As it is, the player's lungs are very weak. Because of this, diving for more than a few seconds at a time is impossible, since you can only last a total of ~15 seconds underwater before beginning to drown. The average human can hold their breath for about a minute, and even more so when their life depends on it. I even did a test myself: Create new world, walk in nearest water, drown, respawn, then drown again. This could all be done in a single real-life breath.
In short: Lengthen the amount of time the player can spend underwater, because right now it's irritatingly short. Even a 30-second limit would be a huge improvement.
The "Respiration" enchantment already helps with this. I can't argue with your logic at all, but being underwater for 30 seconds could be argued as overpowered, as quick underwater trips could be trivial. Personally, the only reason I ever go deep underwater is to get some extra clay or ink sacs.
I'm 50/50 on the idea, but only because deep sea diving is something I almost never do.
It makes sense, although you do have to remember that moving around uses up more oxygen, forcing you to take a breath sooner than usual.
I considered that, and that's why I proposed the limit be 30 seconds, which is still about half of a real breath. The player can still drown having barely moved at all as well, so there was a compromise.
The underwater air time shouldn't be based on real life times, but set to what is best for gameplay. And I find that the current time is suitable.
If, however, more underwater content was added you might be able to argue for longer breathing time. But, until then, it's not needed.
How about you use air up very slowly if you do nothing, but it gets used up fast if you are doing actions: swimming breaking blocks, attacking mobs e.t.c. that would be realistic.
That would actually be better, and I did think of that. However, that requires more coding than just increasing the time to last a little longer.
Edit: Not as much as I thought, though. Depending on how they're coded, it could just use the values that the hunger bar uses for activity.
The underwater air time shouldn't be based on real life times, but set to what is best for gameplay. And I find that the current time is suitable.
If, however, more underwater content was added you might be able to argue for longer breathing time. But, until then, it's not needed.
I see no reason why breath time couldn't be lengthened a little. As for it not being needed, that's true: Longer breath is not necessary for gameplay. However, digging for deep clay and really doing anything that requires more than a few seconds underwater is a deadly hassle.
-Player sees clay
-Swims down, begins digging as hurriedly as possible
-Already out of air
-Surfaces
-Dives again
-More digging; gets one block and begins drowning
-Repeats until clay is finally gone, or player drowns
I do see your point, however like many other people have posted here, it doesn't seem like it would be that important really. It is good as is for pvp on multiplayer and such, but it wouldn't help for much else. Just bring some glass panes with you when you go getting the clay. Or some iron bars even. Place them two blocks high, and walk into them. You will get air, and if you are close enough to the clay from that spot, you can harvest the clay at normal speed without any problem with the water. If this method requires too much effort for you, then I'm afraid you just won't be getting that clay, lol.
I see no reason why breath time couldn't be lengthened a little. As for it not being needed, that's true: Longer breath is not necessary for gameplay. However, digging for deep clay and really doing anything that requires more than a few seconds underwater is a deadly hassle.
-Player sees clay
-Swims down, begins digging as hurriedly as possible
-Already out of air
-Surfaces
-Dives again
-More digging; gets one block and begins drowning
-Repeats until clay is finally gone, or player drowns
The player in that situation could just place a torch next to him whenever he needs air, or possibly use a door or another such block.
If more underwater content was added, exploits like these should hopefully be fixed and this would be balanced by having a longer air time. Kind of see what I'm saying here?
In short: Lengthen the amount of time the player can spend underwater, because right now it's irritatingly short. Even a 30-second limit would be a huge improvement.
I'm 50/50 on the idea, but only because deep sea diving is something I almost never do.
HahahahahahaI'm awful.
It makes sense, although you do have to remember that moving around uses up more oxygen, forcing you to take a breath sooner than usual.
I considered that, and that's why I proposed the limit be 30 seconds, which is still about half of a real breath. The player can still drown having barely moved at all as well, so there was a compromise.
If, however, more underwater content was added you might be able to argue for longer breathing time. But, until then, it's not needed.
That would actually be better, and I did think of that. However, that requires more coding than just increasing the time to last a little longer.
Edit: Not as much as I thought, though. Depending on how they're coded, it could just use the values that the hunger bar uses for activity.
I see no reason why breath time couldn't be lengthened a little. As for it not being needed, that's true: Longer breath is not necessary for gameplay. However, digging for deep clay and really doing anything that requires more than a few seconds underwater is a deadly hassle.
-Player sees clay
-Swims down, begins digging as hurriedly as possible
-Already out of air
-Surfaces
-Dives again
-More digging; gets one block and begins drowning
-Repeats until clay is finally gone, or player drowns
If more underwater content was added, exploits like these should hopefully be fixed and this would be balanced by having a longer air time. Kind of see what I'm saying here?
I support gas pockets in MC (see thread in Suggestions)!