The available survival difficulties 'Peaceful', 'Normal' and 'Hard' currently offer more or less the same gameplay, just with some minor tweaks that should technically make the game more difficult, but are way too easy to combat, or only pose a problem in things like 'boss mobs' which in my opinion go against the common survival sandbox idea, but rather inflict a certain idea of 'where the player should go', like in RPGs. Examples of why 'Hard' is too easy:
- Zombies breaking down doors: Interesting idea, and it seems there should be an incentive to gather iron for iron doors to fix this problem, however a fance or a few cheap torches prevent this already to begin with.
- Hunger: While death by hunger seems logical, 2 wheat fields or a village with a few hay blocks already prevent this long term.
My suggestion is to introduce additional game mechanics, or even types of content, that offer an actual difficulty and keep the player busy during everyday tasks. Examples:
- Torches going out during rainfall or after a certain duration
- Hostile mobs being able to break down usual barriers
- Biome depending temperatures causing effects
- Food going stale, crops withering
- Iron golem becomes hostile when opening chests
- Tools break more easily
- Wild mobs (dogs etc.) being hostile too
- ...
I know these could be mechanics that can lead to frustration in players, so they are no suit for other difficulties. But the 'every day' in Minecraft is way too easy once a base is settled.
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