18

You're now lead game designer for Mojang, and your first task is to make a new "Expert" difficulty. What features would you add and why?whatshot

Suspicious Stoo9/23/20 5:45 pm
18 emeralds 417 33
10/11/2020 11:15 pm
FlanDere
With the on-going combat snapshots, something Jeb has set out to do eventually is rebalance PVE to better match how strong players have become due to the changes to weapon reach and attack speed. Specifically, he said he'd check with his team to make harder difficulties more interesting.

If you were in his shoes and could tweak or overhaul the features of the game, add new mob behaviours, change the way health and hunger works, etc., all to make the game more exciting for the greatest amount of players possible and deepen the game's progression, what would you change? What would you add, and what would you remove?
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Suspicious Stoo
Level 53 : Grandmaster Llama
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1
10/11/2020 11:15 pm
Level 51 : Grandmaster Vampire
FlanDere
FlanDere avatar
Change mob AI
2
10/06/2020 7:59 am
Level 6 : Apprentice Architect
GeekyCatGaming
GeekyCatGaming avatar
-Monsters spawn in higher light levels
-Monsters do more damage
-You take more fall damage
-If you hurt one neutral mob (eg. wolf) all neutral mobs in the area of that type attack you (like zombified piglins)
-Villager trades cost more emeralds
-If you hurt a villager some of the villagers attack you (in an angry mob with pitch forks or something)
-Food fills less of your food bar
And a custom system so every time you die you lose a heart (so when you respawn you have one less heart) until you die
Thats all from me, hope you liked my suggestions
-GeekyCat
3
10/04/2020 1:18 am
Level 16 : Journeyman Miner
kinker31
kinker31 avatar
How about this: All non-global light sources only give off half as much light, Hostiles get a x1.25 speed increase... and the big one: You only have 5 hearts of health, much like what the Copper mod does to Quake's Nightmare difficulty.
1
09/30/2020 10:02 pm
Level 3 : Apprentice Miner
LarstonMarston
LarstonMarston avatar
Don't have many good insights myself, but Whitelight's 3 Minecraft critique videos are pretty cool. https://www.youtube.com/c/Whitelight/videos
2
09/30/2020 8:20 pmhistory
Level 5 : Apprentice Warrior
UnknownFact
UnknownFact avatar
  • Less villages
  • Villager trades are way more unfair, prices are doubled and what you get is halved
  • Way more mob spawns
  • New mobs?
  • Hardcore (one life and one life only)
  • All neutral mobs attack you on sight
Also, this stuff is for "realisticness":
  • Diamond tools/armor have less durability than gold
  • When breaking glass, glass shards come out which hurt you if you touch them
  • Most blocks have gravity
  • Advancements are way harder to get
  • Fall damage is multiplied tenfold
  • Some animals can fight back, and the ones that can't can more than outrun you
1
09/28/2020 1:21 pm
Level 11 : Journeyman Warrior
Gamewiz10
Gamewiz10 avatar
mobs can one shot u
1
10/04/2020 2:22 am
Level 26 : Expert Miner
Stealthy5
Stealthy5 avatar
What you said is the single most thing that Expert Difficulty needs.
1
09/28/2020 1:14 pm
Level 15 : Journeyman Goblin
Diiby
Diiby avatar
No im not
1
09/28/2020 1:05 pm
Level 1 : New Explorer
Kawaii_Alpaca_Cat
Kawaii_Alpaca_Cat avatar
VERTICAL SLABS! ANGLES! NEW BIOMES! NEW EVERYTHING
9
09/26/2020 2:15 am
Level 23 : Expert Button Pusher
owroeugbrteogr
owroeugbrteogr avatar
to heck with all these survival changes.
vertical slabs
2
09/26/2020 12:47 am
Level 15 : Journeyman Modder
Notta
Notta avatar
Are we talking about harder then hardcore? Or just harder then harder than hard mode. For to really push to make something harder then hardcore mode then something like you naturally regenerate your health anymore thus making you one life all the more valuable.

Though MoJang said no a thirst bar would actually fit this style of gameplay and if you wanna ad more on that have to clean the water before drinking it. If we’re taking a more survival route then have the climate effect you as well where can die if you’re to cold or too hot.


Probably also add what adventure mode does where you have to use the right tool in order to break the right block.
2
09/24/2020 5:39 pm
Level 23 : Expert Architect
illdeletethis
illdeletethis avatar
livestock eating up crops on farmland, and preferring it over tallgrass/grass would be a good mechanism for this too
1
09/24/2020 12:38 am
Level 47 : Master Procrastinator
WackyEarth
WackyEarth avatar
-you cant see, litteraly
5
09/24/2020 12:01 amhistory
Level 34 : Artisan Mage
h4unt3dg71tch
h4unt3dg71tch avatar
-Naturally-spawned Iron Golems start out hostile (until you trade with the villagers or something, and the villagers gradually give you better prices as you earn their trust)
-Husks replaced with Mummies that inflict Weakness I
-Spiders (excluding Cave Spiders) no longer spawn in deserts, giant Scarabs spawn instead (which inflict Wither I and can burrow through sand)
-Palm trees added to deserts, Anasazi-style ruins added to badlands
-Desert and Badlands biomes eventually start causing gradual burn damage that can kill (unless you have opaque blocks between you and build limit; death message says something like "[‚ÄčINSERT NAME] baked in the sun"), Nether biomes start causing damage immediately and kill slightly faster than deserts/badlands (Nether Burn can be negated with an ice-based armor enchantment on at least one piece of armor; death message says something like "[‚ÄčINSERT NAME] roasted alive")
-Snowy/frozen biomes and cold biomes above the snow line inflict Slowness I and gradually freeze you to death unless you go underground or stay within the melt zone of lava, campfires, or lit netherrack/soul soil; death message says something like "[‚ÄčINSERT NAME] became a popsicle"
-Bring back the Ender Dragon's swoop attack (but otherwise keep its current arsenal)
-More mobs get Mushroom variants (to popluate the Mushroom biomes a bit more)
-Small shrine-like ruins added to Mushroom biomes
-Jungle and Swamp villages are implemented (since we have those Villager types)
-Bows and Crossbows can use each other's enchantments (although Quick Charge will probably stay exclusive to Crossbows)
-Emerald Ore made somewhat more common
2
09/23/2020 9:41 pm
Level 52 : Grandmaster Robot
moltenoni
moltenoni avatar
i would give silverfish strenght ii

that's it
7
09/23/2020 9:05 pm
Level 29 : Expert Engineer
garlicbreathinator
garlicbreathinator avatar
-Natural health regeneration is reduced to the point that eating barely regenerates health.
-Hunger effects are about the same. However, hunger loss is slightly faster and saturation (time until hunger goes down) loss is -significantly faster. Hunger also goes down very slowly while idle, although not very much in comparison to all the other stuff
-Treasure items from villagers (such as gear and enchantment books) only get the normal discount from gossips instead of a massive discount. Major-Positive Gossip now decays very slightly similar to other gossips
-Armors give a bit less protection (full armor gives 60% reduction instead of 80%, before protection)
-Protection enchantments are a bit less effective (60% max reduction from protection and feather falling)
-Mobs are a bit more sturdy (About a 50% health boost, might be provided adding defense instead of just health)
-Mobs wear armor much more often, mobs wield weapons much more often, mobs can now spawn with shields, and some skeletons can have swords as well as bows. They will switch to a sword and move quickly whenever a player gets too close, especially if they can't strafe back further.
-Shields are disabled briefly when hit, by mobs or projectiles
-crops take longer to grow or take a little bit to harvest/dig up, crops can be waterlogged, making them die and provide very little when picked. This makes mass-farming and auto-farming less practical, limiting food supply.
-Breeding timers increased, scared/angry animals now scare/anger other nearby animals, making them scatter. Angry cows can now headbut/trample you, stunning you briefly but dealing little damage. More an annoyance to hunting them than anything.
-regional difficulty scaling isn't a thing anymore, the entire world has a single regional difficulty counter that goes up whenever the game is running instead of just when in a specific area.
-buried treasure and ship treasure contents nerfed hard, perhaps village chests and mineshaft chests too.
-If changing worldgen isn't too big of a deal, ore spawnrates are kept the same but ore vein size is decreased, meaning you need to find more veins to get the same amount of ore. Finding one or two veins of an ore isn't enough to get a full set of tools.

This mentions some pretty technical mechanics that some people might not know about, if you have any questions as to what they mean, let me know.
5
09/23/2020 8:33 pm
Level 11 : Journeyman Button Pusher
BlazeDrake
BlazeDrake avatar
  • Mobs stay away from you until there's a fairly large amount of them(pack tactics type thing)
  • Mob spawning rates increased
  • Hot/Cold biomes deal damage to you over time
  • If you don't drink water, hunger rates go up
  • As you start messing with the end and nether, structures related to invasions from the dimensions start to generate(in areas you haven't explored).
Most of these would require major overhauls though, so they definitely wouldn't happen even if this was real
3
09/23/2020 8:43 pm
Level 23 : Expert Architect
illdeletethis
illdeletethis avatar
world generation has always been separate from difficulty and player behaviour, the other ones sound quite doable
last one would be interesting to experience though
3
09/23/2020 8:48 pm
Level 11 : Journeyman Button Pusher
BlazeDrake
BlazeDrake avatar
Yeah, like I said it would be unlikely to actually be added. It's just something that would make the progression more interesting, which is one of the things the post asked about
4
09/23/2020 7:58 pmhistory
Level 30 : Artisan Architect
Gamefruitpulp
Gamefruitpulp avatar
Increase the build limit so that players don't need to use 1.12 and mods to build realistic cities and mountains.

EDIT: I am a fool and didn't read the whole question.

I would make starvation happen quicker
Add some sort of fatigue when running too long
It would be interesting to add some sort of body temperature feature that would require players to be "indoors" for a certain amount of time
3
09/23/2020 7:51 pm
Level 39 : Artisan uwu
khajiity
khajiity avatar
adding ghosts go brr
like every creature you would kill makes a ghost
1
09/23/2020 9:42 pm
Level 52 : Grandmaster Robot
moltenoni
moltenoni avatar
terraria music stops

minecraft music starts

ah, here we go again...
3
09/23/2020 6:32 pm
Level 23 : Expert Architect
illdeletethis
illdeletethis avatar
both the things i suggested as mods would be something i"d want added to the games (looping world as a world generation option, 3d collision boxes replacing the current ones, and eventually pathfinding that takes advantage of that)
also i"d get a bigger variety of boats added, with more realistic movement, and re add the option to command spawn mobs that can control the boats
a Vlad Dracula inspired mob that fights against illagers, impales pigs and creepers on sticks, the resulting impaled pig/creeper becomes as scary to a creeper as cats are, but at full moon kills villagers or attacks the player
leader villagers that can make a village turn against the player or one of the villagers, giving them the chance to attack similar to illagers, and turning a chased off villager into an illager, on the other hand getting better trades if on good terms with the village mayor, meaning it becomes important to look into the traits of leader villagers
change iron golem creation to require a series of different dangers for a villager, meaning the last 3 threats seen or heard of from another villager are saved, and only a different threat spawns another golem
add the proposed sea monster
add ghosts, that get spawned in by player and villager death, can turn hostile applying potion effects to their targets, and can pass through solid weapons and walls, but can be hurt with fishing rods and slime (ball, block or mob would all work)
3
09/23/2020 6:38 pm
Level 69 : High Grandmaster Stack
FishStacks
FishStacks avatar
difficulties arent supposed to add new things, just make things harder or easier
2
09/23/2020 8:41 pm
Level 23 : Expert Architect
illdeletethis
illdeletethis avatar
look at the second paragraph of the original post
this is not just about the difficulty, but adding stuff to make the game more interesting, and having more stuff to work with when adjusting the difficulty
7
09/23/2020 6:21 pm
Level 42 : Master Pirate
TheRealBlank512
TheRealBlank512 avatar
-All villager prices are doubled and can't be reduced
-The ender dragon's swoop attack from the old days is back(in addition to it's current attacks)
-all ores less frequent
-piglin brutes spawn outside of bastions in nether wastes
-attack speeds for weapons slow as their attack strength goes up(Including enchantments!)
-fire aspect doesn't cook meat
-Iron golems kill you on sight
-endermen can move all blocks(minus bedrock)
-and chickens attack you for no reason
4
09/23/2020 9:48 pmhistory
Level 53 : Grandmaster Llama
Suspicious Stoo
Suspicious Stoo avatar
You know, IMO Village Iron Gollems killing you on sight could be interesring (so long as they become tame once you trade with a villager or make some offering). It would make Villages difficult to access, you'd have to get creative!

And the chicken thing is just a given for Expert mode.
2
09/23/2020 8:39 pm
Level 23 : Expert Architect
illdeletethis
illdeletethis avatar
ores are a part of world creation, that has always been separate from difficulty
a high scarcity mode with less ores and less chance of saplings and seeds would be nice though
1
09/23/2020 7:49 pm
Level 56 : Grandmaster Sus
iloveflareon
iloveflareon avatar
nuuu my villagerss
1
09/23/2020 5:51 pm
Level 69 : High Grandmaster Stack
FishStacks
FishStacks avatar
Auto-aggressiveness to all neutral mobs. Golems, endermen, wolves, zombified piglins, etc, are all naturally aggresive.
5
09/23/2020 6:10 pm
Level 23 : Expert Architect
illdeletethis
illdeletethis avatar
that would make the game too simplistic
it is interesting to have things like the herd behaviour of wolves and zombie piglins, golems that protect villagers and endermen that can be angered individually, and now piglins that attack anyone not wearing gold
more such individual behaviours would be nice, more different mobs, even if it means having to boost some of their other stats
1
09/23/2020 6:37 pm
Level 69 : High Grandmaster Stack
FishStacks
FishStacks avatar
yo ok no need to write an essay about it i was just suggesting something
3
09/23/2020 7:49 pm
Level 56 : Grandmaster Sus
iloveflareon
iloveflareon avatar
that isnt an essay lol its literally three sentences
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