Views : 670,853
Genre: Gaming
Date of upload: May 10, 2022 ^^
Rating : 4.954 (347/29,617 LTDR)
RYD date created : 2024-05-12T22:43:33.576567Z
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Top Comments of this video!! :3
I think giving mobs more gear and making them smarter on harder difficulties would be the way to go. Imagine if skeletons coordinated attacks with zombies and creepers. Or some skeletons would spawn with shields and protect oneās with arrows. Stuff like that would make it harder and could be scaled easily.
2.8K |
In my opinion something like an āintrusive modeā would be how you could introduce the kind of difficulty that people want.
Iāve heard a lot of people asking Mojang to ābring back the nightā, describing how originally the night was an intrusive scary event every time that could not be avoided.
Maybe if you activate intrusive mode(or some better name) specific ways to protect yourself are destroyed. You can no longer use a bed, mobs can jump gaps, maybe even climb and or break certain walls.
This mode would focus more on survival rather than building. The creativity comes not from building a mansion but rather building a fortress to prevent mobs from climbing the walls and breaking them down.
This is just my idea though, not even sure itāll work.
675 |
Great video Sarc! This depth of understand really highlights how NOT simple Minecraft's balance of features and factors is from a development perspective. I personally would like to see more gamerules for individual mobs and aspects. IE a gamerule for phantom spawning or a gamerule to stop endermen picking up blocks!
1.5K |
I think they could definitely make the "easy/early game" mobs (zombies, skeletons etc) scale with our Advancements.
image this: when you defeat the ender dragon and come back through the portal, you start noticing mobs spawning with better armor, zombies might have more health while skeletons deal more damage.
after you defeat the wither you notice that the nether mobs also deal more damage, maybe you find a wither skeleton with armor pieces (could also wear a netherite piece that has a 0% chance to drop)
and maybe other things like that.
111 |
You mention the possibility of parts of the game being locked behind the difficulty. I want to note that difficulties do actually have unique mechanics tied to them. Hard is the one difficulty where zombies are able to break doors and where spiders can spawn with permanent buffs. It's part of why I play it exclusively, despite not caring much for the difficulty and even installing grave mods since I can't bear to lose my loot so easily.
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I think Terraria does this really well: Expert mode makes everything more challenging than Normal mode, but accounts for this by adding super useful exclusive drops; and Master mode is more challenging than Expert, but gives the player one more accessory slot right off the bat. Also, great video!
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On the topic of scaling difficulty. I remember when Mojang added Local Difficulty in an update a while back. Most players don't even kn0w its exists, you can only see it when you press f3. You'll see a line that says "Local difficulty" followed by a number. The number gradually increases the more time you spend within an area (such as spending a lot of time at your base). I'd love for Mojang to flesh this feature out a lot more. Currently it only increases the number of social zombie spawns (i think), so more use such as stronger mobs would be a good start.
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Mojang should really add more gamerules. THAT would make everybody happy. The monster spawn rates or their progression would be set before creating the world. Dont Starve Together has a lot of world options that Minecraft really needs. The greatest example is villager curing mechanic that work 100% only on hard difficulty - why is this not a gamerule?
Also Warden seems to be the same on every difficulty -You are simply going to die if he sees you.
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I'm on board with "locking" features behind difficulty settings to better differenciate them. Features like freezing if you're caught in the open during a storm in a cold biome (now a blizzard), or a thirst mechanic that's effected by your movement and location (lose it faster the nether/desert) would be a cool environmental way to up the difficulty and general "survival" feeling of survival on hard mode.
Mob ai could also be tweaked in ways that make them more challenging to face the higher the difficulty - maybe scaling back the current challenge with some mobs on lower difficulties for balancing too, for example: skeletons could spawn with more varied weapons oh hard, including shields, meaning you can't always deal with them the same way you usually would any other skeleton - then on easy, have it so piglins won't attack you for not wearing gold, and won't detect you opening their chests while invisible or something... idk
Something that's been on my mind ever since they messed with spawners during the caves and cliffs snapshots was what if the light level needed for hostile mobs to spawn scaled with the difficulty - at the very least with spawners so that say, on easy they're blocked by any amount or light, but on hard will spawn mobs no matter what.
Maybe things like spawners and budding amethyst blocks can be obtained in easy mode, collected to be relocated at your convenience making your time *easier*, while on hard it stays as it's always been, and if you want to make a farm for those resources, you need to make decisions and work around what your world has to offer.
On easy the random tick speed could be buffed so crops grow faster, and brought to a halt on hard - almost necessitating a source of fertilizer.
And of course, these things (and older content too) should all be under customizable gamerules, which serve 2 purposes:
1. To show the player what they're getting themselves into if they want to know, and what exactly is different between each difficulty setting, and
2. To give players the option to toggle whatever they chose and play their way
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@pedroyuuhi1677
2 years ago
Hard is the easier difficulty in my opinion, things are more consistent and you can get your villagers converted 100% of the time
2.5K |