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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!

5086

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

under review

228 Comments

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  • 0
    Steven10130 commented
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    I facking love it! This would make things interesting again

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    natattack900 commented
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    This would make me play much more survival please add

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    FalconTRM commented
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    Good luck fam! I love your idea!

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    C01DW01F commented
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    I love the idea And maybe it's time we have a new "difficultly" hardcore isn't really one because it normally Just hard mode but can't respawn But yeah would Love to see a Expert mode added for that extra Challenge

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    Erik Svensson commented
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    Minecrafts difficulty system is very flat right now, and any sort of expansion on it would be very welcome

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    Natasha Odita commented
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    Amazing idea, Please mojang this is your game, consider it.

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    this would completely change the style of playing. to a direction that can entertain the more adult and teenage part of the community.  this will probably attract the older part of the community more to the game. cause ny theory is that after the player has found his ore hers diamonds and enchanted there armor and weapons the game becomes to easy. There`s no challenge.

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    xXPENUT69Xx commented
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    This is something i have been doing for years with mods and plugins :D, not anything over the top but just small vanilla like features that expand upon the game.

    To have something like this in the base game would be simply amazing :D

    We have had the standard difficulties with little change over the years, i think its time for a few tweaks :3

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    I love it

     

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    another suggestion of mine (sorry if it's similar to someone else's, no stealing intended): witches using llingering potions instead of splash potions, wither skulls leaving a lingering wither effect, and more buffed mobs (invisible spiders, etc.)

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    I love these ideas, but there should be a way for a mob to climb up to the player. It's currently way too easy to build a 1x1 dirt tower and escape all of your enemies. 

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    amazing idea!!

     

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    MemedGuy commented
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    This is great, the new mobs’ usage possibilities are endless!

  • 1
    firelink24 commented
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    Roma Emeraldix said this "Some of these features should be in all difficulties." And I completely agree but something that would be cool, to separate the drowned more, instead of just hitting you they could pull you down in the water and drown you.

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    Kirbfunkle commented
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    Great suggestions!! I hope Mojang will take notes.

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    I feel like the zombie mechanic could be more fleshed-out: shaking the mouse quickly could be harder for people with certain disabilities.  https://www.youtube.com/watch?v=Ufe0i26DGiA

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    Davi Miranda commented
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    I think adding some extra difficulty in other areas of the game would fit expert mode too.

    For example:

    • Increase the potion level of debuffs that monsters inflict on players;
    • Make it so torches burn out, kind like the old Notch idea, but adding some more nuance to it would make it more tolerable. Just some ideas: make it so torches without direct access to the sky last a lot longer; rain will instantly burn out torches with access to the sky; etc... With the addition of the lantern, which could be used as an infinite light source, torches that burn out don't really seem like a bad idea;
    • Tweak the Local Difficulty and Clamped Regional Difficulty so that they create a real danger;
    • Make it so fire spreads a lot easier and faster;

    These are just some of my ideas, thank you for reading.

     

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    Pitchcliff commented
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    I honestly love this is so much.  Thanks Pheonix for showing me this.

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    Ben Buehler commented
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    Awesome idea

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    NestBlueMoon commented
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    Amazing idea, this should be implemented, it will give new life to the mobs we currently have and also give as a feeling of threat when playing on survival

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    ConcertedSea1 commented
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    I feel like just making monsters more annoying to fight won't make them more fun to fight. The systems in place right now make it way better to always cheese monsters and making them harder means cheesing is even better of a choice. Unless there is a system to fight back in a satisfying way having tougher mobs just means more work for the same boring rewards.

    Look at Terraria's expert mode. They up the difficulty and complexity, but you also have a very well developed combat system with weapons and classes and then you get greater rewards for playing in the expert mode.

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    Err0x1337 commented
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    Seems great!

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    nziom20 commented
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    I think the neutral mob's stay neutral unless you activate hard difficulty or expert mode also the AI also I hope zombies can jump in expert mode

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    DarkPulse91 commented
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    We need this!

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    Eriya commented
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    The AI needs to be fixed so it stops going into corners just to stand there. I wouldn't say it's the largest of problems in 95% of cases, but it looks dumb. Also, some villagers will just run into corners and stand there for a bit in certain situations or even stay until they die. It can also break mods partially, such as Dynamic Stealth.

    Seems to only happen with "air corners".

    ☐A

    N☐

    A is air, N is NPC, ☐ is Block

    First example is a vanilla church (villagers body sticks out of the corner), second example is a made up scenario:

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    By far the most votes only surpassed by one and that one was a fact and came out 6 months before this one and only beats it by like 150-200 votes and decreasing fast. I personally would like an option that made it more challenging.

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    KD8LVT commented
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    I really like these suggestions, but I feel a couple improvements could be made to them.

    1. Zombie grabbing is a great concept but could get incredibly deadly with more than one Zombie nearby (chain-grabbing could result in a very frustrating problem) I'd suggest this be done with some sort of "grab-invincibility" timer, similarly to the current invincibility frames already in the game, just a bit longer. Or, even better, each Zombie has it's own "cooldown" to the grab mechanic and must wait for it to expire before being able to grab the player again.
        -> On the same vein, Villagers should also be able to get grabbed, which would make fighting off hordes of zombies in your village much more difficult, as you wouldn't want to harm your villagers in the process. They would be able to get out of the grab - but would do so slowly, as if panicked.

    2. I really like your idea for a new pathing algorithm - and I think it should be in all modes, not just expert - however, I fear it could be very resource heavy if done improperly. We all know how poorly the Cod AI functions, and your proposal has a similar structure to it, but even more complex. I'd like to propose a couple performance improvements. Instead of checking every 2 ticks for line of sight as suggested, something more along the lines of 5-10 ticks would be much lighter on CPU, providing a more enjoyable experience for those with weaker computers. Since the mob wouldn't likely be losing LOS within a tenth of a second of gaining it, there wouldn't be much loss here. Also, the "last known location" would be updated within the same check, as you wouldn't want them to know where you are when they shouldn't have LOS. 
      -> A general performance improvement I'd like to see in the game is putting mob pathing on its own thread. It would help mitigate problems such as the Cod and even allow much more complex pathing in the future, without many other problems. While race conditions could become a thing, so long as ALL of the mob processing is done on its own thread, and forced to be done within the length of the current tick, taking into account lag from other sources (all others would be processed at the beginning of the next tick) it shouldn't become much of an issue.

    3. Skeletons are already incredibly annoying. Letting them use blocks as cover, while interesting, would complicate fighting them even more, and overall make them even more annoying to fight. I'd suggest lowering their move speed while "dodging" if this is done, as orbiting around the player at Mach 10 is ridiculous on its own.

    4. Slimes should not give knockback. If anything, I'd like to see something like the Zombie grab on larger Slimes, but you have to swim out. I get the idea, as Slime Blocks are bouncy, but traditionally Slimes enveloped then slowly dissolved everything in their path. Slimes would do magic damage (in lieu of acid damage) and Magma Cubes would do fire damage (perhaps even lighting the player on fire) along with magic damage.
      -> They could also do double damage to armor, to simulate acid eroding it - maybe even weaken the armor piece itself (giving more of a use for the attributes system in vanilla) up to maybe 60% of its original armor rating (so it would be 60% as effective) in easy, and more in higher difficulties (eg. 40% in normal, and 20% in hard) making it much more important to get out of the Slime as soon as possible. To give another use to Armor Toughness, the AT could wear away first, then the base armor value would. AT would also be able to be completely worn away at higher difficulties. Using the Anvil to repair the armor pieces would also bring them back/closer to their original stats.
        ->This could also apply to held weapons and tools for their respective stats (Lowering attack damage on swords, and mining speed on tools. Hoes would just take damage, as they have no stats to modify.)

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    i also like if hardcore mode is NOT locked in Hard mode maybe the player CAN CHOOSE between Hard Difficulty and Expert Difficulty

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    Aedin Ricos commented
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    i just wanna do this dont throw me off a cliff

    Blaze: After being attacked by anything, they will go into a rage, giving them increased movement speed and forcing them to charge the player as well as throw short and deadly barrages at them.

    Ghasts: Getting their projectile thrown back at them only deals 10% of original damage, they can also "eject" smaller nether mobs, as if they we're transporting.

    Slimes and Magma Cubes: Could Reform within random intervals or could suddenly sprout in size.

    Spiders/Cave Spiders: Spider spawners are now replaced with "Spider Eggs" which, when killed spawns a large amount of spiders. Normal Spiders inflict a "Bleed" debuff that causes the player to take 10% extra damage and will now stay hostile on ceilings to ambush players. Cave Spiders inflict a "Venom" debuff which for ten seconds will poison aswell as give randomized debuffs, even "Bleed"

    Wither Skeletons: Will always spawn in iron armor and can be spawned as "Statues". Statues will be placed all over Nether Fortresses and can be broken to get Armor Stands. Wither Skeleton Statues can become animate and will inflict a "Shatter" debuff aswell as "Wither". "Shatter" shreds player armor by 5% and all attacks that follow shred for 2%.

    Zombie Villagers: Didn't think you can do anything here? Well, you're wrong. Not only would they get the same effects as a normal zombie, but they would also be a "Villager" with a "Plague" debuff. "Plague" could be spread between villagers and for 5 minecraft days, it "Incubates" until finally the villager turns, effectively causing the village to sudden be under a zombie apocalypse. How does a villager get this "Plague"? The village first requires a zombie of any sorts to attack a villager. If the villager is saved, they contract the disease. How do you tell? The nose of the villager will slowly turn into the color of a zombie villager's nose.

    Skeletons: Aswell as advanced A.I., Skeletons will spawn with an array of arrows, causing "Poison", "Slowing", "Blindness", "Weakness", and "Punctured". The "Punctured" debuff will cause the player's armor to take a tremendous amount of durability loss and can be outright destroyed completely if it is "Leather","Gold","Chainmail" The Debuff lasts for a few three seconds, but taking any extra damage is amplified by 2 and is potentially lethal. "Puncture" will be nullified completely against Protection 3-5 and Projectile Protection 2-5.

    Husks: Husks will constantly pull themselves out of sand, and will attempt to make you suffocate by pulling you under. Husks will always keep their upper body outside sand.

    Witch: Witches will spawn skeletons to protect them. Witches have a really low chance to give you the "Hex" debuff. The "Hex" debuff lasts for 20 mins, or a minecraft day. The "Hex" debuff makes Zombies spawn around the player at an accerated 5% rate. Some enemies will spawn in complete daylight and are immune to burning by the sun.

    i dont know why i wrote this. i just thought was a good idea. then i came here to just write this... this spam. im sorry. i wasted your time and my own ;-;

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    danYastra147 commented
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    I think that at higher altitudes phantoms will attack players while they  [players] are on elytras flying. This will make traveling by elytras harder since even during the day time the player will be at risk of being killed by phantoms.