I'm proposing that two new status effects be added, thirst, and freezing.
A player would have a chance to be afflicted with thirst if they traverse desert biomes by day. Being exposed to that harsh desert sun does things to you. Thirst darkens vision, slows, and causes the player to take damage as long as they're exposed to the harsh sun. It lasts two minutes but can be cured by drinking water.
Similarly, a player traversing snowy biomes at night might be afflicted with the freezing status effect. Freezing might do the same thing unless anyone can think of anything better. Cured with any cooked food.
Both can be avoided by wearing a chest piece with an enchantment. One enchantment could cover both status effects, or we could have one for each.
That's the long and short of it.
Oh, I forgot to mention...when I say 'status effect' I mean that just like other status effects, the detrimental effects could be waited out without having to be 'cured'. I was thinking around two minutes.
The thirst idea would make it too hard to survive. The freezing idea could be good though. You could grow cotton and make clothes out of it and wear them to keep warm and you could make fire with wooden stickes and whenever you are close to it, it warms you up. And you can also cook food on the fire.
beta00beta:
This addition would simply get in the way and be one more of those 'easily solved' but 'annoying' things which require you to carry 10 buckets of water with you constantly. (Why not water bottles?) It is pointless and will only limit your potential. (No.)
If this were to be added, hardcore is the right place. But not survival. Because right now survival is more like a creative version, and hardcore is what survival should be. Creative is just easymode. (It i ok to have it on survival)
Thirsty should not only apears in dessert. Like on hunger games!
Freezing is also a good idea, you can make leather armor.
The thirst idea would make it too hard to survive. The freezing idea could be good though. You could grow cotton and make clothes out of it and wear them to keep warm and you could make fire with wooden stickes and whenever you are close to it, it warms you up. And you can also cook food on the fire.
You're in a desert made of sand and you can't craft bottles? And if for some reason that really is too tough a task to expect of people, is it so hard to stand under shelter? Given the way I suggested these status effects would work, you would need to be standing in the sun for anything awful to happen. It's more like a layer of added security in SMP servers. If you want to make it harder for people to find you, build in the desert. (Or in snowy biomes...) I'm indifferent as far as just wearing armour negating the freezing status effect. Part of me wants them to be 'the same but opposite' but it might be nice to have one be more difficult than the other in a game play kind of way.
This addition would simply get in the way and be one more of those 'easily solved' but 'annoying' things which require you to carry 10 buckets of water with you constantly. It is pointless and will only limit your potential.
If this were to be added, hardcore is the right place. But not survival. Because right now survival is more like a creative version, and hardcore is what survival should be. Creative is just easymode.
If you're skilled everything is 'easily solved' but 'annoying'. This would just punish people who sprint-jump across biomes without thinking beforehand. I do agree that the status effects could be left to hard mode. That way kids can go about their business without having to plan their actions.
Perhaps these status effects could be introduced alongside new weather?
I don't really like the thirst idea, but love the freeze proposal. My reason for the thirst, it should be assumed that you drink while eating and thus becomes part of the hunger bar. If the thirst idea comes up, they would need to incorporate ideas such as "unsafe water," "filtering," "water from cacti," "cups," and of course beer. Can't have a thirst bar without being able to drink beer. XD
As for the Freeze idea, I would like to see this incorporated into my game play. In addition to this, I would like to see a Freeze Potion added to the potions category.
** Please look at my posts such as: "Larger and Taller Mountain Biomes Please!" **
^^ well what is the point in punishing people for sprinting around? it would just be annoying. you are pretty much saying "hey lets make it s that every time you jump, you lose health".
I think I went over this. It adds a potentially interesting dynamic to desert and snowy homes. Once based in a desert or snowy biome, these status effects wouldn't really affect you much as you would have both, a roof, and ample curatives. You could still be in trouble if you go out at the wrong time of day without provisions, but that's why we prepare before we go out trekking. This also means that in SMP building a base in these biomes adds a layer of security and stuff.
Only if you jump in the desert while you're hit with the status effect and in the sun! Feel free to jump around at night or when you've got some water to drink.
I don't really like the thirst idea, but love the freeze proposal. My reason for the thirst, it should be assumed that you drink while eating and thus becomes part of the hunger bar. If the thirst idea comes up, they would need to incorporate ideas such as "unsafe water," "filtering," "water from cacti," "cups," and of course beer. Can't have a thirst bar without being able to drink beer. XD
As for the Freeze idea, I would like to see this incorporated into my game play. In addition to this, I would like to see a Freeze Potion added to the potions category.
** Please look at my posts such as: "Larger and Taller Mountain Biomes Please!" **
Actually no. There's no reason to make water filtration a game mechanic. Anyway Steve is already able to drink milk without pasteurizing it and he can even take zombie bites to the neck without contracting the zombie virus, therefore Steve's immune system is a boss and water filtration is unnecessary to begin with.
And I didn't say thirst bar, I said thirst status effect. Distinct.
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Rage of Bahamut referral code: uqp41204 Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
I want to see this in game. I love the idea of thirst/dehidration as an effect and not a bar.
Freezing could also be solved by being near a fire or using a woolen shirt.
In addition to that,maybe using some sort of warm drink to delay freezing effect?
As for thirst,it seems a larger jar/flask would come on handy.
The status effect approach is interesting, and a nice break from the suggestions to add thirst/heat status bars. But I'm not sure it feels right to break the analogy with hunger and air. That is, as you run out of food or air, the bar goes down and you know you need to do something. Suddenly to discover you're debilitated by thirst doesn't seem consistent with that mechanism.
I have a simpler suggestion which would take very little additional coding to implement. Essentially it rolls thirst into hunger and treats harsh climates as increasing the hunger rate.
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For philosophy, law, science, religion and other topics: A Blog of Tom
Noob. Get over it. Hunger is a great game mechanic.
Noob? I'm a noob for wanting to place blocks in survival without worrying about how hungry I am? You know how about we all stop in the middle of an FPS match and chow down. Or stop exploring open world games and take a swig of water. You're an idiot.
Support both ideas (thirst system for deserts and freezing system for cold biomes), just not in the way you described them.
Thirst should work like hunger -- drink water (or just carry water) and your thirst drops to zero.
Freezing should work in about the same way -- cold slowly builds up like hunger when you're in a cold biome without armour, and quickly when you swim in a cold river. Being near a fire or active furnace would reduce cold.
But a "Status alignment" that just randomly afflicts you? I just don't see that being fun, immersive or realistic at all.
^^ well what is the point in punishing people for sprinting around?
First of all you already move ridiculously fast as you do, and secondly, it adds challenge and immersion to the game when you can't just sprint-spam. Limiting sprinting is actually very common in FPS and RPG games, when you think about it.
Far as I know, sprinting makes you burn food faster. Which is how it should be.
Noob? I'm a noob for wanting to place blocks in survival without worrying about how hungry I am? You know how about we all stop in the middle of an FPS match and chow down. Or stop exploring open world games and take a swig of water.
Aaactually, now that you say so, I would love an Armed Assault-like FPS game that had you be deployed somewhere out in the field for an extended period and actually had some RPG/survival elements like provisions and water . That's a great--
You're an idiot.
Oh. Sorry. Didn't realize you were here just to flame.
A player would have a chance to be afflicted with thirst if they traverse desert biomes by day. Being exposed to that harsh desert sun does things to you. Thirst darkens vision, slows, and causes the player to take damage as long as they're exposed to the harsh sun. It lasts two minutes but can be cured by drinking water.
Similarly, a player traversing snowy biomes at night might be afflicted with the freezing status effect. Freezing might do the same thing unless anyone can think of anything better. Cured with any cooked food.
Both can be avoided by wearing a chest piece with an enchantment. One enchantment could cover both status effects, or we could have one for each.
That's the long and short of it.
Oh, I forgot to mention...when I say 'status effect' I mean that just like other status effects, the detrimental effects could be waited out without having to be 'cured'. I was thinking around two minutes.
Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
This addition would simply get in the way and be one more of those 'easily solved' but 'annoying' things which require you to carry 10 buckets of water with you constantly. (Why not water bottles?) It is pointless and will only limit your potential. (No.)
If this were to be added, hardcore is the right place. But not survival. Because right now survival is more like a creative version, and hardcore is what survival should be. Creative is just easymode. (It i ok to have it on survival)
Thirsty should not only apears in dessert. Like on hunger games!
Freezing is also a good idea, you can make leather armor.
You're in a desert made of sand and you can't craft bottles? And if for some reason that really is too tough a task to expect of people, is it so hard to stand under shelter? Given the way I suggested these status effects would work, you would need to be standing in the sun for anything awful to happen. It's more like a layer of added security in SMP servers. If you want to make it harder for people to find you, build in the desert. (Or in snowy biomes...) I'm indifferent as far as just wearing armour negating the freezing status effect. Part of me wants them to be 'the same but opposite' but it might be nice to have one be more difficult than the other in a game play kind of way.
If you're skilled everything is 'easily solved' but 'annoying'. This would just punish people who sprint-jump across biomes without thinking beforehand. I do agree that the status effects could be left to hard mode. That way kids can go about their business without having to plan their actions.
Perhaps these status effects could be introduced alongside new weather?
Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
As for the Freeze idea, I would like to see this incorporated into my game play. In addition to this, I would like to see a Freeze Potion added to the potions category.
** Please look at my posts such as: "Larger and Taller Mountain Biomes Please!" **
I think I went over this. It adds a potentially interesting dynamic to desert and snowy homes. Once based in a desert or snowy biome, these status effects wouldn't really affect you much as you would have both, a roof, and ample curatives. You could still be in trouble if you go out at the wrong time of day without provisions, but that's why we prepare before we go out trekking. This also means that in SMP building a base in these biomes adds a layer of security and stuff.
Only if you jump in the desert while you're hit with the status effect and in the sun! Feel free to jump around at night or when you've got some water to drink.
Actually no. There's no reason to make water filtration a game mechanic. Anyway Steve is already able to drink milk without pasteurizing it and he can even take zombie bites to the neck without contracting the zombie virus, therefore Steve's immune system is a boss and water filtration is unnecessary to begin with.
And I didn't say thirst bar, I said thirst status effect. Distinct.
Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
Freezing could also be solved by being near a fire or using a woolen shirt.
In addition to that,maybe using some sort of warm drink to delay freezing effect?
As for thirst,it seems a larger jar/flask would come on handy.
Noob. Get over it. Hunger is a great game mechanic.
I have a simpler suggestion which would take very little additional coding to implement. Essentially it rolls thirst into hunger and treats harsh climates as increasing the hunger rate.
Noob? I'm a noob for wanting to place blocks in survival without worrying about how hungry I am? You know how about we all stop in the middle of an FPS match and chow down. Or stop exploring open world games and take a swig of water. You're an idiot.
I see what you're trying to get at and I think it's a good idea, but it doesn't suit for vanilla.
But for the amount of thought you put into this idea, enjoy my reputation to you
Thirst should work like hunger -- drink water (or just carry water) and your thirst drops to zero.
Freezing should work in about the same way -- cold slowly builds up like hunger when you're in a cold biome without armour, and quickly when you swim in a cold river. Being near a fire or active furnace would reduce cold.
But a "Status alignment" that just randomly afflicts you? I just don't see that being fun, immersive or realistic at all.
First of all you already move ridiculously fast as you do, and secondly, it adds challenge and immersion to the game when you can't just sprint-spam. Limiting sprinting is actually very common in FPS and RPG games, when you think about it.
Far as I know, sprinting makes you burn food faster. Which is how it should be.
Aaactually, now that you say so, I would love an Armed Assault-like FPS game that had you be deployed somewhere out in the field for an extended period and actually had some RPG/survival elements like provisions and water . That's a great--
Oh. Sorry. Didn't realize you were here just to flame.
I support gas pockets in MC (see thread in Suggestions)!