X

NOTICE

Are you sure you want to report this?

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!

7686

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

under review

332 Comments

Post a new comment:

Please sign in to leave a comment.

Sorted by oldest
  • 1
    Registered User commented
    Comment actions Permalink

    The zombie tackle would be impossible to escape in mobile versions so that probably shouldn’t be added

  • 3
    Registered User commented
    Comment actions Permalink

    Perhaps creepers would blow as close to you hiding spot as it can if it cannot pathfind.

     

  • 2
    Registered User commented
    Comment actions Permalink

    I think these ideas would fit very well in my Siege gamemode idea, with the goal to revive survival gameplay which was lost long ago with modern survival's focus more on adventuring.

  • 3
    Registered User commented
    Comment actions Permalink

    This could also include a chance / way for silverfish / infected stone to appear anywhere and make mining more dangerous. (Also make it so that silverfish can pathfind through blocks they can infest as if it was air) also make it a 100% chance for an endermite to spawn when an ender pearl is thrown and endermen dont actually agro on endermites they just make endermen who can see it agro onto the player.

  • 3
    Registered User commented
    Comment actions Permalink

    I would want all these suggestions turned into actual gameplay updates for regular Minecraft!

    I think this is great and would be a fantastic way to spruce up the game of Minecraft.

  • 1
    Registered User commented
    Comment actions Permalink

    They should do this with the new combat 

  • 1
    Registered User commented
    Comment actions Permalink

    For the Enderman I think they could just pathfinder there way to you and remove a block teleport away place it, and keep doing that over and over again till they can reach you.

  • 1
    Registered User commented
    Comment actions Permalink

    this would make a living hell gamemode

     

    I LOVE IT

  • 4
    Registered User commented
    Comment actions Permalink

    In addition to all of this, I think it would be cool to revisit Minecraft's beta bed mechanics.

    For the uninitiated, back in beta builds of Minecraft, when beds were first added, every time you got into a bed, the game would check if the room you were in was properly enclosed and well-lit.  If you were too exposed and/or your room was too dark, a zombie or skeleton would spawn and rudely awaken you.  Because of this, you had to ensure your bed was in a secure place otherwise you wouldn't be able to sleep through the night.

    Nowadays, it's all too easy to just plop down a bed while you're out and about as the sun is setting and skip the night with nothing stopping you.

    If these mechanics were re-implemented through this "Expert Mode" then it would force players who are exploring to properly set up camp or tough out the monsters in the night.

  • 5
    Registered User commented
    Comment actions Permalink

    It would be cool to have new boss AI. Similar to the way Terraria does it, how I'm assuming you got the name Expert Mode. Maybe the Ender Dragon could charge a lot more often. Additionally, the Ender Dragon's fireballs and breath could inflict a special Ender Flame that is purple and deals the same amount of damage as Soul Fire. 

    The Wither could also dash at the target occasionally, breaking any blocks in it's path. The Wither seems a bit too docile for me usually. A far more aggressive Wither would be appreciated.

    I also have some more ideas about mobs in general. Perhaps ghast's should fire blow you when you are standing on a thin floored cliff in the Nether. Blazes should be more accurate and shoot more often. If other enemies are nearby, creepers should sacrifice themselves to allow the other mobs to get to you. For example, if you are in your house, and you have windows, a creeper should blow up the wall to allow the other mobs to access you. This would be very annoying early game but I think more veteran players would appreciate the difficulty.

    To balance some of these things, perhaps Mojang could add special Expert Mode exclusive features. Such as an enchantment such as Stealth. Allowing you to get closer to mobs without being targeted. This would also stop the previous mentioned creepers from blowing through walls to get to you. Also being able to stack different types of protection would be nice.

    This comment is getting long, so I'll end it here.

  • 1
    Registered User commented
    Comment actions Permalink

    Would Expert mode Change mob items (More armor and weapons, Higher chance of enchants.)? 

     

    I Also have some ideas for some Forgotten mobs "Special Abilities"

     

    And and Skeletons use Potion tipped arrows?

     

    Blaze: The would Extend their rods around them, Making a fiery vortex in a 5x5 cube around them, Doing normal damage (1.5 per hit with a hit per second) and setting the player on fire. It would end 10s after it starts, Multiple can overlap and it is more commonly used at low HP. 

    The Blaze could alternatively have a rod projectile they shoot at a player.

     

    Whither Skeletons: They would have the same block removal thing as Endermen (opting to "Whither the block away" rather then break it. They also spawn can with Helmets and better swords.

     

    Witch: A wider range of potions to use (Weakness, Lingering potions.) And can apply positive affects to nearby mobs. (Effect a horde of zombies with strength, or Some Spiders with resistance.)

  • 0
    Registered User commented
    Comment actions Permalink

    The idea is very good, but they also put it in Minecraft bedrock

  • 0
    Registered User commented
    Comment actions Permalink

    Great idea!! These could also be gamerules (or a setting) in regular difficulties to make it useful for mapmaking (though it should probably be a subgamerule such as /gamerule expert <rule> <boolval>) .

  • 0
    Registered User commented
    Comment actions Permalink

    Will will you update this suggestion for 1.16.4?

  • 1
    Registered User commented
    Comment actions Permalink

    Yeah I agree, making mobs smarter and do more damage would be an expert mode but how about we add a new mechanic such as thirst or a  temperature feature for example if you were in a snowy biome or on top of a cliff you would need to stay warm so you'd put a campfire down or hold a torch in ur hand

  • 2
    Registered User commented
    Comment actions Permalink

    I think the idea about zombies grabbing you. is a very stupid idea. I mean you will only make the easiest mob into the most irritating mob. also silverfish can't walk on walls/ceiling.

     

    I also think the giving any mob[especially creepers} the ability to sprint is a bad idea I don't want to get my base blown to smithereens because i'm not able to outrun it. That was the one of the main reasons we were given the ability to sprint.

     

    other than that its a good idea

  • 0
    Registered User commented
    Comment actions Permalink

    I really love the idea for harder difficulties, and such a mode would greatly improve the game. And it does make sense that the mobs would have better pathfinding/more abilities when the difficulty gets higher. What my question is is how will this affect the game in it's whole? It is Expert mode, so maybe you could make tweaks to things that aren't mob AI and pathfinding. Such an example would be, maybe, to limit the maximum number of strongholds in the overworld, as to provide more of a challenge to get there, or to increase magic effect duration on specific mobs (Such as; a witch's potions are stronger/last longer, withers and wither skeletons provide longer wither effects, and mining fatigue is increased for elder guardians). These are just suggestions for things that would greatly improve the difficulty of the game without making it too different from the base game of Minecraft.

  • 0
    Registered User commented
    Comment actions Permalink
    but they also update minecraft PE (bedrock or poket edition) or the legacy or also the console and not only update java
  • 0
    Registered User commented
    Comment actions Permalink
    good proposal friend
    omg
     
     
     
     
     
     
  • 1
    Registered User commented
    Comment actions Permalink

    I agree and I would like to add some more game balancing. I play Minecraft since 2011 and back in the day surviving the first night was difficult not only because everything in the game was new to me, but because the game was balanced perfectly for that. You didn't had a bed there and we didn't had random villages with lots of looting to start with. Today I feel that you have lots and lots of unique blocks capable of being transformed in amazing structures but with no objective. Whats the point of making walls in your city?, of exploring if you don't have in game balances that in order to improve your surviving skills in your city it forces you to explore?

    New ideas:
    - this could be on a new gamemode or made on hardcore mode :)!

    - make it hard to sleep on your first night: harder bed recipe, more conditions to be able to sleep (insde  a house, well protected, large area to explore)

    - make it hard to find villages and looting

    - some weather make damage to you

    - add an underground air system to force you not to be able to live eternally underground, unless it is well ventilated

    - make a more complex eating system because hunger its not a problem basically

    - more damage from traditional mobs

    - mobs must damage your buildings depending on your building materials 

    You can argue that this is a sandbox, and that every one is free to play as they wish, but for that we have creative mod, we must not confuse things. Survival is to survive, or at least it was...

  • 0
    Registered User commented
    Comment actions Permalink

    You do know Dark Souls exists, right?

  • 0
    Registered User commented
    Comment actions Permalink

    I made this same suggestion with much better elaboration and much more detail for every individual mon before but it was deleted in the past.

  • 1
    Registered User commented
    Comment actions Permalink

    Suggestion 1 -

    My concern with this is that it has the potential to break every existing design of automatic mob farm; old worlds could become obselete without hundreds of hours of work. It's an incredibly important game mechanic and a very big change to make 9 years after release. Granted, the players with old worlds in question will have the option to simply not play on expert mode, but that sort of ruins the point as those players are the ones being targeted here.

    Suggestion 2 -

    I can definitely see this as a good change and will certainly be useful if these new mobs are able to kill a player in netherite. It also raises ideas for a bunch of fun hide and seek mini games.

    Suggestion 3 -

    Yes. These are all awesome. Again, if there were to be changes to pathfinding they'd have to undergo serious thought as to ensure worlds wouldn't break too terribly.

     

    While yes, in the past when there have been changes to mobs (such as the change in 1.16 for spawning rates) and mob farm designs quickly follow suit, this should be a fun update, and the thought of troubleshooting farms using the new pathfinding could easily deter a large amount of the player base to never touch the game mode.

     

    Another idea I'd contribute is adding progression to this; mobs could get stronger up to a limit after say 10 hours of playtime or alternatively they could get stronger after important advancements like Diamonds!, Free The End, Withering Heights. etc; advancements which are essential to game progression.

  • 0
    Registered User commented
    Comment actions Permalink

    I love the idea! But maybe make this a new difficulty. Because this maybe to difficult for the normal "eazy, normal, hard, hardcore"

  • 0
    Registered User commented
    Comment actions Permalink

    This connects to the idea of your article: t

  • 0
    Registered User commented
    Comment actions Permalink

    Great idea but it would be nice to get certain rewards for beating things in expert like maybe a weapon that shoots wither skulls from the wither or one that shoots dragons breath for ender dragon

  • 1
    Registered User commented
    Comment actions Permalink

    I like the idea of this facelift with smarter mobs, but I think that this is a bit far, and steps into what should be modded in if you are looking for this. I like the ai improvement ideas, for better pathfinding, and for proper utilization of cover. It would be good to see mobs retreat to cover after spotting a player that has shot them. I'm not a fan of other additions like mobs being able to grab or tackle you. Having movement restricted always feels bad, I see no reason to use more of it.

  • 0
    Registered User commented
    Comment actions Permalink

    I would love to see this idea in minecraft but I also think this would be very hard to do in say pocket edition because we have no mouse so players that dont have their sensitivity very high would be able to break the grapple very well.

  • 1
    Registered User commented
    Comment actions Permalink

    Imagine if zombies could bridge over to you. They'd just use the straight crouch bridge to encourage players to learn and practice speed bridging.

    Also, zombies with axes should one-hit doors.

  • 2
    Registered User commented
    Comment actions Permalink

    Instead of creating new abilities for each of the iconic Minecraft mobs, I think rather improving their strengths would make them more harder to deal with. As an example for Zombies: make them give a wither effect similar to a zombie affliction. Make them slightly faster and have a higher spawn rate like an actual zombie apocalypse. Give them Lifesteal or rather, a regeneration effect with every successful hit on the player. This would be better than coding all those new features, although I do applaud the pathfinding improvements like over fences and etc. Increasing the chance for these mobs to spawn with armor and enchants more common might make things spicier as well. Skeletons and zombies already have stronger counter parts in the form of Husks and Strays, so its hard to make these suggestions because then these mobs would need their own buffs to make them more formidable to their newly buffed cousins. But nonetheless this was fun to brainstorm :)