts as they reach 15.. five times the health without even considering defense.
I wouldn't mind this as much IF it was an alternative to the item drop penalty, and if MC was single player only. But I wouldn't like both at once, and MC is multiplayer, so I think this would only harm the game.
Also those who kill themselves early on to reset hunger are likely new to the game and still figuring things out, so we don't need to punish them for that. It's not too hard to come across food, unless you don't know how to get food.
No Support - this is way too tedious. IMHO, keepInventory should be true by default - we all know that feeling of rage when you die far away form home and can't get to your items in time before they respawn.
I wouldn't mind this if it were entirely temporary and factored in how recently/frequently you died (facetanking a boss knowing you will eventually win despite dying hundreds of times should really, REALLY hurt...a lot), but permanently losing health because you died shouldn't ever be a thing.
While I feel DuhDerp makes some very good points about how to render the proposaed penalty (maybe, possibly) viable, I'd rather see this handled as a reward for good play (ie not dying often).
One such idea would be making keepInventory something more than a binary so that there was an option where a percentage of inventory would be retained (some percentage chance applied to each dropped item) with the percentage rising with time since last death [likely would need to be measured in MC days].
Somethng along the line of 1% for every 5 days (possibly capped @ 80 or 90%) might work for a flat rate.
More complex algorithms might also be considered eg o% until 50 MC days, then +1%/day for the first 10 days , +1%/3 days for the next 30 MC-days, etc.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
The problem with attaching this to not dying is that there's no way to distinguish it from just afking in a safe spot. Hiding in a spot that mobs can't spawn in nor can they access you (for example, a 2-deep hole with the opening filled in) should not provide any enhancing benefit like more maxhealth.
Additionally, I can see various farm designs adapted in such a way as to remove all risk (the easiest is perhaps the record farm, just add more water between skeleton and target, the player just simply stands there while the skeleton shoots arrows that get washed to the ground before hitting you). More maxhealth for zero risk should not happen, no matter how clever the farm design is.
Finally, perhaps the underlying philosophy that allows farms to be made at all should be changed for enhancements like this, by requiring a "risk stat"? Like, it's not enough to build a mob grinder, you have to build it in such a way that you take x damage per time (a "use it or lose it" type of mentality) or have to maintain an in-between amount of health (greater than 0%, less than 100%) or even control the amount of mobs you're facing at once (in total or even in a positional way, like perhaps a complete surrounding would grant you faster/more extra health than cramming them into one spot in front of you). Farming would not go away at all, as there are other reasons to have them, you just wouldn't get particular results by doing things the old way.
This works in Hollow Knight because it's a single player game. It's usually not too much of a problem getting back to where you died.
I didn't know anything about Hollow Knight
However in Minecraft this would be highly problematic, especially on multiplayer servers. There's already the punishment of dropping your items, so there's not a need for another penalty.
I think differently. I think there should be more.
Plus this would give too much power to players decked out in diamond gear already, so how's someone who respawns with nothing on them supposed to take their heart back? You could get slaughtered over and over, left with 3 hearts as they reach 15.. five times the health without even considering defense.
If a Player is going to be slaughtered over and over bcause they didn't thought of any creative solution to beat the diamond gear opponent, i guess they deserve it.
I wouldn't mind this as much IF it was an alternative to the item drop penalty, and if MC was single player only. But I wouldn't like both at once, and MC is multiplayer, so I think this would only harm the game.
Also those who kill themselves early on to reset hunger are likely new to the game and still figuring things out, so we don't need to punish them for that. It's not too hard to come across food, unless you don't know how to get foo
But that set of thinking is what created filthy casuals like the game journalist who plays cuphead and can't even beat the tutorial level. I say make Minecraft great again by filtering those who really want to be deeply connected to the game and the toxic children from the game. Look at games like Dark Souls where many considers masterpiece yet its punishingly hard but people love it.
No Support - this is way too tedious. IMHO, keepInventory should be true by default - we all know that feeling of rage when you die far away form home and can't get to your items in time before they respawn.
casuals getting angry for being punished for doing somethig wrong in the game. Winning is good but giving everyone the throphy is just objectively bad.
I wouldn't mind this if it were entirely temporary and factored in how recently/frequently you died (facetanking a boss knowing you will eventually win despite dying hundreds of times should really, REALLY hurt...a lot), but permanently losing health because you died shouldn't ever be a thing.
I differ to that. It's the reason why i purely enjoy Minecraft Is Too Easy mod. In fact, that mod isn't even hard, just tedious due to slow progression instead of complex mechanic.
While I feel DuhDerp makes some very good points about how to render the proposaed penalty (maybe, possibly) viable, I'd rather see this handled as a reward for good play (ie not dying often).
One such idea would be making keepInventory something more than a binary so that there was an option where a percentage of inventory would be retained (some percentage chance applied to each dropped item) with the percentage rising with time since last death [likely would need to be measured in MC days].
Somethng along the line of 1% for every 5 days (possibly capped @ 80 or 90%) might work for a flat rate.
More complex algorithms might also be considered eg o% until 50 MC days, then +1%/day for the first 10 days , +1%/3 days for the next 30 MC-days, etc.
why is there sudenly KeepInventory gamerule in this suggestion?
The problem with attaching this to not dying is that there's no way to distinguish it from just afking in a safe spot. Hiding in a spot that mobs can't spawn in nor can they access you (for example, a 2-deep hole with the opening filled in) should not provide any enhancing benefit like more maxhealth.
But is AFKing in a safe spot fun?
Additionally, I can see various farm designs adapted in such a way as to remove all risk (the easiest is perhaps the record farm, just add more water between skeleton and target, the player just simply stands there while the skeleton shoots arrows that get washed to the ground before hitting you). More maxhealth for zero risk should not happen, no matter how clever the farm design is.
I'm confused, what's this have to do with farm again?
Finally, perhaps the underlying philosophy that allows farms to be made at all should be changed for enhancements like this, by requiring a "risk stat"? Like, it's not enough to build a mob grinder, you have to build it in such a way that you take x damage per time (a "use it or lose it" type of mentality) or have to maintain an in-between amount of health (greater than 0%, less than 100%) or even control the amount of mobs you're facing at once (in total or even in a positional way, like perhaps a complete surrounding would grant you faster/more extra health than cramming them into one spot in front of you). Farming would not go away at all, as there are other reasons to have them, you just wouldn't get particular results by doing things the old way.
Much as I would prefer to see such a thing implemented as a carrot for success reather than a stck for failure, DurDerp makes good points…
Quote from DuhDerp »
The problem with attaching this to not dying is that there's no way to distinguish it from just afking in a safe spot. Hiding in a spot that mobs can't spawn in nor can they access you (for example, a 2-deep hole with the opening filled in) should not provide any enhancing benefit like more maxhealth.
True, which I attempted to partially address with the 0% for 50 MC days etc idea…
Switching to units of 24 MC days [8 IRL hours]:
72 MC days before receiving any benefit would require a 24 IRL hr AFK session to begin to see benefits.
The problem with this approach is that the 'carrot' would be limited to those who die very rarely (and for whom the potential loss of items is likely to be least important).
[I've gotten to the point where I get killed only every few IRL months (several hundred MC days), which makes death essentially an annoyance (and more because of the assists from MS/Mj and their Ye Olde Glitche Monster) rather than an objectively important game event event.]
Requiring long play or AFK sessions before begining to slowly accrue benefit would limit the ability to exploit the mechanic, but would also tend to put it outside the scope of most players (particularly those most likely to want it).
Quote from DuhDerp »
Additionally, I can see various farm designs adapted in such a way as to remove all risk (the easiest is perhaps the record farm, just add more water between skeleton and target, the player just simply stands there while the skeleton shoots arrows that get washed to the ground before hitting you). More maxhealth for zero risk should not happen, no matter how clever the farm design is.
Relevent only as illustrating a difference in our playstyles vis-à-vis attitude toward risk, but I use Iron Golems rather than risking my own MC self…
Quote from DuhDerp »
Finally, perhaps the underlying philosophy that allows farms to be made at all should be changed for enhancements like this, by requiring a "risk stat"? Like, it's not enough to build a mob grinder, you have to build it in such a way that you take x damage per time (a "use it or lose it" type of mentality) or have to maintain an in-between amount of health (greater than 0%, less than 100%) or even control the amount of mobs you're facing at once (in total or even in a positional way, like perhaps a complete surrounding would grant you faster/more extra health than cramming them into one spot in front of you). Farming would not go away at all, as there are other reasons to have them, you just wouldn't get particular results by doing things the old way.
Even these sorts of stats are gamable, requiring more sophisticated farm designs.
Returning to your first reply [#6]:
making the effect temorpary and dependant on frequent deaths (possibly allowing one or two 'free' ones after some amount of time) seems about the best that can be done with this.
Permenant loss of health (particularly since this may result in a 'death spiral' as the continuing losses make retreival attempts incraesingly risky) and encouraging PvP by allowing players to obtain benefits (particularly long term benefits) from the misfortune of others ought not be added to vanilla.
Spawn camping on anarchy servers already offers something near enoughto this option for those so inclined….
Given that there appear no ungamable way to implement this as a positive, I'd rather see the idea indefinitely tabled.
I think it could be a great punishment which makes the game fun
YMMV, this attitude is far from universal.
then don't play the game? or play peaceful? I mean i could say the same thing when Mojang announces hunger.
One might equally suggest you "just play modded"
I think differently. I think there should be more.
If a Player is going to be slaughtered over and over bcause they didn't thought of any creative solution to beat the diamond gear opponent, i guess they deserve it.
But that set of thinking is what created filthy casuals like the game journalist who plays cuphead and can't even beat the tutorial level. I say make Minecraft great again by filtering those who really want to be deeply connected to the game and the toxic children from the game. Look at games like Dark Souls where many considers masterpiece yet its punishingly hard but people love it.
casuals getting angry for being punished for doing somethig wrong in the game. Winning is good but giving everyone the throphy is just objectively bad.
Denigrating other playstyles (and players) is a poor way to advance an argument.
"giving everyone the trophy" arguments (while attractive and true in proper context) may be met by pointing out that there are multiple possible objectives/ways to 'win' and limiting the 'trophy' to only a single preferred playstyle is unlikely to be widely appreciated [Note various comments about MS/Mj's actions re 1.13 & 1.14 for other examples.]
why is there sudenly KeepInventory gamerule in this suggestion?
I'm confused, what's this have to do with farm again?I'm confused at reading this.
While neither of us support the OP implementation, both myself (and by appearances DuhDerp) where sufficiently intrigued by the underlying idea that we were discussing other possible implementations of the base idea that might avoid the perceived downsides.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Of course it's not, which is why I said this should not be a way to get more health. Apparently you disagree, which is pretty darn strange because you said you enjoyed playing with the MITE mod and by inference you think Minecraft should be a struggle.
I like how you framed those who do not support your idea as "casuals" because that totally makes you seem mature and reasonable.
Anyways, I do NOT support this idea for many of the reasons stated above. It would be far, far too easy to be spawn-camped in this manner, in fact this would make spawn-camping even EASIER because it would take less health to kill recently respawned players every time. You can (and did) argue "if you don't know how to get out of a situation like that it's your fault" but you underestimate to what extent griefers are able to manipulate the game's mechanics to their advantage. It'd be far too easy to just create a cage trapping new players at spawn (since if you use something like stone it'll take far too long for players to break with their fists) and then picking them off over and over. If you brought a player's health down to 3 hearts (your suggested minimum) you'd be able to kill them in a single hit from an unenchanted iron sword, and in fact at this stage you can kill anyone with only 3 hearts of health with a simple 2 hits max from any kind of sword. That'd be incredibly easy to abuse and would make the game especially unfun for new players, especially on a server like 2B2T where spawn is already hell incarnate to begin with.
I think it could be a great punishment which makes the game fun
That makes no sense. A "punishment" is not "fun" to anyone except masochists like you.
then don't play the game? or play peaceful? I mean i could say the same thing when Mojang announces hunger.
If Mojangcrasoft used that logic, nobody will play Minecraft. Mojang also doesn't expect you to play in Peaceful.
I think differently. I think there should be more.
Again, not fun for anyone except extreme masochists like you.
If a Player is going to be slaughtered over and over bcause they didn't thought of any creative solution to beat the diamond gear opponent, i guess they deserve it.
That's just a victimisation of newcomers. They don't deserve to get spawn killed and their health whittled down to 3 hearts.
But that set of thinking is what created filthy casuals like the game journalist who plays cuphead and can't even beat the tutorial level. I say make Minecraft great again by filtering those who really want to be deeply connected to the game and the toxic children from the game. Look at games like Dark Souls where many considers masterpiece yet its punishingly hard but people love it.
Dark Souls is really only for extreme masochists like you.
casuals getting angry for being punished for doing somethig wrong in the game. Winning is good but giving everyone the throphy is just objectively bad.
I'm not a casual. I don't think Minecraft is too hard. Minecraft is NOT too easy, it is just the right difficulty. You're just a masochist who enjoys punishment.
I differ to that. It's the reason why i purely enjoy Minecraft Is Too Easy mod. In fact, that mod isn't even hard, just tedious due to slow progression instead of complex mechanic.
You only play that mod because you're an extreme masochist. (Though I agree that Minecraft's progression needs to be longer. Just not harder.
So to my understanding, every-time you die you permanently lose two hearts? But just one heart if you manage to find where you died. So you shouldn't die at all up until the Wither. Death seven times means you only have three hearts. Oof. How exactly am I supposed to farm Wither Skeletons with only three hearts?
But once you get the Wither, you can just keep feeding it animals to gain your hearts back? That sounds awfully easy.
Overall I disagree with what others here are saying. This is not tedious. This is game-breaking, and if it was added I would stop playing survival for good. Maybe for that, I'm a "casual", but frankly, my op, I don't give a damm.
So to my understanding, every-time you die you permanently lose two hearts? But just one heart if you manage to find where you died. So you shouldn't die at all up until the Wither. Death seven times means you only have three hearts. Oof. How exactly am I supposed to farm Wither Skeletons with only three hearts?
But once you get the Wither, you can just keep feeding it animals to gain your hearts back? That sounds awfully easy.
Overall I disagree with what others here are saying. This is not tedious. This is game-breaking, and if it was added I would stop playing survival for good. Maybe for that, I'm a "casual", but frankly, my op, I don't give a damm.
That makes no sense. A "punishment" is not "fun" to anyone except masochists like you.
If Mojangcrasoft used that logic, nobody will play Minecraft. Mojang also doesn't expect you to play in Peaceful.
Again, not fun for anyone except extreme masochists like you.
That's just a victimisation of newcomers. They don't deserve to get spawn killed and their health whittled down to 3 hearts.
Dark Souls is really only for extreme masochists like you.
I'm not a casual. I don't think Minecraft is too hard. Minecraft is NOT too easy, it is just the right difficulty. You're just a masochist who enjoys punishment.
You only play that mod because you're an extreme masochist. (Though I agree that Minecraft's progression needs to be longer. Just not harder.
Calling someone a masochist repeatedly won't prove a point. Also, a bit hyperbolic to say that all dedicated gamer are now a "masochist". Also props for calling a masterpiece that is Dark Souls is for an extreme masochist.
So to my understanding, every-time you die you permanently lose two hearts? But just one heart if you manage to find where you died. So you shouldn't die at all up until the Wither. Death seven times means you only have three hearts. Oof. How exactly am I supposed to farm Wither Skeletons with only three hearts?
Use shield to deflect. Eat food since the food regen rate made the game laughingly easy. Keep an eye out for many hostile mob. Keep your base lit up. Have you realized that the implementation of these made small things like base building or trying to be careful around lava to be more intimate and daring? Also remember the fact that Wither Skeleton is 3 block high.
But once you get the Wither, you can just keep feeding it animals to gain your hearts back? That sounds awfully easy.
Try that ingame if that's very easy. Fight usually becomes chaotic and with you paranoid on death more, the fight becomes exciting.
Overall I disagree with what others here are saying. This is not tedious. This is game-breaking, and if it was added I would stop playing survival for good. Maybe for that, I'm a "casual", but frankly, my op, I don't give a damm.
Well perhaps in this mode the peaceful mode is finally get more recognized and not just a cheap mode and the survival actually becomes a real survival mode.
Calling someone a masochist repeatedly won't prove a point. Also, a bit hyperbolic to say that all dedicated gamer are now a "masochist". Also props for calling a masterpiece that is Dark Souls is for an extreme masochist.
calling people casual for not accepting your sadist desire implemented into the game also won't prove any point. And please, Dark Souls is a masterpiece because it may be hard, but it's fair. and being ganked by diamond armored dudes isn't the definition of that.
Use shield to deflect. Eat food since the food regen rate made the game laughingly easy. Keep an eye out for many hostile mob. Keep your base lit up. Have you realized that the implementation of these made small things like base building or trying to be careful around lava to be more intimate and daring? Also remember the fact that Wither Skeleton is 3 block high.
I think this feature is easy therefore everyone thinks it's easy.
Try that ingame if that's very easy. Fight usually becomes chaotic and with you paranoid on death more, the fight becomes exciting.
And that's a good thing?
Well perhaps in this mode the peaceful mode is finally get more recognized and not just a cheap mode and the survival actually becomes a real survival mode.
There's no such thing as a real survival mode. Your vision of this survival is so twisted and unfair to the point where I thought even Dark Souls has a much fairer. If you die there, you may lose like 25% of your health, but at least it stays that way to the next death and you don't lose your stuff.
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Calling someone a masochist repeatedly won't prove a point. Also, a bit hyperbolic to say that all dedicated gamer are now a "masochist". Also props for calling a masterpiece that is Dark Souls is for an extreme masochist.
You called me a casual, so I have the right to call you a masochist :). Besides, I'm not a casual. I don't think Minecraft is too hard. Minecraft is (mostly) just the right difficulty. You, on the other hand, think Minecraft is too easy and so you suggested an extremely masochistic mechanic that would make everyone ragequit.
Try that ingame if that's very easy. Fight usually becomes chaotic and with you paranoid on death more, the fight becomes exciting.
So once you start fighting the Wither, the game suddenly goes from ridiculously hard to ridiculously easy?
Well perhaps in this mode the peaceful mode is finally get more recognized and not just a cheap mode and the survival actually becomes a real survival mode.
In Peaceful, you can still get killed by falling or lava. And once you lose those hearts, it's impossible to get them back (as you can't summon the Wither). Not to mention that it is impossible to get to the End and finish the game in Peaceful.
This suggestion will make Minecraft a much more challenging game. I was inspired by this suggestion when people would actually kill themself near their spawn so that they could regain hunger back or etc. The problem i see is that death should be taken as a serious tragedy so i recommend when a Player dies, their maximum health are reduced by two heart. The least a Player health can be is 3 health.
However, if you could go back to your death spot and go nearby a spirit that wanders around your death spot. You can get one max heart back (therefore you'll only lose one heart instead of two). I choose the Spirit being an entity because if you died in a lava, you'll still be able to retrieve one heart back.
The interesting part is the fact that other Player can actually steal your heart by hitting the Player's spirit. This makes it possible for other Player to have extra heart for up to 5 heart which will be colored blue instead of the usual red or yellow (to distinguish from absorption), this extra stolen heart will be called Soul Heart. However, if a player with a Soul Heart dies, instead of losing two Soul Heart. It loses all the soul heart.
There are other ways to retrieve your max health if your very desperate. Sacrificing animals to a Wither will have the animal to have a chance to drop "Sacrificed Heart" which if used could retrieve one heart back. This item however could only be used until you have the default max health. Going over 10 HP doesn't do anything.
The soul heart mechanic is interesting but I'm afraid that could be tedious.
Don’t make the player forced to deal with this. I, for one don’t want to lose that much health just because I died.
This works in Hollow Knight because it's a single player game. It's usually not too much of a problem getting back to where you died.
However in Minecraft this would be highly problematic, especially on multiplayer servers. There's already the punishment of dropping your items, so there's not a need for another penalty. Plus this would give too much power to players decked out in diamond gear already, so how's someone who respawns with nothing on them supposed to take their heart back? You could get slaughtered over and over, left with 3 hearts as they reach 15.. five times the health without even considering defense.
I wouldn't mind this as much IF it was an alternative to the item drop penalty, and if MC was single player only. But I wouldn't like both at once, and MC is multiplayer, so I think this would only harm the game.
Also those who kill themselves early on to reset hunger are likely new to the game and still figuring things out, so we don't need to punish them for that. It's not too hard to come across food, unless you don't know how to get food.
Argha Blargha
No Support - this is way too tedious. IMHO, keepInventory should be true by default - we all know that feeling of rage when you die far away form home and can't get to your items in time before they respawn.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
I wouldn't mind this if it were entirely temporary and factored in how recently/frequently you died (facetanking a boss knowing you will eventually win despite dying hundreds of times should really, REALLY hurt...a lot), but permanently losing health because you died shouldn't ever be a thing.
While I feel DuhDerp makes some very good points about how to render the proposaed penalty (maybe, possibly) viable, I'd rather see this handled as a reward for good play (ie not dying often).
One such idea would be making keepInventory something more than a binary so that there was an option where a percentage of inventory would be retained (some percentage chance applied to each dropped item) with the percentage rising with time since last death [likely would need to be measured in MC days].
Somethng along the line of 1% for every 5 days (possibly capped @ 80 or 90%) might work for a flat rate.
More complex algorithms might also be considered eg o% until 50 MC days, then +1%/day for the first 10 days , +1%/3 days for the next 30 MC-days, etc.
The problem with attaching this to not dying is that there's no way to distinguish it from just afking in a safe spot. Hiding in a spot that mobs can't spawn in nor can they access you (for example, a 2-deep hole with the opening filled in) should not provide any enhancing benefit like more maxhealth.
Additionally, I can see various farm designs adapted in such a way as to remove all risk (the easiest is perhaps the record farm, just add more water between skeleton and target, the player just simply stands there while the skeleton shoots arrows that get washed to the ground before hitting you). More maxhealth for zero risk should not happen, no matter how clever the farm design is.
Finally, perhaps the underlying philosophy that allows farms to be made at all should be changed for enhancements like this, by requiring a "risk stat"? Like, it's not enough to build a mob grinder, you have to build it in such a way that you take x damage per time (a "use it or lose it" type of mentality) or have to maintain an in-between amount of health (greater than 0%, less than 100%) or even control the amount of mobs you're facing at once (in total or even in a positional way, like perhaps a complete surrounding would grant you faster/more extra health than cramming them into one spot in front of you). Farming would not go away at all, as there are other reasons to have them, you just wouldn't get particular results by doing things the old way.
I think it could be a great punishment which makes the game fun
then don't play the game? or play peaceful? I mean i could say the same thing when Mojang announces hunger.
I didn't know anything about Hollow Knight
I think differently. I think there should be more.
If a Player is going to be slaughtered over and over bcause they didn't thought of any creative solution to beat the diamond gear opponent, i guess they deserve it.
But that set of thinking is what created filthy casuals like the game journalist who plays cuphead and can't even beat the tutorial level. I say make Minecraft great again by filtering those who really want to be deeply connected to the game and the toxic children from the game. Look at games like Dark Souls where many considers masterpiece yet its punishingly hard but people love it.
casuals getting angry for being punished for doing somethig wrong in the game. Winning is good but giving everyone the throphy is just objectively bad.
I differ to that. It's the reason why i purely enjoy Minecraft Is Too Easy mod. In fact, that mod isn't even hard, just tedious due to slow progression instead of complex mechanic.
why is there sudenly KeepInventory gamerule in this suggestion?
But is AFKing in a safe spot fun?
I'm confused, what's this have to do with farm again?
I'm confused at reading this.
Much as I would prefer to see such a thing implemented as a carrot for success reather than a stck for failure, DurDerp makes good points…
True, which I attempted to partially address with the 0% for 50 MC days etc idea…
Switching to units of 24 MC days [8 IRL hours]:
72 MC days before receiving any benefit would require a 24 IRL hr AFK session to begin to see benefits.
The problem with this approach is that the 'carrot' would be limited to those who die very rarely (and for whom the potential loss of items is likely to be least important).
[I've gotten to the point where I get killed only every few IRL months (several hundred MC days), which makes death essentially an annoyance (and more because of the assists from MS/Mj and their Ye Olde Glitche Monster) rather than an objectively important game event event.]
Requiring long play or AFK sessions before begining to slowly accrue benefit would limit the ability to exploit the mechanic, but would also tend to put it outside the scope of most players (particularly those most likely to want it).
Relevent only as illustrating a difference in our playstyles vis-à-vis attitude toward risk, but I use Iron Golems rather than risking my own MC self…
Even these sorts of stats are gamable, requiring more sophisticated farm designs.
Returning to your first reply [#6]:
making the effect temorpary and dependant on frequent deaths (possibly allowing one or two 'free' ones after some amount of time) seems about the best that can be done with this.
Permenant loss of health (particularly since this may result in a 'death spiral' as the continuing losses make retreival attempts incraesingly risky) and encouraging PvP by allowing players to obtain benefits (particularly long term benefits) from the misfortune of others ought not be added to vanilla.
Spawn camping on anarchy servers already offers something near enoughto this option for those so inclined….
Given that there appear no ungamable way to implement this as a positive, I'd rather see the idea indefinitely tabled.
Of course it's not, which is why I said this should not be a way to get more health. Apparently you disagree, which is pretty darn strange because you said you enjoyed playing with the MITE mod and by inference you think Minecraft should be a struggle.
I like how you framed those who do not support your idea as "casuals" because that totally makes you seem mature and reasonable.
Anyways, I do NOT support this idea for many of the reasons stated above. It would be far, far too easy to be spawn-camped in this manner, in fact this would make spawn-camping even EASIER because it would take less health to kill recently respawned players every time. You can (and did) argue "if you don't know how to get out of a situation like that it's your fault" but you underestimate to what extent griefers are able to manipulate the game's mechanics to their advantage. It'd be far too easy to just create a cage trapping new players at spawn (since if you use something like stone it'll take far too long for players to break with their fists) and then picking them off over and over. If you brought a player's health down to 3 hearts (your suggested minimum) you'd be able to kill them in a single hit from an unenchanted iron sword, and in fact at this stage you can kill anyone with only 3 hearts of health with a simple 2 hits max from any kind of sword. That'd be incredibly easy to abuse and would make the game especially unfun for new players, especially on a server like 2B2T where spawn is already hell incarnate to begin with.
*laughs in Phantom*
Defender of the 1.14 Textures/Bedrock Edition
That makes no sense. A "punishment" is not "fun" to anyone except masochists like you.
If Mojangcrasoft used that logic, nobody will play Minecraft. Mojang also doesn't expect you to play in Peaceful.
Again, not fun for anyone except extreme masochists like you.
That's just a victimisation of newcomers. They don't deserve to get spawn killed and their health whittled down to 3 hearts.
Dark Souls is really only for extreme masochists like you.
I'm not a casual. I don't think Minecraft is too hard. Minecraft is NOT too easy, it is just the right difficulty. You're just a masochist who enjoys punishment.
You only play that mod because you're an extreme masochist. (Though I agree that Minecraft's progression needs to be longer. Just not harder.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
So to my understanding, every-time you die you permanently lose two hearts? But just one heart if you manage to find where you died. So you shouldn't die at all up until the Wither. Death seven times means you only have three hearts. Oof. How exactly am I supposed to farm Wither Skeletons with only three hearts?
But once you get the Wither, you can just keep feeding it animals to gain your hearts back? That sounds awfully easy.
Overall I disagree with what others here are saying. This is not tedious. This is game-breaking, and if it was added I would stop playing survival for good. Maybe for that, I'm a "casual", but frankly, my op, I don't give a damm.
My point exactly. Super Mega 200% No Support
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Flip to hardcore, death penalty solved.
Server? Play on one where they setup mods and commands to suit your needs.
Calling someone a masochist repeatedly won't prove a point. Also, a bit hyperbolic to say that all dedicated gamer are now a "masochist". Also props for calling a masterpiece that is Dark Souls is for an extreme masochist.
Use shield to deflect. Eat food since the food regen rate made the game laughingly easy. Keep an eye out for many hostile mob. Keep your base lit up. Have you realized that the implementation of these made small things like base building or trying to be careful around lava to be more intimate and daring? Also remember the fact that Wither Skeleton is 3 block high.
Try that ingame if that's very easy. Fight usually becomes chaotic and with you paranoid on death more, the fight becomes exciting.
Well perhaps in this mode the peaceful mode is finally get more recognized and not just a cheap mode and the survival actually becomes a real survival mode.
calling people casual for not accepting your sadist desire implemented into the game also won't prove any point. And please, Dark Souls is a masterpiece because it may be hard, but it's fair. and being ganked by diamond armored dudes isn't the definition of that.
I think this feature is easy therefore everyone thinks it's easy.
And that's a good thing?
There's no such thing as a real survival mode. Your vision of this survival is so twisted and unfair to the point where I thought even Dark Souls has a much fairer. If you die there, you may lose like 25% of your health, but at least it stays that way to the next death and you don't lose your stuff.
Not with a proper wither cage, look up wither rose farms (these do essentially the same thing feeding animals into the farm to get wither roses).
You called me a casual, so I have the right to call you a masochist :). Besides, I'm not a casual. I don't think Minecraft is too hard. Minecraft is (mostly) just the right difficulty. You, on the other hand, think Minecraft is too easy and so you suggested an extremely masochistic mechanic that would make everyone ragequit.
So once you start fighting the Wither, the game suddenly goes from ridiculously hard to ridiculously easy?
In Peaceful, you can still get killed by falling or lava. And once you lose those hearts, it's impossible to get them back (as you can't summon the Wither). Not to mention that it is impossible to get to the End and finish the game in Peaceful.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.