I propose a difficulty level intermediate between peaceful and easy, for use of beginners and people wanting at least partial survival experience without involvement in combat - "secure" difficulty level.
Simple as it is - mobs behave just like in peaceful, or despawn in case of hostile ones, while the hunger bar depletes and needs to be refilled with food like in easy difficulty level, giving the player incentive to farm land or herd animals.
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I've been behind the idea of a Very Easy / Training mode for years. Maybe it could have special rules for people who don't want to immediately jump out of Peaceful. Things like "halve the mob despawning (maybe detection too) radius" and "make hunger lower but starvation does nothing / only lowers you to 3/4 max health" sound like decent starting points.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'd rather see the gamerule doMobSpawning be expanded so you can put rules on specific mobs. Then, you could load up an Easy world and set Hostile mob spawning to false, which would essentially do what you're asking, OP. That way, you could even have Hardcore worlds without hostile mobs (though I'm not sure what the point of that would be, other than RP I guess).
Im personally not a fan of the idea of "Peaceful: but hunger" as a difficulty setting.
- The first reason is that I think hunger and combat go hand-in-hand, and I think hunger without combat seems a little bit like pointless micromanagement, while combat without hunger would be a little bit less balanced.
- The second reason is that it seems a little bit cluttered to have multiple difficulty settings with different kinds of content disabled or enabled. At that point, you might as well relegate the difficulty setting to gamerules. Some people like to claim that this is the "slippery slope fallacy" but what Mojang implements or doesn't implement or what they say tends to get canonized as what is "Minecrafty"*, meaning that if a "Peaceful but hunger" setting is implemented, it opens up the door to other ideas for difficulty settings. "What about Normal Difficulty but without invisible Cave Spiders?" for example.
*An example of this would be vertical slabs, which can now never be implemented or suggested because the Mojang devs said they wouldn't add it because... reasons? I remember in another argument someone brought up either Notch or Jeb saying that making slabs was a mistake because it deviated from the voxel look or something like that. I was dumbfounded how they seemed to suddenly be against slabs and stairs just because Notch or Jeb said something, as though either of those two or any other staff member are all-knowing on what makes a good voxel sandbox game.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I went through this and cleaned up all the stuff about a harder difficulty mode, as this suggestion is about exactly the opposite of that.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
The very easy mode could be the kid friendly version and for beginners, adding monsters, but they are all neutral.
My career for 20+ years was the profession of arms. If not for the draft I'd have missed a very important part of my life.
I watched aircraft go airborne loaded with bombs and bullets then land with no armament on board. A part of my job was to ensure that when released the arms and the aircraft were at the correct coordinates and the armament hit the correct target (azimuth, angle of attack, airspeed, and altitude).
IMO playing at combat is a bad idea and something I don't think anyone that has experienced real combat wants to play at! I know that I do not!!!
There used to be multiple levels of play... and combat didn't have to be a part of it although could be when played in PVP, even the monsters were less hostile. I much prefer that Minecraft.
I wonder how many parents would allow their children to play Minecraft if aware of the level of combat today.
If my children were still of school age they would not be allowed to play this game as it is today!!!
My career for 20+ years was the profession of arms. If not for the draft I'd have missed a very important part of my life.
I watched aircraft go airborne loaded with bombs and bullets then land with no armament on board. A part of my job was to ensure that when released the arms and the aircraft were at the correct coordinates and the armament hit the correct target (angle of attack, airspeed, and altitude).
IMO playing at combat is a bad idea and something I don't think anyone that has experienced real combat wants to play at! I know that I do not!!!
There used to be multiple levels of play... and combat didn't have to be a part of it although could be when played in PVP, even the monsters were less hostile. I much prefer that Minecraft.
I wonder how many parents would allow their children to play Minecraft if aware of the level of combat today.
If my children were still of school age they would not be allowed to play this game as it is today!!!
Stows soapbox.
Lou
I see what you mean there, while I'm not a military person myself and have no experience with real life professional combat, (I never even fought professional fighters, not that I'd want to as I'm not that foolish lol) I play Minecraft mostly for exploration and building.
but I enable hard mode simply to give food a purpose in survival, if starvation to death occurred on normal difficulty then that would be just right for mine and my friends playstyle. We do like fighting monsters and pillagers, but we'd rather not be forced into it. Thankfully there are methods in the game we can use to defend ourselves, and raids will not start unless you kill a Pillager Captain, and are in a village at the time of a Bad Omen, without a village, raids do not occur. I don't like raids, sure I can beat them, me and a friend (AwayZombie444) already did this in one of our older MC worlds numerous times, but their introduction causes problems for future game design I think and not all of us agree with their addition, especially not with the ravagers ability to destroy crops.
Anyway back on topic, I do agree that there should be a very easy mode for beginners and kids.
Experienced players though should at minimum be capable of normal difficulty, if they find that "too hard" then they're just not good at the game.
I would rather Peaceful was changed to mean 'peaceful' rather than 'mobless'. Mobs spawn normally, but are neutral to player and to each other (i.e. zombies not attacking villagers)
I think some form of difficulty for new players, as I was scared to come out of peaceful when I first played on pocket edition. I am a Java user now, and can handle mobs, but it would be nice for me to have had a difficulty which has slower hunger depletion, and hostile mobs spawning, but less of them, and gradually ramping up their power until you are in easy with longer hunger. This could teach new players some combat skills, and make the transition from peaceful a lot less scary.
I'd rather see the gamerule doMobSpawning be expanded so you can put rules on specific mobs. Then, you could load up an Easy world and set Hostile mob spawning to false, which would essentially do what you're asking, OP. That way, you could even have Hardcore worlds without hostile mobs (though I'm not sure what the point of that would be, other than RP I guess).
doMobSpawning affects passive mobs as well, and requires commands on, making it a cheat.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
For not having monsters, I support ideas for blocking mob spawning on other ways than placing a lot of ugly torches everywhere.
If they add in a very easy mode then on the opposite end of the spectrum it makes sense to add a very hard mode as I said before. But I agree, very easy mode could have all monsters as a neutral mob, this would be the training mode tier 2 which will prepare beginners for the true survival experience.
Peaceful mode might as well be called a training mode though, if it is to continue to exist in the game at all.
it isn't really survival in my opinion because it removes too much from the Minecraft experience to be considered such.
In survival this is the closest thing you'd get to creative mode since there are far less ways to die in this difficulty.
So peaceful mode training tier 1, the basics
and very easy mode for training tier 2, preparing players for graduating Minecraft class if you will.
I would go with the idea of advanced settings, a custom gui about mobs.
A gui in wich you can select if a mob is allowed to spawn and if it is firendly, passive aggressive or aggressive.
Villagers, sheeps ect should not be able to enter passive or aggressive of corse.
That would also allow easyer and better adjustments for modded minecraft.
Panzerkrieger_ suggested adding more ways to block hostile mob spawning than ugly torches everywhere and for that purpose I agree with this.
Currently there is no way to block the spawning of pillagers outside of half slabs or 1 block wide holes, which you cannot walk through either.
Honestly it would've made far more sense to halt their spawn if their nearby outpost had been destroyed.
This mechanic would've worked for the vampire suggestion I made with their castles also, kill the count, and the vampires stop spawning in an area that is close to them or within a 500 radius blocks of them.
But instead, the game unfortunately enforces an annoying mechanic where if you killed a pillager captain, even in an outpost, you have a bad omen effect that lasts 5 in-game days unless you drink milk. This makes villager trades a lot less convenient to have, with bad omen you can't go near them without triggering a raid. Previously milk buckets were used to cure poison from cave spiders and witches, but with Mojang continuing to add more debuffs to the game it is making our inventory space much less efficient, and yes you can get Shulker boxes from Shulkers in End, but these are late game items and are rare non renewable items.
I propose a difficulty level intermediate between peaceful and easy, for use of beginners and people wanting at least partial survival experience without involvement in combat - "secure" difficulty level.
Simple as it is - mobs behave just like in peaceful, or despawn in case of hostile ones, while the hunger bar depletes and needs to be refilled with food like in easy difficulty level, giving the player incentive to farm land or herd animals.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I've been behind the idea of a Very Easy / Training mode for years. Maybe it could have special rules for people who don't want to immediately jump out of Peaceful. Things like "halve the mob despawning (maybe detection too) radius" and "make hunger lower but starvation does nothing / only lowers you to 3/4 max health" sound like decent starting points.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'd rather see the gamerule doMobSpawning be expanded so you can put rules on specific mobs. Then, you could load up an Easy world and set Hostile mob spawning to false, which would essentially do what you're asking, OP. That way, you could even have Hardcore worlds without hostile mobs (though I'm not sure what the point of that would be, other than RP I guess).
- The first reason is that I think hunger and combat go hand-in-hand, and I think hunger without combat seems a little bit like pointless micromanagement, while combat without hunger would be a little bit less balanced.
- The second reason is that it seems a little bit cluttered to have multiple difficulty settings with different kinds of content disabled or enabled. At that point, you might as well relegate the difficulty setting to gamerules. Some people like to claim that this is the "slippery slope fallacy" but what Mojang implements or doesn't implement or what they say tends to get canonized as what is "Minecrafty"*, meaning that if a "Peaceful but hunger" setting is implemented, it opens up the door to other ideas for difficulty settings. "What about Normal Difficulty but without invisible Cave Spiders?" for example.
*An example of this would be vertical slabs, which can now never be implemented or suggested because the Mojang devs said they wouldn't add it because... reasons? I remember in another argument someone brought up either Notch or Jeb saying that making slabs was a mistake because it deviated from the voxel look or something like that. I was dumbfounded how they seemed to suddenly be against slabs and stairs just because Notch or Jeb said something, as though either of those two or any other staff member are all-knowing on what makes a good voxel sandbox game.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I went through this and cleaned up all the stuff about a harder difficulty mode, as this suggestion is about exactly the opposite of that.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
My career for 20+ years was the profession of arms. If not for the draft I'd have missed a very important part of my life.
I watched aircraft go airborne loaded with bombs and bullets then land with no armament on board. A part of my job was to ensure that when released the arms and the aircraft were at the correct coordinates and the armament hit the correct target (azimuth, angle of attack, airspeed, and altitude).
IMO playing at combat is a bad idea and something I don't think anyone that has experienced real combat wants to play at! I know that I do not!!!
There used to be multiple levels of play... and combat didn't have to be a part of it although could be when played in PVP, even the monsters were less hostile. I much prefer that Minecraft.
I wonder how many parents would allow their children to play Minecraft if aware of the level of combat today.
If my children were still of school age they would not be allowed to play this game as it is today!!!
Stows soapbox.
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
what would this mode be named?
and would there be two modes? one that is survival without aggressive monsters.. and the other with non aggressive monsters?
I see what you mean there, while I'm not a military person myself and have no experience with real life professional combat, (I never even fought professional fighters, not that I'd want to as I'm not that foolish lol) I play Minecraft mostly for exploration and building.
but I enable hard mode simply to give food a purpose in survival, if starvation to death occurred on normal difficulty then that would be just right for mine and my friends playstyle. We do like fighting monsters and pillagers, but we'd rather not be forced into it. Thankfully there are methods in the game we can use to defend ourselves, and raids will not start unless you kill a Pillager Captain, and are in a village at the time of a Bad Omen, without a village, raids do not occur. I don't like raids, sure I can beat them, me and a friend (AwayZombie444) already did this in one of our older MC worlds numerous times, but their introduction causes problems for future game design I think and not all of us agree with their addition, especially not with the ravagers ability to destroy crops.
Anyway back on topic, I do agree that there should be a very easy mode for beginners and kids.
Experienced players though should at minimum be capable of normal difficulty, if they find that "too hard" then they're just not good at the game.
I would rather Peaceful was changed to mean 'peaceful' rather than 'mobless'. Mobs spawn normally, but are neutral to player and to each other (i.e. zombies not attacking villagers)
Support scorrp10's take on it... Mobs are peaceful and completely neutral until hit directly by the player.
I think some form of difficulty for new players, as I was scared to come out of peaceful when I first played on pocket edition. I am a Java user now, and can handle mobs, but it would be nice for me to have had a difficulty which has slower hunger depletion, and hostile mobs spawning, but less of them, and gradually ramping up their power until you are in easy with longer hunger. This could teach new players some combat skills, and make the transition from peaceful a lot less scary.
For not having monsters, I support ideas for blocking mob spawning on other ways than placing a lot of ugly torches everywhere.
doMobSpawning affects passive mobs as well, and requires commands on, making it a cheat.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I would go with the idea of advanced settings, a custom gui about mobs.
A gui in wich you can select if a mob is allowed to spawn and if it is firendly, passive aggressive or aggressive.
Villagers, sheeps ect should not be able to enter passive or aggressive of corse.
That would also allow easyer and better adjustments for modded minecraft.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
If they add in a very easy mode then on the opposite end of the spectrum it makes sense to add a very hard mode as I said before. But I agree, very easy mode could have all monsters as a neutral mob, this would be the training mode tier 2 which will prepare beginners for the true survival experience.
Peaceful mode might as well be called a training mode though, if it is to continue to exist in the game at all.
it isn't really survival in my opinion because it removes too much from the Minecraft experience to be considered such.
In survival this is the closest thing you'd get to creative mode since there are far less ways to die in this difficulty.
So peaceful mode training tier 1, the basics
and very easy mode for training tier 2, preparing players for graduating Minecraft class if you will.
Panzerkrieger_ suggested adding more ways to block hostile mob spawning than ugly torches everywhere and for that purpose I agree with this.
Currently there is no way to block the spawning of pillagers outside of half slabs or 1 block wide holes, which you cannot walk through either.
Honestly it would've made far more sense to halt their spawn if their nearby outpost had been destroyed.
This mechanic would've worked for the vampire suggestion I made with their castles also, kill the count, and the vampires stop spawning in an area that is close to them or within a 500 radius blocks of them.
But instead, the game unfortunately enforces an annoying mechanic where if you killed a pillager captain, even in an outpost, you have a bad omen effect that lasts 5 in-game days unless you drink milk. This makes villager trades a lot less convenient to have, with bad omen you can't go near them without triggering a raid. Previously milk buckets were used to cure poison from cave spiders and witches, but with Mojang continuing to add more debuffs to the game it is making our inventory space much less efficient, and yes you can get Shulker boxes from Shulkers in End, but these are late game items and are rare non renewable items.