4JStudios, I’ve been watching a lot of MindCrack lately, and it inspired a lot of ideas for a new difficulty level that sits above Hard. Something akin to ‘Legendary’ in Halo.
Here’s what I have in mind for this new difficulty, “Legacy Mode”, without requiring any new additions to the game.
By the way, some of these ideas are inspired by mindcrack and recent PC changes..
Credit goes to KioriBug for the name!
Like Hardcore mode, any world created in this difficulty should permanently bar access to host privileges, creative mode, and lesser difficulties on that map.
Unlike Hardcore, Legacy Mode shouldn’t carry a permanent death penalty. Although, if Hardcore is coming to MCX360, it certainly should be compatible with this game type, for the truly extreme players. It’s necessary to lock a Legacy Mode map in this mode for a few inconsistencies it would have with other difficulty levels.
Force players to accept a random seed for their world generation.
No seed hunting, no playing on a seed someone else found and mapped out all the resources for.
Make food stackable only up to 16, or perhaps not stack at all.
This severely limits the amount of food you can carry, forcing you to either sacrifice inventory space to accommodate, or to think strategically about your movements in caves and over mountains. It also makes tunneling that much more of a non-option, until you’re established well enough to start quarrying.
The stackability of food should depend on the hunger/saturation it restores. Bread and raw meat could stack up to 16, whereas cooked meats might not stack at all.
Speaking of food, fully satiated hunger should not regenerate your health.
While you still need to keep your hunger up in order to sprint and not starve to death, health regeneration should be reserved solely for potions and golden apples. This puts a bit more importance on both gold and nether travel.
As a side note, I also wouldn’t mind if the option to turn off hunger bar health regen was available for all difficulties.
Weapon and tool tiers should be harder to advance in.
Monsters that spawn from spawners should not drop XP or rare drops.
Eliminate grinding! This makes enchanting more valuable, as well as making lower level enchants more viable. It also defeats being able to gain iron from Zombies, should the player find an easy-to-reach zombie spawner. (This is assuming rare drops are being added to MCX360)
Zombie Pigmen should spawn slightly more frequently, and have a rare chance for an individual to be hostile without provocation.
In normal difficulties, the Nether is a surprisingly safe place to be. The two most threatening mobs are Ghasts, which you can hear from a long distance and easily have time to take cover from or dodge their slow moving attacks; and Blazes, which only spawn if the player walks close enough to their spawner. If Pigmen have a chance to be hostile upon spawn, this adds an element of danger back to the nether, as well as something to strategize on–do you flee from the pigman or risk provoking the others by defending yourself?
Of course, if you increase their spawn rates, their gold drops should be tweaked up in rarity slightly to compensate.
The recipe for crafting melon seeds from melons should be removed. Fully grown melon stalks should only drop one seed when broken. Melon seeds should be a rarer find in Mineshaft chests. The glistering melon recipe should require a melon and a gold ingot, instead of just a nugget.
Eliminating huge melon farms makes brewing healing potions less trivial. Removing the melon seed crafting recipe forces a player to return to dangerous mineshafts should they wish to expand their farm.
The crafting recipe for golden apples should be reverted to gold ingots.
For the highly increased cost, The golden apple should give the player Regen II instead of Regen I, and last long enough to recover 3 hearts.
The potency of healing potions and regen potions should be reduced as they are on the PC version.
As long as glowstone is renewable from Blazes, why not make it more valuable?
The Protection enchantment needs to be far less useful than specific protection enchants.
Protection IV should not stack with, and in fact negate the effects of a similar Protection enchant on any other piece of armor. Lower levels of Protection should only stack with no more than one other piece of armor with the same protection enchant of equal or lesser level. This makes specific protection enchants more attractive, and a suit consisting of all the different types of protection more valuable.
Village Blacksmith chests should not contain overly valuable loot.
An uncommon Iron sword is a nice find, and even a rare chance at a few pieces of Obsidian is fine. But in this difficulty mode, diamonds, Iron armor, and iron ingots should not be available in blacksmith chests. It eliminates the purpose of needing to truly work for resources when you can find a seed that gets you good and set up right off the bat for no cost.
Mobs should have a chance to spawn with random potion effects.
Swiftness, Strength, and Fire Resist, with an even smaller chance of spawning with the extended or Level II variants of these effects.
Light should not pacify spiders.
Angry daytime spiders!
Spider spawns should have a small chance of being cave spiders.
The lower you go, the higher the chance.
If Hardcore mode isn’t enabled alongside this difficulty level, every death should come with a penalty of losing a random 25% of your inventory.
Did you lose food when you died? Potions? Your pickaxe? Better carefully pick and choose what to bring with you in case you die!
Make enchanting save the game.
Bad enchantments? You’ll have to make due.
These are just some ideas I have (along with discussed ideas that seem to fit well), I’ll likely add to this post when I inevitably think of something else. If you like this idea for a harder-than-hard difficulty, please +1 and post your support! Feel free to discuss your own ideas as well.