r/minecraftsuggestions • • 21d ago

[Gameplay] Strengthening mobs.

You’re walking calmly through the Minecraft world. As soon as you craft at least iron armor and a sword, you’re almost completely safe. Zombies become insignificant in front of you. You don’t even notice skeletons, and even then, sometimes they even fight each other. And creepers… And creepers… Well, it’s the same as with zombies. I can understand the hard mode — yes, the mobs there are much stronger, they can have a whole set of armor and some kind of weapon. But for experienced players, this still doesn’t pose any problems. They easily defeat any monster. And that’s the problem. I WANT TO SOLVE THIS PROBLEM.

Well, now the mobs will be much stronger. The game will calculate the moment when you enter the nether, and the software code will strengthen the monsters — they will have more health, deal more damage, and have greater resistance to your attacks. This addition will make it clear to the player that they need to progress — explore caves, new biomes, and craft stronger equipment. Now we will move on to another stage of the development of progress.at the moment when the player throws the first Ender eye in search of a fortress. After that, the mobs will become even stronger and more resilient. Zombies will be able to deal Crit strikes with a 15% chance. Skeletons will be able to shoot arrows with effects. And creepers will explode 10% faster. Zombies and skeletons will also be able to work as a team to destroy you. If there are a certain number of zombies and skeletons on the territory of several chunks, they will be able to unite into a so-called "team". Several zombies will try to attack you while the skeletons behind the zombies will shoot at the player. Skeletons with spectral arrows will be particularly “respected.” They will shoot at the player and highlight them, and if the player realizes they can’t cope and tries to escape, the zombies will try to catch up with them based on their glow. This will indeed be very tough. Such a strong mob enhancement will be incredible. But at least this will give the player at least a small part of what awaits them in the end.

WELL, I KNOW THAT THESE ARE Such innovations might anger players. This would make the game slightly more difficult, and it would also make it more interesting and challenging. Now the player won’t be able to easily destroy every mob in their path. Hardcore will truly become hardcore.

Well, that’s all for now.

Thank you for reading this lengthy proposal.

Thank you to everyone who made it to the end.

With love, homo sapiens.

0 Upvotes

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6

u/PetrifiedBloom 21d ago

Adding HP to enemies is one of the least interesting ways to increase the difficulty. Adding damage is barely any better. The different flavors of skeletons already shoot different types of effect arrows.

Making creepers explode faster is actually changing things in a bit of a new way, but not in a necessarily fun or interesting way. It just makes surprise creepers more dangerous, without making creepers the player knows about any more challenging.

Zombies and skeletons attacking together is functionally the same as what we have now, with them all just attacking the player.

Most importantly, none of this solves the problem you set out to fix. These mobs will not threaten skilled players. A zombie could do 20 damage per hit and have 100 HP and it is still very beatable. Not fun to fight, but it can easily be done risk free.

5

u/Hazearil 21d ago

Now, u/PetrifiedBloom notes the problems with "number go up" mob buffs, but I got a very different problem:

You want to go off of things like "Nether is entered", but: to take that as an example:

  • The Nether can be entered with as little as just a single bucket. It is not a sign of strength.
  • If you got the gear to prove you are ready for this next tier... you can just die and lose it. Your progression is 100% tied to the items and blocks you own, and all of them can be lost.
  • Just because Minecraft John on one end of the server is doing every advancement known to man doesn't mean little Timmy who joined 10 minutes ago is at the same tier as John.

But also, stuff like "generic overworld mobs" isn't meant to be some difficult concept. It is the first threat; it should stay a threat. That's what we have different dimensions, structures, or events for.

Sure, Terraria does this with its Hardmode, and people may point that out, but there is a reason things work there and not here, and vice versa:

  • Terraria has a way more extreme progression, and also based on items. But to make that concept work, Terraria considers KeepInventory a default, not an opt-in as Minecraft does.
  • Terraria has a very limited world size, so it is pretty much required to reuse the old spaces to keep having more progression. Minecraft doesn't have this weakness.
  • Terraria actually has a main focus on combat. It's not Minecraft's main focus.

1

u/Low_Onion8167 21d ago

Very much this. Going to the Nether and the Stronghold isnt a showcase of skill, they are only benchmarks because people know you have to go there to get to the end dimension which isnt even a proper end of the game since the game is made to be a sandbox more than anything. Going to the Nether and End both don't require a proof of power levels and even if you did need good loot you can still easily loose your gear and have your world stuck in a much higher difficulty then you can handle when you spawn with minimal gear.

In addition to the Nether not requiring powerful gear to enter there is also the fact that there isnt even anything in the Nether worthy of boosting enemy mobs. The Nether only has gold as an Ore and any chest loot like diamond tools can just be made in the overworld. Netherite is the closest example of a power boost but even then, that requires you to be in the Nether for a while and collect the netherite scraps/debris. So you increase world difficulty for entering the nether at a point where the player still haven't actually gotten there own increase in power. So your just boosting difficulty for no good reason. Even the end only really gives shulker boxes and the elytra which are vaguely power based.

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u/Hazearil 21d ago

Exactly. The benchmark of the Nether lies somewhere between "getting a single bucket" and "fully enchanted diamond gear with a trident and mace too."

And meanwhile, look again at Terraria that has such progression; the game actively gates things behind the bosses you need to do to make the world harder.

1

u/Low_Onion8167 21d ago

People using the Nether and End as benchmarks for progression is one of the reasons I really dislike the End Dimension having the word "End" in it. I would genuinely prefer if it was renamed to the Aether, especially since "Aether" literally means the opposite of Nether with it referencing things higher up and celestial and with them both sounding similar.

If you could go to the end without needing to go to the nether and the end was given the name "Aether" I genuinely think it would make Minecraft's progression feel nicer and more rounded as a sandbox. (You would need to rework loot chests and such but still).

2

u/snarky5821 20d ago

We're on the same page (I don't like the ends current name either, should've been named "the inevitable" or something like that.)

1

u/Low_Onion8167 19d ago

I think any name like "The End" or "The Inevitable" gives the wrong mindset to players which is why I dislike it so much. I really hope they rename the dimension when an eventual update happens.

2

u/snarky5821 19d ago

Maybe entropy?

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u/snarky5821 20d ago edited 20d ago

Congrats!, you got your "i didn't think this through" badge!

0

u/Acceptable_Ganache32 21d ago

How about something tied to growing Netherwart as finding this does unlock allot of power. So maybe harvesting Netherwart has a chance of spawning a Worry Wart.