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21

Legacy Mode - a new, revamped survival game mode.

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    i liked this! not the regeneration idea that is too much! and sprinting have to be totally disabled and the world generation make things closer "the beta generation" in my opinion that makes the world more fun to explore and building less resourceful! making the game fun and changeling

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    Legacy Mode Summary Part #1
    * No cheats/creative mode/changing difficulty
    * Hardcore is not forced
    * Ores only spawn near caves (I think coal should still spawn randomly, not only near caves)
    * random seed
    * Food have stack depending on the saturation/hunger restored(I think steak, cooked pork & chicken stack to 4)
    * Natural regen is off
    * medic villager heals you & sells a gold apple (I think healing health costs 2 emeralds per health healed & 7 emeralds per gold apple)
    * Coal only generates below y=60
    * No charcoal recipe
    * Saplings and wood is useless in the furnace/blast furnace(good in smoker)
    * Mobs from spawners drop 0 xp/items
    * Monsters that take >15 damage directly from a player don’t drop XP/rare drops.
    * Iron Golems drop 0 iron.
    * Zombie Pigs have an low chance for an individual pig to be hostile without provocation
    * Enchantments that max at 4/5 cap at 3, 3 caps at 2, 2 caps at 1
    * Each type of Protection enchant only works on one armor piece at max, with no stacking values of the same Protection type on multiple pieces of armor. This makes Blast/Fire/Projectile Protection desirable
    * No Mending/Infinity/Unbreaking
    * You can’t craft diamond armor & is a rare treasure loot (I think diamond armor only appears in: stronghold, end city, buried treasure, ocean monument, nether fortress & bastion, this prevents getting armor right when you start.)
    * Enchanted diamond gear is only found in end cities
    * Light doesn’t pacify spiders

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    Summary Part #2
    * Mobs have a chance to spawn with either swiftness, strength or Fire resist and a chance for level 2 of these effects
    * Mobs randomly spawn with the modern pathfinding or the beeline-for-the-player AI.
    * Spiders have a low chance to be cave spiders below y=60
    * Sprinting lasts 8 blocks max and comes with a long cooldown.
    * Holding a shield does not allow sprinting, except for a moment’s start to allow sprint jumps & removes bow/crossbow use
    * When the shield blocks damage, it 'staggers' the user for a moment, making it impossible to block consecutive hits and hard to back away when staggered
    * each death removes 25% of your inventory (I think it shouldn’t lose hotbar items/armor, but remove 50% remaining armor durability)

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    Registered User commented
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    If Mojang were to create a new version of survival mode that is more difficult, the game mode would need more mechanics than what is included in this feedback page. For example, planting crops could be biome dependent and take much longer and have a lower chance of producing yields. Moreover, there could be diseased variants of crops that would either yield nothing or a poison variant of said crop. Likewise, Mojang would also have to rethink how the tiling soil mechanic functions. Tilling soil would have to take much longer and would be best if visual stages are present when tiling soil similar to that of seeing stages of breaking a block. If Mojang really wanted to go all out, they could add seasons to the game that could further add challenges to growing food. Another mechanic that Mojang would have to rethink would be animal or mob mechanic. Breeding mobs would have to, not only take much longer, but include visual growing stages of a baby variant mob into adult. Moreover, each mob could have food preferences and environmental needs that could affect the size and outcome of a baby growing into adulthood. Another mechanic that would have to be rethought is how materials are crafted. For example, rather than having wooded logs craft into planks, maybe the player would have to saw the log into planks with a saw table. Said saw table would also have to include a visual representation of the log being cut into planks.