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Insane difficulty server?

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#1
I've noticed that there has been a ton of interest in a modpack recently released for Minecraft called RLCraft. But it is for 1.12 and not 1.14.3. Although that specific mod pack seems quite bloated with needless additional features it does raise an interesting point - would a insane difficulty server actually appeal to the modern minecrafter?

It's fair to say that the feeling of dread is completely lost on veteran players and part of that feeling is what drew us to Minecraft in the first place I'd say. I've not been able to capture the feeling of being afraid to venture far safety or dreading the sight of the sun setting in any other game since becoming familiar with Minecraft. One of the continual issues with these servers and something the admins have been trying to reinforce is something to get players to interact more and be more social. Economic incentives are one thing, but difficulty is also something to leverage as well. The idea isn't to make the game work to maintain crops and so forth, but to make exploring and adventuring especially dangerous. If you've ever seen RLcraft Let'sPlays you'll notice that when starting out some people literally die dozens of times until they finally establish a secure base and even then, venturing anywhere is a major expedition.

Bukkit does have a number of difficulty themed plugins such as DistanceLeveledMonsters (which increases mob stats the further you travel from 0,0,0), MythicMobs (custom mobs) and Custom Damage (enables advanced rules for handling damage increases/decreases.)

Anyway, just wondered if this super-hardcore interest of late is a fad or the way the community is heading for the long term.
 

haz

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#2
I am very interested into looking into this more.

I agree there is no feeling of dread in Minecraft anymore. Other than anarchy servers, I don't believe there's any servers with extremely hard mechanics in place.

Creating the server wouldn't be too difficult and I already have a good boss plugin which I've been playing with a lot recently.

I will discuss with the staff team and would love to hear any further thoughts you may have. If this was created, it would likely be as an offshoot of MC-Ages.

When we had Industrial and Egyptian, there was a lot of conflict with players joining Industrial looking for a hardcore experience etc. It would also be easier to market as a seperate server. Things such as ranks would obviously transfer :)
 

oscarskyarmy

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Blaze
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#3
Oh boy-

This sounds like it would be a really fun challenge, if I weren't so bad at games.

Maybe it could be a warp, like mining world, so that players can play normally but switch to "insane world" (I'm also bad at names) if they want the challenge? I'd suggest turning claiming on there, though.
 

pokeepoof

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#4
To see if people are up for this i would like to suggest putting alien age on hard.

hard will cause the same deaths when starting out, my first decent server was a dutch one on hard i died a lot at night as soon as skeletons spawned while wearing leather armor, i had someone message me and ask if i needed help. I joined, went into the world it was already night 2 or 3 hits i died respawned, same thing.

Lets see if people actually enjoy the base minecraft hard setting first live on alien.
 
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#8
Oh boy-

This sounds like it would be a really fun challenge, if I weren't so bad at games.

Maybe it could be a warp, like mining world, so that players can play normally but switch to "insane world" (I'm also bad at names) if they want the challenge? I'd suggest turning claiming on there, though.
The drawback to this is that with there being resources in the main world which is no harder than normal Minecraft you'd find that sense of urgency and risk is completely lost. If you ever saw these RLCraft Let'sPlays you'd be amazed at how people react to even simple lootdrops such as finding leather armor in a chest. The biggest obstacle with Bukkit is that unlike RLCraft there is no skill-system which prohibits the use of certain items. As many of you know, in normal Minecraft once you find diamonds things become much safer but in RLCraft you simply cannot use diamond armor, weapons and tools unless you have leveled up your combat skills.

This single mechanic is fantastic for ensuring two things (1) Teamwork. players who focus on combat skills will initially have to neglect mining, crafting and farming skills. This creates a natural interdependence within the community as groups of players would form whereby each of them chooses to specialize in a particular area for the sake of easier progression. (2) Dread. Because you cannot simply jump to the endgame by finding loot or crafting high-end gear that sense of dread that minecraft has lost is extended for a much longer time. Plus, players who want to go mining and specialized in mining would most likely be safer bringing along a combat specialized friend and then the tension is even higher because now you are relying on each other - like an escort mission.
 
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#9
As for this being an off-shoot of the Ages server. I don't see why. Industrial is gone and frankly there was nothing industrial about it since the machines mod was removed. You want a name for this? What about the Dark Age?
 
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#10
Oh boy-
This sounds like it would be a really fun challenge, if I weren't so bad at games.
Maybe it could be a warp, like mining world, so that players can play normally but switch to "insane world" (I'm also bad at names) if they want the challenge? I'd suggest turning claiming on there, though.
Something else also occurred to me looking at your post. Given that exploration is where the danger is, you could specialize in farming, crafting, enchanting and brewing and rely upon the adventurers to bring you materials. Meanwhile, they'd also rely upon you to provide their gear since they don't have the skills to make these things themselves. You'd be kept very busy just keeping up with your customers :)
 

oscarskyarmy

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#11
The drawback to this is that with there being resources in the main world which is no harder than normal Minecraft you'd find that sense of urgency and risk is completely lost. If you ever saw these RLCraft Let'sPlays you'd be amazed at how people react to even simple lootdrops such as finding leather armor in a chest. The biggest obstacle with Bukkit is that unlike RLCraft there is no skill-system which prohibits the use of certain items. As many of you know, in normal Minecraft once you find diamonds things become much safer but in RLCraft you simply cannot use diamond armor, weapons and tools unless you have leveled up your combat skills.

This single mechanic is fantastic for ensuring two things (1) Teamwork. players who focus on combat skills will initially have to neglect mining, crafting and farming skills. This creates a natural interdependence within the community as groups of players would form whereby each of them chooses to specialize in a particular area for the sake of easier progression. (2) Dread. Because you cannot simply jump to the endgame by finding loot or crafting high-end gear that sense of dread that minecraft has lost is extended for a much longer time. Plus, players who want to go mining and specialized in mining would most likely be safer bringing along a combat specialized friend and then the tension is even higher because now you are relying on each other - like an escort mission.

Ok, thanks for the clarification! This "escort mission" kind of interaction sounds really cool, it reminds me of playing with my brother as I learned how to play the game- brings back fond memories <3

As for the name, "Dark Ages" sounds about right for the difficulty level!
 
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#12
OK, found a possible solution for players wanting a 'safehaven' to return to after they finish adventuring. This also deals with the economic issue raised by having a safe place for people to gather resources from. I present to you - Multiverse Inventories

Put simply, you can't take it with you. So, you have a 'haven' dimension and an adventure dimension. Kind of like how you have the main world and the mining world at the moment. The Haven is also set to peaceful mode so folks can't farm hostile mobs for drops.

The Haven needs to be something small, like perhaps a 1000x1000 area so that it (a) ensures that players interact and (b) there are limited resources. You could just prohibit mining but we know that is really unavoidable while people are building so it is easier to just ensure that eventually there are no ores left once the community has mined them all by limiting the size of the Haven. The Dark Age (gonna roll with that name for clarity) would then be much larger and players will really need to establish a base for themselves here to store their stuff since they can't bring it back to Haven.

However, you may ask - what is the point of the Haven other than a safe-area?

Well, since this plugin is inventory specific and would not affect money you earned. So Haven has adminshops for you to buy blocks and items for your building project. It would become a kind of pay-to-build creative mode. You can even enable flying inside Haven for easier construction. Since it is also on peaceful players don't have to worry about their stuff being destroyed due to super-hard mobs. This would also allow for the server to have daily lootchests in Haven with building materials for free and a way to monetize the server by allowing people to buy keys for additional materials. This also creates a money sink to prevent hyperinflation.

Furthermore, if the plugin is used that increases mob stats the further someone travels from 0,0,0 then the Dark Age dimension can have a portal at 0,0,0 which is the only way to travel back and forth from Haven.
 
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Yel_Glove

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#13
It's a really interesting idea that I personally would put my vote behind. It'd be better to run it on an older version better suited to large numbers and better at running the necessary Mods and Plugins. I personally would love to play a true insane difficulty world like RLCraft and if even just a few of the features/ideas can be used it'd be really fun to try...
 
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#14
While I know that using a CustomMobs plugin means a ton of work. I'm sure there would be volunteers in the community who would offer to make config files for new mobs. Heck, you could even run monthly competitions for best monster.

I personally feel that the admins here don't really try to take advantage of the community's creativity enough. I mean, look at RLCraft which uses Recurrent Complex for filling their world with points of interest and dungeons. Imagine allowing this community to submit schematics for POIs for use on this server and then having some admin go on for an hour each weekend and use MCEdit to slap them down around the world for people to find.

It would give us all an incentive to explore when we know that there is something new to find each week. If push comes to shove, ask me to build schematics for the server if no one is volunteering them. I'm happy to churn out everything from trees and rock formations to spawling aztec ruins and giant dragon skeletons. All you guys have to do then is drop them into the world.
 

Yel_Glove

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#15
It's definitely worth looking into. I think once Alien is stable and/or some of the other projects are wrapped up then it would be given a serious look and we'll get some research in :) In the meantime please feel free to keep adding ideas and suggestions...
 

haz

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#16
The Haven needs to be something small, like perhaps a 1000x1000 area so that it (a) ensures that players interact and (b) there are limited resources. You could just prohibit mining but we know that is really unavoidable while people are building so it is easier to just ensure that eventually there are no ores left once the community has mined them all by limiting the size of the Haven. The Dark Age (gonna roll with that name for clarity) would then be much larger and players will really need to establish a base for themselves here to store their stuff since they can't bring it back to Haven.
We could do a plot world for the Haven world :)

Please keep the ideas coming. I think the next step might be to have some kind of build server where players can apply to be whitelisted and create various builds?
 
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#17
A plot world may require a fair bit of admin interaction unless you know of a plugin where people buy premade plot areas. The other issues is what happens where someone wants to have quite a large build and the default plotsize is too small for their needs. If the plot world is truely a pay-to-build creative style environment you can imagine that there is more to be gained from encouraging large builds rather than limiting how much land a player has.
 
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#18
Some ideas for modified mobs that are an absolute nightmare.

Spiders - Speed 1, On hit: Poison, On death: spawns lingering poison cloud
Zombies - Regen 1. On hit: Weakness, slowness and hunger. (Infection). On death: chance to revive (spawn new zombie)
Skeletons - Haste 1. On hit: Blindness and slowness. (Toxin laced arrows). At low HP: Speed 2
Creepers - Slow 1 and Invisibility. On death: spawns lingering damage cloud
Endermen - Regen 1. On hit: Nausea and levitation. On death: teleports the player to a random block within 12x12x12 radius.
Cave Spiders - Speed 1. On hit: poison, blindness and slowness. On death: creates a 3x3x3 webbing block.
Witches - Haste 1. Spawns cave spiders every 5s. On death: spawn 4 cave spiders.
Slimes - Absorption 2. Spawns slimes every 5s. On hit: slowness, mining fatigue and weakness (sticky goo) On death: slowness lingering cloud.
Blaze - Haste 1. On hit: Blindness (smokescreen) On death: explosion.
Magmacube - same as slimes
Pigmen - same as zombies
 
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