The Meaning of Life, the Universe, and Everything.
Join Date:
11/25/2019
Posts:
56
Member Details
Late game Minecraft is lacking. Many players have long felt this way, that the late game gameplay becomes a bit too easy and streamlined to retain the same kind of survival reward as the early game. While I've always been in favor of nurturing the game's natural inclination for clever player innovation / automation (as far back as 2010 I was arguing for Mojang to introduce machinery for players to develop into stages of technological civilization), I think the game can still offer much more satisfying survival challenges in the form of a more dramatically tiered difficulty level between dimensions.
The new Nether update appears to be heading in that direction, adding both an extra level of difficulty to the game with stronger mobs, as well as desirable content / ores / materials to keep the player coming back to the Nether to experience that survival challenge. However, I think the difficulty level of the Nether needs to be raised far higher compared to that of the Overworld, and I think each subsequent dimension (Overworld < The Nether < The End) should be prohibitively difficult for players until they reach a corresponding armor / weapon tier. Mobs in the Nether should be prohibitively difficult to handle without a certain level of enchanted diamond armor / weapons, and The End (while also needs its own biome / content expansion like the current Nether update) should be prohibitively difficult to handle until players reach a certain level of enchanted netherite armor / weapons.
Furthermore, instead of each new tiered armor / weapon set being a one-size-fits-all set that is strong in every circumstances or dimension, each tiered armor / weapon material (diamond, netherite, etc. +) could come with some niche vulnerabilities in lower tiered dimensions / circumstances. For instance (and this is just one hypothetical example, it could be totally different than this specifically), netherite could have a property making it slightly more vulnerable to water based mobs like Guardian spells or trident attacks, while remaining strong in fire / lava related circumstances. This would give lower tier diamond armor some extended value even after you've reached netherite, while giving netherite the edge in the higher tier dimensions.
I would even go so far as to imagine that, perhaps higher tier armors / weapons like netherite could attract a completely new set of mob spawning in lower tier dimensions. For example, netherite could attract more phantom spawning, or even new mobs which simply do not spawn in the Overworld until a player is wearing or simply in possession of netherite items. Much like how Mojang has made Piglins hostile to players unless they are wearing gold armor, netherite could attract a different set of difficulties in other circumstances. All of this would allow each dimension a much more prohibitively stark difference in difficulty for players, extending the survival difficulty reward through to the end game stage, while also enriching each tier of armor / weapons with a more complex and extended range of value.
Late game Minecraft is lacking. Many players have long felt this way, that the late game gameplay becomes a bit too easy and streamlined to retain the same kind of survival reward as the early game. While I've always been in favor of nurturing the game's natural inclination for clever player innovation / automation (as far back as 2010 I was arguing for Mojang to introduce machinery for players to develop into stages of technological civilization), I think the game can still offer much more satisfying survival challenges in the form of a more dramatically tiered difficulty level between dimensions.
The new Nether update appears to be heading in that direction, adding both an extra level of difficulty to the game with stronger mobs, as well as desirable content / ores / materials to keep the player coming back to the Nether to experience that survival challenge. However, I think the difficulty level of the Nether needs to be raised far higher compared to that of the Overworld, and I think each subsequent dimension (Overworld < The Nether < The End) should be prohibitively difficult for players until they reach a corresponding armor / weapon tier. Mobs in the Nether should be prohibitively difficult to handle without a certain level of enchanted diamond armor / weapons, and The End (while also needs its own biome / content expansion like the current Nether update) should be prohibitively difficult to handle until players reach a certain level of enchanted netherite armor / weapons.
Furthermore, instead of each new tiered armor / weapon set being a one-size-fits-all set that is strong in every circumstances or dimension, each tiered armor / weapon material (diamond, netherite, etc. +) could come with some niche vulnerabilities in lower tiered dimensions / circumstances. For instance (and this is just one hypothetical example, it could be totally different than this specifically), netherite could have a property making it slightly more vulnerable to water based mobs like Guardian spells or trident attacks, while remaining strong in fire / lava related circumstances. This would give lower tier diamond armor some extended value even after you've reached netherite, while giving netherite the edge in the higher tier dimensions.
I would even go so far as to imagine that, perhaps higher tier armors / weapons like netherite could attract a completely new set of mob spawning in lower tier dimensions. For example, netherite could attract more phantom spawning, or even new mobs which simply do not spawn in the Overworld until a player is wearing or simply in possession of netherite items. Much like how Mojang has made Piglins hostile to players unless they are wearing gold armor, netherite could attract a different set of difficulties in other circumstances. All of this would allow each dimension a much more prohibitively stark difference in difficulty for players, extending the survival difficulty reward through to the end game stage, while also enriching each tier of armor / weapons with a more complex and extended range of value.
Thoughts?
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