1. Kills need to be differentiated by Mob-Type.
Obviously this will go into the stats for bragging fun, it will list zombikills, Spiderkillse etc. instead of just mob kills. 2. A second counter ( per mob-type) which counts how many mobs (/type) were killed in the whole world (not only by the player) in a set time ( lets assume one full MC day). 3. Reset the spawn-code to ~1.8. Mob Grinders need to be functional again, otherwise this idea is not that much fun.
I know lots of people will dislike this, but read on ! The idea in whole uses a very cool way to prevent them from being abused :wink.gif:
4.Mobs have to get the ability to spawn with "Buffs" like Armor parts, potion effects, weapon/armor enchantments. 5.Killed mobs need a "timestamp" for their time of death for this to work. This value has to be stored for one MC-day.
So how will this work ?
Lets assume the easiest case, you do not kill anything( and nothing gets killed by grinders etc.). The [Mobkill/day] counters stay at zero at all time, so nothing much happens besides the normal spawning of mobs.
If you kill 5 Zombies now in short time, the [Zombikills/day] counter would go up to 5, and stay at 5 until either a complete MC day is over or you kill more Zombies before that. Killing another mob does not reset the time counter.
When the [Mobkill/day] counter reaches a higher Levels due to lots of dying mobs, the mobs start to spawn with Buffs (see 4.) Maybe like this :
[Mobkills/day] - Mob - Effect
10 - humanoid - Leather Helmet
10 - non-humanoid - 0.5 Armor Points. Maybe add a dim glow to the mob ?
12 - humanoid - Leather Helmet + Leather Boots. Additional 12% Chance of Potion effects like speed, fire / water resistance etc.
12 - non-humanoid - 1.0 Armor Points. Additional 12% Chance of Potion effects like speed, fire / water resistance etc.
... and so on ...
24 - humanoid - Full Iron Armor Set. Additional 24% Chance of Potion effects like speed, fire / water resistance etc.
24 - non-humanoid - 7.5 points of armor. Additional 24% Chance of Potion effects like speed, fire / water resistance etc.
26 - humanoid - Full Iron Armor Set. Any Armor/Weapon has additional 26% Chance of having Enchantments up to Lvl 26. 26% Chance of Potion effects like speed, fire / water resistance etc.
26 - non-humanoid - 7.5 points of armor. Any Armor/Weapon has additional 26% Chance of having Enchantments up to Lvl 26. 26% Chance of Potion effects like speed, fire / water resistance etc.
How would it affect gameplay ?
Like I said before, as long as you do not kill anything it won't affect gameplay at all.
But if you start killing Mobs in large numbers, they gradually get stronger. This especially affects mob grinders, since there is a good chance for mobs to spawn with fire-resistance and therefore clogging up your Lava-Blade-Grinder ... Since this would also affect mobs spawning outside of the tower, life will get more dangerous the faster your grinder works.
I know this suggestion can make this game ridiculously hard. The fun part however is, you decide and set the difficulty you like to encounter directly through playing the game.
The Levels of [Mobkills/time] and the corresponding "Buff"-Effects are only to show the concept, I'm well aware this would need a lot more tweaking.
I hope you like this rather unusual approach to make this game's difficulty balanced by playing style.
Please share your thoughts ! :smile.gif:
Criticism or modifications are welcome :wink.gif:
P.S: For SMP, Effect levels should be multiplied by the number of players on the server. (Or the root from the number of players, seems better to me. )
I thought about that, too, FuryRising, but in the end I came to the conclusion it would fit minecraft better if difficulty was based on your playing style, not some numbers. This would feel to much like any other RPG in my opinion.
I can't remember to have seen anything like what I proposed before, so it would be at least somewhat original.
Edit : Also, having really strong opponents should be a good motivation to spend Levels on Enchantments, too :laugh.gif:
Hmmmm. I'm not to sure about this idea. Seems like to much of a step into rpg land. I'm aware that minecraft is already heading in that direction, but I think this would be to far. Sorry.
Cucumber
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic."
What makes you think that ? Or to be more precise : Which part of my suggestion would lead this game more in RPG direction in your opinion?
In my opinion this is simply a different approach to balance industrial style mob grinders and get a possibility to fight stronger mobs at the same time.
I don't see any added RPG elements, since I don't count adding diversity to existing mobs as such.
The part I thought was to RPG-esque is the fact that mobs can level up basically. Although they wouldn't actually be levelling up it's the same concept. Also I thought they would drop armour bits, now it's much less of a step but still to much IMO.
Cucumber
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic."
Sadly I can't really argument against your view of "leveling" monsters being somewhat RPG-ish, since it is true.
I just thought it wouldn't be so obvious since skeletons and zombies already were able to spawn with visible armor. Therefore I'm not that sure most people would have even noticed that fast :biggrin.gif:
1. Kills need to be differentiated by Mob-Type.
Obviously this will go into the stats for bragging fun, it will list zombikills, Spiderkillse etc. instead of just mob kills.
2. A second counter ( per mob-type) which counts how many mobs (/type) were killed in the whole world (not only by the player) in a set time ( lets assume one full MC day).
3. Reset the spawn-code to ~1.8. Mob Grinders need to be functional again, otherwise this idea is not that much fun.
I know lots of people will dislike this, but read on ! The idea in whole uses a very cool way to prevent them from being abused :wink.gif:
4.Mobs have to get the ability to spawn with "Buffs" like Armor parts, potion effects, weapon/armor enchantments.
5.Killed mobs need a "timestamp" for their time of death for this to work. This value has to be stored for one MC-day.
So how will this work ?
Lets assume the easiest case, you do not kill anything( and nothing gets killed by grinders etc.). The [Mobkill/day] counters stay at zero at all time, so nothing much happens besides the normal spawning of mobs.
If you kill 5 Zombies now in short time, the [Zombikills/day] counter would go up to 5, and stay at 5 until either a complete MC day is over or you kill more Zombies before that. Killing another mob does not reset the time counter.
When the [Mobkill/day] counter reaches a higher Levels due to lots of dying mobs, the mobs start to spawn with Buffs (see 4.) Maybe like this :
[Mobkills/day] - Mob - Effect
10 - humanoid - Leather Helmet
10 - non-humanoid - 0.5 Armor Points. Maybe add a dim glow to the mob ?
12 - humanoid - Leather Helmet + Leather Boots. Additional 12% Chance of Potion effects like speed, fire / water resistance etc.
12 - non-humanoid - 1.0 Armor Points. Additional 12% Chance of Potion effects like speed, fire / water resistance etc.
... and so on ...
24 - humanoid - Full Iron Armor Set. Additional 24% Chance of Potion effects like speed, fire / water resistance etc.
24 - non-humanoid - 7.5 points of armor. Additional 24% Chance of Potion effects like speed, fire / water resistance etc.
26 - humanoid - Full Iron Armor Set. Any Armor/Weapon has additional 26% Chance of having Enchantments up to Lvl 26. 26% Chance of Potion effects like speed, fire / water resistance etc.
26 - non-humanoid - 7.5 points of armor. Any Armor/Weapon has additional 26% Chance of having Enchantments up to Lvl 26. 26% Chance of Potion effects like speed, fire / water resistance etc.
How would it affect gameplay ?
Like I said before, as long as you do not kill anything it won't affect gameplay at all.
But if you start killing Mobs in large numbers, they gradually get stronger. This especially affects mob grinders, since there is a good chance for mobs to spawn with fire-resistance and therefore clogging up your Lava-Blade-Grinder ... Since this would also affect mobs spawning outside of the tower, life will get more dangerous the faster your grinder works.
I know this suggestion can make this game ridiculously hard. The fun part however is, you decide and set the difficulty you like to encounter directly through playing the game.
The Levels of [Mobkills/time] and the corresponding "Buff"-Effects are only to show the concept, I'm well aware this would need a lot more tweaking.
I hope you like this rather unusual approach to make this game's difficulty balanced by playing style.
Please share your thoughts ! :smile.gif:
Criticism or modifications are welcome :wink.gif:
P.S: For SMP, Effect levels should be multiplied by the number of players on the server. (Or the root from the number of players, seems better to me. )
Also, mobs should not drop armor parts !
I thought about that, too, FuryRising, but in the end I came to the conclusion it would fit minecraft better if difficulty was based on your playing style, not some numbers. This would feel to much like any other RPG in my opinion.
I can't remember to have seen anything like what I proposed before, so it would be at least somewhat original.
Edit : Also, having really strong opponents should be a good motivation to spend Levels on Enchantments, too :laugh.gif:
If you like this idea (or oppose it), please say something, otherwise this suggestion will sink into oblivion ....
Also, I can't really make it a good one if I don't get (useful) criticism.
Cucumber
What makes you think that ? Or to be more precise : Which part of my suggestion would lead this game more in RPG direction in your opinion?
In my opinion this is simply a different approach to balance industrial style mob grinders and get a possibility to fight stronger mobs at the same time.
I don't see any added RPG elements, since I don't count adding diversity to existing mobs as such.
Mobs will not drop armor parts !
Some more Exp might be fair, though.
Cucumber
Cucumber
I just thought it wouldn't be so obvious since skeletons and zombies already were able to spawn with visible armor. Therefore I'm not that sure most people would have even noticed that fast :biggrin.gif: