How can we improve the existing moving creatures of Minecraft? Show us your coolest fantasy creatures. We are very interested in ideas that are unique and not just lists of mobs - spamming lists of animal names is spam and violates our posting guidelines. Be sure to check the Previously Considered Suggestion page (no sharks, MINECON Vote rejected monsters) before you post!

9030

Heather Shadelight's Expert Mode [mobs, difficulty, AI]

under review

383 Comments

Post a new comment:

Please sign in to leave a comment.

Sorted by oldest
  • 3
    Registered User commented
    Comment actions Permalink

    Me gusta esta idea porque este modo seria para jugadores pro para que muestren sus habilidades aunque alguno cosas son exageradas como la del esqueleto y el del pigman zombi, pero si así será el modo experto para mi sería mejor que implementarán un poco más de encantamientos como de envenenar a un enemigo o atuedir a un rival o que implementen nueva posiones.

  • 4
    Registered User commented
    Comment actions Permalink

    Passive mobs hit too like if u try to kill a Cow it hits back. And tries to kill u even though it's damage is weak

  • 2
    Registered User commented
    Comment actions Permalink

    Why not add friend

  • 5
    Registered User commented
    Comment actions Permalink

    WE NEED THIS MOJANG,WE NEED THIS(for java and bedrock also ok)!!!!!

     

  • 2
    Registered User commented
    Comment actions Permalink

    this reminds me of terraria's expert mode, so it also could have better loot in here aswell.

    another thing i would like to add in this would be to make creeper rarer but make them see you through walls and explode if they dont find a way to get to you, this way people would have to think of ways to protect their bases from creepers.

  • 5
    Registered User commented
    Comment actions Permalink

    Additional Mob Ideas:

    Wither Skeletons always know where an enemy with the "withering" condition is.

    Endermen will spawn 1-3 endermites to attack a player they cannot reach.

    Witches can heal Illagers using splash potions of healing.

    Villagers will react with anger (as though struck) when they witness a player stealing from their village. This includes taking items generated in chests or harvesting crops not planted by a player (this does not include accidentally breaking crops by jumping on them. Additionally, swords and axes cannot harvest crops, preventing accidental theft during raids.) Angering villagers three times in a row will cause them to refuse trades, and turn that village's iron golems hostile.

    Vindicators rarely spawn with torches instead of axes in high-level raids. They deal less damage, but can set the player and surrounding blocks on fire.

     

    Additionally, while I disagree with all mobs knowing how to use doors, I do think zombies and their variants should be able to break doors down, but will only do so when pursuing a target. If carrying an axe, they can break doors with the same speed as a Vindicator.

  • 2
    Registered User commented
    Comment actions Permalink

    Me alegro que minecrastf ponga interés en mejorar la dificultad de el juego para los veteranos que deseamos mas  dificultad en nuestros mundos

  • 1
    Registered User commented
    Comment actions Permalink

    baser expert mode for bedrock 

  • 1
    Registered User commented
    Comment actions Permalink

    I would really like to try this out in the future

  • 3
    Registered User commented
    Comment actions Permalink
    Ideas:
    
    Phantons spawn every night (regardless of insomnia).
    
    Witches spawn in all biomes at night.
    
     Invading Pillagers will spawn in larger groups in the morning.
    
    Pillagers outposts will have Ravagers around them.
    
    It's a good update to think about the coming of Iceologer. Or an update to the dungeons, making them bigger and more challenging.
  • 1
    Registered User commented
    Comment actions Permalink

    Hi I won't to play with my friend

  • 3
    Registered User commented
    Comment actions Permalink

    I don't know if anyone else has said this but I think a cool feature, regarding creeps;
    "if your sword has fire aspect on it, when making contact with a creeper. It blows up straight away." I have always thought it would a cool feature and i think it would make a lot of sense to add! It would make you have to think more about what to put on your sword, cause sometimes fire aspect can feel like over kill. It would work the exact same way to if you use a flint and steel on one! 

  • 2
    Registered User commented
    Comment actions Permalink

    Having hunger decrease over time, not allowing people to afk would be a good start.

  • 2
    Registered User commented
    Comment actions Permalink

    Creepers sneaking when nearing players would be pretty cool

  • 2
    Registered User commented
    Comment actions Permalink

    Interesting idea but I don't think this will be a feature because hardcore mode is already meant to be the hardest difficulty/game mode and Mojang wont want to spend heaps of time developing this.

     

     

     

    Also, by beast do you mean ravager?

  • 2
    Registered User commented
    Comment actions Permalink

    Wow

  • 2
    Registered User commented
    Comment actions Permalink

    I like the overall idea of expert mode, but I disagree on many of the suggested implementations: they don't line up well with minecraft's feel.

  • 3
    Registered User commented
    Comment actions Permalink

    I like this, but I think creepers shouldn't go below 2-3.5 hearts when charging the player, that way you can't just kill them with your fist or a really weak weapon.

  • 2
    Registered User commented
    Comment actions Permalink

    So I had this idea lately but didn't think it could be implemented in base vanilla because of the associated difficulty. I was thinking that maybe hostile mobs could have actual ai that would evolve over time and get better by natural selection and mutation. I thought that whenever a hostile mob spawns it would get a behavior pattern based off of a existing or already dead mob of the same variety and the mob would have a bias towards mobs that had a higher difficulty level at the time or time of death depending. This level would be determined by either how long they survived or the amount of damage done to players. And after a mob is chosen to be patterned after it would have a chance to make a small change or two to the behavior pattern. Which would lead to the mobs being smarter and harder to beat as time passed.

  • 1
    Registered User commented
    Comment actions Permalink

    This is a much needed feature in mc, would love to see this added. (also we would get the Illusioners :D )

  • 2
    Registered User commented
    Comment actions Permalink

    I like this idea!
    I personally think the boss mobs should get a overhaul too, because they seem way too easy to deal with in late game
    I'd love to see new mechanics for the enderdragon, just these obsidian towers are a bit boring, and the dragon should have a better way to attack when purging, because it's pretty much defenseless when you are in the bedrock box.
    I thought that they could emit some sort of magical aura (other than dragon breath) so that the player will take damage as well.
    Maybe Mojang could add multiple phases that trigger after the last crystal is destroyed and after the dragons health fell below half.
    And there should be new mechanics for the wither too!
    For example, it should be able to spawn wither skeletons like it does in bedrock edition, and when in the second phase, they should be able to break blocks faster, so they basically dash through normal blocks like it is air, to make it harder to hide from it.
    And the wither should have a epic death animation as well.

  • 1
    Registered User commented
    Comment actions Permalink

    Im unspeakable please get me 1M likes 

     

  • 1
    Registered User commented
    Comment actions Permalink

    I completely agree, However i believe that you should make it a seperate toggle, so that you would be able too add this too hardcore if you wanted too, but if you did not want too you would not have too!

  • 1
    Registered User commented
    Comment actions Permalink

    Better mob AI would just be appreciated in general- it wouldn't necessarily have to be part of a higher difficulty setting. (Though it might still be wise to make it toggleable, for players accustomed to the old AI.)

    I especially like the idea of making ranged mobs actually use cover and avoid the player, (Skeletons seem to do this to some extent... Pillagers, not so much), and adding more intelligence to tougher mobs like the Endermen, so they aren't so easily cheesed. I'm not sure about letting ravagers break blocks though- I think their attack already has a wide enough range to make them difficult to avoid, and they usually attack alongside ranged Pillagers anyways, making pillaring difficult.

    And just general targeting and pathfinding improvements, as suggested. Maybe this could also apply to passive mobs- nearby mobs of the same type could flee if one of their own is damaged, and more intelligent creatures, (Like pigs or cows, as opposed to, say, chickens), would actually flee the player if injured instead of running around randomly, to make hunting more challenging. (Or at all challenging.) 

  • 0
    Registered User commented
    Comment actions Permalink

    Muito bom obrigado

  • 0
    Registered User commented
    Comment actions Permalink

    My personal suggestion to go along with this idea:

    Extend this to village mechanics. No diamond tools and armor from trading, and Villagers can't summon  Iron Golemns out of thin air, so iron farms are impossible. That way you're actually forced to engage with all these new enemy behaviors.

  • 0
    Registered User commented
    Comment actions Permalink

    i love it its an amazing idea and whould  make new challenge,speedruns,hardcore worlds and series in the community 

  • 0
    Registered User commented
    Comment actions Permalink

    Ola

  • 0
    Registered User commented
    Comment actions Permalink

    Honestly I don't think all of these things should in a seperate difficulty. The fact that melee mobs forget what they're doing half the time or how despite being in the game for 8 months, not a single mob knows how to pathfind around an azalea bush is downright inexcuseable.

  • 1
    Registered User commented
    Comment actions Permalink

    I feel like Endermen dodging more would be overkill. I like the idea of them expanding the tunnel, that's something they should be actually able to do. But the dodging mechanism should be tweaked, because right now they dodge TOO MUCH when targeted by ranged weapons and too little when malee (you're right on that one). Maybe they should have a cooldown on teleport-dodging as well as a system of detection for ranged attacks, because right now they magically know every time an arrow flies at them. Experienced players should be able to find a way to sneak attack them.