The Meaning of Life, the Universe, and Everything.
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PurpleLlama2k7
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It's obvious that in real life, depending on where we are, weather gets in the way, wether it affects us or the environment. That's my idea for minecraft. Some biomes would give you effects if you are outside in them for too long. Not all of them though.
Deserts: standing outside in deserts too long would give you heat stroke. This gives you Nausea, weakness and slowness, and a very slow burning affect that can kill you, but it wouldnt show fire on you. This can be stopped by drinking fire resistance or water. The water would help with a dehydration process in the game. As suggested by Agtrigormortis, this dehydration process will start to kill you when it depletes, and it depletes faster in the desert.
Snowy taiga: this will give you a cold affect. This will give you slowness and weakness, and eventually start to kill you. This can be stopped with campfires or standing next to any fire
Snowy tundra: this will give you a freezing affect, the worst one. It gives you nausea, slowness, weakness, and soon will start to do tremendous damage. This can only be stopped with a campfire but will take a while and cant be stopped at night.
Swamps: being in a swamp too long will give you nausea and poison.
I happen to agree with some of the suggestions, if tweaks are made.
and in a desert you'd have easier access to sand, which means you can make glass and bottles. Find water and you can stave off dehydration, this shouldn't be too difficult. And the dehydration process could be made much slower at night, and only be at its worst during the day time in the tropic biomes such as deserts or jungles.
I'd love for this to happen as it would give a legitimate purpose to adding a well to your village instead of just using water for potions or to put out fires and what not. Water should also become something you live on in the game, as that would make sense.
Also, potions should count as "drink" items and replenish your thirst bar accordingly when used.
So a potion of healing should replenish both your health and your thirst bar.
I did tweak an area for dehydration in the desert area.
I happen to agree with some of the suggestions, if tweaks are made.
and in a desert you'd have easier access to sand, which means you can make glass and bottles. Find water and you can stave off dehydration, this shouldn't be too difficult.
and in a desert there is no wood, from which you need to make a pickaxe, from whic you need to mine stone, from which you need to make a firnace, from which you need to smelt the glass to make the bottles.
Not to memtion, this would make underground/Nether/Ender trips impossible, as you would need to carry so many unstackable water bottles.
The nether could be made an exception to the rule, so players weren't forbidden to go there without an inventory of unstackable water bottles.
Just like there are certain areas of the world where monsters can't spawn, like the mushroom biome, which already exists.
Exceptions can be made to the dehydration mechanic.
Which would leave a gaping hole in Minecraft's logic.
Sometimes in deserts you're lucky enough to encounter a village where wood exists, and you can make a trip across a desert if you don't sprint and deplete your hunger bar.
If you start the game in a desert, if you don't encounter a village there then you're left with no choice but to find another biome regardless. Bushes would get you sticks, but they will not get you planks.
I'm just going to throw this out there, but I think dehydration is a terrible addition to Minecraft. My reason is not from the viewpoint of tedium, but rather from the perspective that there is just too much water in most places. Why should a hydration system be added when 95% of the time I take a swim in a lake or river on the very first day just to get where I need to? Water as a resource is basically as easy to get as dirt. There's no challenge in harvesting it or moving it and it's infinitely renewable from the first minute of the game. The only way hydration could be used as a mechanic is if:
Natural water was treated the same as raw meat and a person had to "cook" the water to clean it. (Fruit is also a viable method.)
Water source blocks no longer create new blocks, making water act like lava
Water becomes renewable with rain water. (Water source blocks spawn on top of non-permeable blocks as long as there is a non permeable support)
As far as biome effects, I'm all for it as long as the numbers feel right. I think for what you suggested on the desert and snowy biomes, the player should have a temperature meter instead of a dehydration meter. With just one temperature meter you would basically cover all of your suggested effects. The rate that the meter changes can be adjust based on biome and armor properties could adjust this. Additionally, you would be able to add enchantments and potion effects that modify the rate. You could even tie it in consistently with the way the hunger meter works and say that if the player is running they generate heat, but if they're flying or swimming, they lose heat.
Which idea do you like? The "water as a resource" or the Temperature Meter?
If you're talking about water as a resource then it would take away heat.
If you're talking about the Temperature Meter then you could take that as far as you want. If I were designing it, I would make it so taking a dive should always cool you down to non-dangerous levels of hot, but the location would determine how cold you get. If you swim in water that's in a desert, you would still be hot, just not dangerously hot. If you swam in a forest, you would be neutral. If you swam in a snowy/frozen biome, you would get dangerously cold. This way, water is always good for cooling you down, but if you're not smart about it, some water can freeze you to death.
Personally, I happen to agree with much of what Whitelight was critiquing in his youtube video. Survival mode isn't really survival. It's a Conquest mode. There's nothing challenging about the overworld. I can't remember the last time I had to stay awake through the night. The game's progression is broken. It's so easy to get iron gear that I never feel compelled to craft leather stuff. As you love pointing out there's too much food, though I don't think this is a problem with the number of food items but rather with the hunger system.
left
Biome Effects that make it harder to gather resources wouldn't completely solve the problem but it would be a step in the right direction in bringing back the spirit of "Survival Mode".
That's what I think and why I like/support these ideas. I'm not sure what the OP feels though.
Adding mechanics like temperature and thirst might make the game more realistic, but if they are just restrictions with no benefit then they aren’t fun. The “challenge” of these mechanics can be easily circumvented in a matter of minutes, so they’re just annoying.
Minecraft isn’t a survival game, despite that being the name of the mode. It’s a creative sandbox, where you do what you want to do. Preventing the player from doing what they want for no benefit is not a good idea.
Minecraft is also a casual game, which allows it to appeal to people of all ages. Making it survival oriented would make the game more hardcore and less accessible, reducing its popularity.
What if it became a part of "survival+" which Whitelight suggested?
if it were in a separate more realistic tier of survival mode then it wouldn't affect the casual or younger gamers you speak of, instead it would become a feature that is entirely optional. Current survival mode would be unaffected by the new dehydration mechanic.
It is a sandbox game and this is precisely the point, people should have options to play the game which best fits their playstyle.
I do not support denying more skilled and experienced players this, because that's selfish.
If we want them to respect us and want us to have the current survival experience, we also have to respect their wishes too, in my opinion.
Then that would cause a massive rift in the community. People would start playing two different games.
What if it became a part of "survival+" which Whitelight suggested?
if it were in a separate more realistic tier of survival mode then it wouldn't affect the casual or younger gamers you speak of, instead it would become a feature that is entirely optional. Current survival mode would be unaffected by the new dehydration mechanic.
It is a sandbox game and this is precisely the point, people should have options to play the game which best fits their playstyle.
I do not support denying more skilled and experienced players this, because that's selfish.
If we want them to respect us and want us to have the current survival experience, we also have to respect their wishes too, in my opinion.
We shouldn't have a separate gamemode to create a different game. That would split the community.
The existing gamemodes are all part of the creative sandbox mindset I mentioned earlier. In survival, you work to create what you want. Creative is the same but with a lot less effort. Adventure allows a player to better appreciate another's creation in both form and function. Spectator is a bit out of this mindset but still allows one to easily view a creation.
"Survival+" doesn't contribute to creation, it just make the game more annoying. To fix that the game would need extremely major overhauls---so extreme you might as well be playing a completely different game. That's a ton of extra work for Mojang for a mode that may or may not be that popular.
I suppose if people wish to play more realistic survival games they should play Ark Survival Evolved or The Forest.
But keeping the game as it is now means that some hardcore players don't get enough out of the game.
And that’s the problem. Minecraft is not a hardcore game. It’s a casual game, meant to appeal to a general audience. It’s not for hardcore gamers who have more specific desires for the game.
Whitelight and his followers certainly don't get the features they're asking for, if the survival+ suggestion is denied and if those changes they're asking for are never added to survival as it is now.
I like survival mode as it currently is, and some changes people have been suggesting (not related dehydration) would be incredibly annoying to deal with and the rest of us would rather not have those, For example, fishg, and someone else on reddit suggested making pillagers and their associated ravagers able to destroy any block, which I disagreed with. And I'm not the only one, a friend, lizking10152011 and a few others did. Because it would add more tedium and annoyances to the game and potentially result in hours or weeks worth of work on builds destroyed.
Forcing new changes into current survival mode can ruin the game or the experience for players who would much rather play the game as it is now.
If a feature is bad, it will be bad regardless of whether it’s in an optional game mode or not. In order to make this suggestion, Mojang would have to make a ton of changes to make it balanced. For example, how do you make thirst a fun hassle? Currently you can get a bottle in less than five minutes and completely mitigate it. Do you make bottles harder to get, which is more annoying than fun? Or do you require the player to purify the water first to avoid disease? How do you implement diseases? If deserts kill you, then there needs to be something lucrative in there so people will risk it. But what? This is a whole rabbit hole of questions, and it goes even deeper.
The Meaning of Life, the Universe, and Everything.
Location:
Fort Wayne, IN
Join Date:
7/3/2019
Posts:
45
Location:
USA
Minecraft:
PurpleLlama2k7
Member Details
Alright! Heres my final conclusion. Regarding the stuff I posted, there should be that stuff, but maybe the effects are died down. A temperature meter can be added to this, that way it's a bit easier. Instead of not knowingly and just happening to end up dead, you could eventually end up with a tepeture meter to tell you when it's getting bad. I like the things you guys are posting as well. (Most of them) All water can cool you down, and any heated source can warm you up. In the desert, maybe an oasis can spawn for water source, and you very rarely spawn in a tundra or any other cold biome. Lastly, maybe all the biome effects ONLY apply to hardcore, since many of you say this makes it too hard. I also find it funny that we've only been discussing the cold and hot biomes. Thanks for all the feedback and replying It helps me figure out what to do next time I post to be better.
It's obvious that in real life, depending on where we are, weather gets in the way, wether it affects us or the environment. That's my idea for minecraft. Some biomes would give you effects if you are outside in them for too long. Not all of them though.
Deserts: standing outside in deserts too long would give you heat stroke. This gives you Nausea, weakness and slowness, and a very slow burning affect that can kill you, but it wouldnt show fire on you. This can be stopped by drinking fire resistance or water. The water would help with a dehydration process in the game. As suggested by Agtrigormortis, this dehydration process will start to kill you when it depletes, and it depletes faster in the desert.
Snowy taiga: this will give you a cold affect. This will give you slowness and weakness, and eventually start to kill you. This can be stopped with campfires or standing next to any fire
Snowy tundra: this will give you a freezing affect, the worst one. It gives you nausea, slowness, weakness, and soon will start to do tremendous damage. This can only be stopped with a campfire but will take a while and cant be stopped at night.
Swamps: being in a swamp too long will give you nausea and poison.
Britton Rice
What if the player started in the middle in one of those biomes?
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Thanks for the feedback guys it helps me to improve on what I post.
Britton Rice
I did tweak an area for dehydration in the desert area.
Britton Rice
and in a desert there is no wood, from which you need to make a pickaxe, from whic you need to mine stone, from which you need to make a firnace, from which you need to smelt the glass to make the bottles.
Not to memtion, this would make underground/Nether/Ender trips impossible, as you would need to carry so many unstackable water bottles.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Which would leave a gaping hole in Minecraft's logic.
My point exactly.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
I would just like to say thanks for the feedback. Maybe eating fruits gives you hydration so you could take that to the nether.
Britton Rice
I'm just going to throw this out there, but I think dehydration is a terrible addition to Minecraft. My reason is not from the viewpoint of tedium, but rather from the perspective that there is just too much water in most places. Why should a hydration system be added when 95% of the time I take a swim in a lake or river on the very first day just to get where I need to? Water as a resource is basically as easy to get as dirt. There's no challenge in harvesting it or moving it and it's infinitely renewable from the first minute of the game. The only way hydration could be used as a mechanic is if:
As far as biome effects, I'm all for it as long as the numbers feel right. I think for what you suggested on the desert and snowy biomes, the player should have a temperature meter instead of a dehydration meter. With just one temperature meter you would basically cover all of your suggested effects. The rate that the meter changes can be adjust based on biome and armor properties could adjust this. Additionally, you would be able to add enchantments and potion effects that modify the rate. You could even tie it in consistently with the way the hunger meter works and say that if the player is running they generate heat, but if they're flying or swimming, they lose heat.
I actually like that idea alot! But would water get rid of higher temperatures?
Britton Rice
Which idea do you like? The "water as a resource" or the Temperature Meter?
If you're talking about water as a resource then it would take away heat.
If you're talking about the Temperature Meter then you could take that as far as you want. If I were designing it, I would make it so taking a dive should always cool you down to non-dangerous levels of hot, but the location would determine how cold you get. If you swim in water that's in a desert, you would still be hot, just not dangerously hot. If you swam in a forest, you would be neutral. If you swam in a snowy/frozen biome, you would get dangerously cold. This way, water is always good for cooling you down, but if you're not smart about it, some water can freeze you to death.
Why do we need these?
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Personally, I happen to agree with much of what Whitelight was critiquing in his youtube video. Survival mode isn't really survival. It's a Conquest mode. There's nothing challenging about the overworld. I can't remember the last time I had to stay awake through the night. The game's progression is broken. It's so easy to get iron gear that I never feel compelled to craft leather stuff. As you love pointing out there's too much food, though I don't think this is a problem with the number of food items but rather with the hunger system.
That's what I think and why I like/support these ideas. I'm not sure what the OP feels though.
Adding mechanics like temperature and thirst might make the game more realistic, but if they are just restrictions with no benefit then they aren’t fun. The “challenge” of these mechanics can be easily circumvented in a matter of minutes, so they’re just annoying.
Minecraft isn’t a survival game, despite that being the name of the mode. It’s a creative sandbox, where you do what you want to do. Preventing the player from doing what they want for no benefit is not a good idea.
Minecraft is also a casual game, which allows it to appeal to people of all ages. Making it survival oriented would make the game more hardcore and less accessible, reducing its popularity.
No Support.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Then that would cause a massive rift in the community. People would start playing two different games.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
We shouldn't have a separate gamemode to create a different game. That would split the community.
The existing gamemodes are all part of the creative sandbox mindset I mentioned earlier. In survival, you work to create what you want. Creative is the same but with a lot less effort. Adventure allows a player to better appreciate another's creation in both form and function. Spectator is a bit out of this mindset but still allows one to easily view a creation.
"Survival+" doesn't contribute to creation, it just make the game more annoying. To fix that the game would need extremely major overhauls---so extreme you might as well be playing a completely different game. That's a ton of extra work for Mojang for a mode that may or may not be that popular.
Making a feature optional does not make it good.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
And that’s the problem. Minecraft is not a hardcore game. It’s a casual game, meant to appeal to a general audience. It’s not for hardcore gamers who have more specific desires for the game.
If a feature is bad, it will be bad regardless of whether it’s in an optional game mode or not. In order to make this suggestion, Mojang would have to make a ton of changes to make it balanced. For example, how do you make thirst a fun hassle? Currently you can get a bottle in less than five minutes and completely mitigate it. Do you make bottles harder to get, which is more annoying than fun? Or do you require the player to purify the water first to avoid disease? How do you implement diseases? If deserts kill you, then there needs to be something lucrative in there so people will risk it. But what? This is a whole rabbit hole of questions, and it goes even deeper.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Alright! Heres my final conclusion. Regarding the stuff I posted, there should be that stuff, but maybe the effects are died down. A temperature meter can be added to this, that way it's a bit easier. Instead of not knowingly and just happening to end up dead, you could eventually end up with a tepeture meter to tell you when it's getting bad. I like the things you guys are posting as well. (Most of them) All water can cool you down, and any heated source can warm you up. In the desert, maybe an oasis can spawn for water source, and you very rarely spawn in a tundra or any other cold biome. Lastly, maybe all the biome effects ONLY apply to hardcore, since many of you say this makes it too hard. I also find it funny that we've only been discussing the cold and hot biomes. Thanks for all the feedback and replying It helps me figure out what to do next time I post to be better.
Britton Rice