I think that having the hardcore difficulty in Xbox 360 Edition would be nice. Not only that but adding in temperature, thirst, healthiness, and tiredness would be really fun as well. Each difficulty can have different ones or they can be turned on or off in the world options when loading up the world.
THIRST: Thirst can be how long you go without water and can be displayed as 10 blue drops under or over the hunger bar. To drink water would be simple. go swim in a body of water and put your head underneath until each drop of thirst is fully restored, get some bottles of water and hold left trigger to drink them, left trigger on a cauldron, or hold left trigger on a bucket of water. One gulp from a cauldron would be like filling one glass bottle and it would restore 4 drops of thirst. A glass bottle of water would restore 3 drops of thirst. Dunking the player's head under water would slowly restore 1 drop of thirst for every air bubble of breath under water. Lastly, a bucket of water could restore 7 drops of thirst. Going without drinking would make you walk slower. 5% slower for every 2 drops lost until all of it is lost and the player travels 50% slower than normal. The thirst would deteriorate faster in warmer areas like deserts and in those areas, half a drop of thirst would be lost per minute where as in normal areas like forests or fields, it would deteriorate half a drop every 2 minutes. Running makes it deteriorate slightly quicker by subtracting 30 seconds from how long it takes to lose half a drop for the time of sprinting. When all thirst is lost, the player could lose hunger 30% faster.
TEMPERATURE: Temperature could be the temperature of each area or biome in a world. A thermometer could be displayed on the player's health as their hearts being green for normal temperature, red for deadly heat exposure like near lava, orange for too hot, light blue for cold, and dark blue for freezing. while in orange, the player may lose thirst faster and if exposed long enough, the player's screen will get blurry. While in red, the player could lose thirst much faster and if exposed long enough, the player's screen may become blurry and disoriented until the player is not exposed to the heat anymore. While in light blue, the player will not have to drink as often but if exposed for a long enough, the player will start to hit less hard and do less damage with everything and walk slower with eventual blurriness. If the player is in dark blue too long such as a snow/tundra biome, the player may get blurriness, do less damage, walk slower, and eventually take half a heart of damage every minute of continuous exposure and this effect would be called frostbite. If this is added it would give the opportunity to have mercury as a new, rare, mineable mineral for making proper thermometers that can be in the player's inventory or hot bar to tell the exact temperature instantly in an area they are in. As well as new winter clothes to make to keep from getting the effects of being in the cold. The winter clothes can be made with wool and each color of wool can make each color of clothes like a jacket, snow pants, big fluffy boots, and a snow hat. Torches can be used to even out the temperature in an area like where the player builds their house. Fire could generate orange temperature and green in cold places. Having water in a closed area such as a house could make it cooler if the player is living in a desert biome.
HEALTHINESS: Healthiness could be how often the player eats the same food and what foods the player eats in general. It could be displayed as the shape of the player's hearts. If the player consistently eats nothing but apples for a while, the player's health hearts could begin to misshapen into messed up shapes and the player could lose their maximum number of hit points if they continue and will die easier. If they started eating other foods like chicken and carrots and pork, their hearts would start going back to normal and look like hearts again. If the player were to keep eating a mixed variety of food, they would be able to increase their maximum number of hit points so they would be harder to kill. Not increased enough to be over powered but enough to take a few extra hits before dying. A dietary machine could be implemented into the game and it could be made with redstone in the corners, and a different type of food in the other spots. For example, a carrot, a potato, a beef, a chicken, and bread would be able to make it. This maker of the machine could place it down and it would keep track of what they eat and tell them what to eat next if they want to increase their max hit points or to keep them up. The foods would be difficult to acquire and it would know what you have a lot of because of how often the player ate it so it would tell them to eat food they didn't have a lot of to make it difficult for them to increase their hit points.
TIREDNESS: Tiredness is simple. It could be the amount of sleep a player gets based on how many nights they sleep and how late or early they go to sleep. If 50% or more players go to sleep, it could skip the night but the players who aren't sleeping will get more tired. The players who are not sleeping could have 30 seconds to get to sleep before the night is skipped and they will miss out on sleeping. Players who go 3 days without sleeping will begin to get blurriness. If they don go to sleep for another day, they will get 5% slower on top of blurriness for everyday they don't sleep. 10 days without sleeping will result in weakness. 20 days without sleep will result in passing out and waking up after the day is over and the sun comes up for the next day. Being passed out, the player will still have all of their items but just be laying on the ground where they were last standing before the 20 day mark hit them. While passed out, the player could have a dream where they get a black sword that one hits everything and nothing else but they have to go through a giant dungeon and kill all the monsters in it until the day is up. The dungeon will be endless until the day is over and if they die in it, they will lose one heart while they are passed out, giving them 10 lives in the dream. The armor the player was wearing before they passed out would be what they have in in the dream to protect them but the armor would not take any damage in the dream. Monsters outside of the dream will treat the passed out player as if they were in creative mode and ignore them.
I hope everyone likes my ideas and supports them. I can explain them to anyone who has questions about them as long as I didn't already explain them in this post.
I think that these are good idea, but a couple of them are kinda necessary. I do like the thirst idea, the only thing I would change is that you actually have to drink (from water bottles or milk buckets) to restore the thirst meter, and not from swimming.
Here's what I think of the tiredness idea:
I like how the player would become slower and everything. I also like the idea of dreams, but I don't think you should pass out. I think it should just stick to the debuffs. And for those, on the first two nights with little or no sleep, you should get tiredness one (Which would not let you sprint, and slow your mining speed) and then after those two days, you get tiredness 2 (No spint ability, reduced walking and swimming speed, and even slower time to mine blocks)
And I think the other two are too much. I like them, but it would be a lot to keep track of.
I think that these are good idea, but a couple of them are kinda necessary. I do like the thirst idea, the only thing I would change is that you actually have to drink (from water bottles or milk buckets) to restore the thirst meter, and not from swimming.
Here's what I think of the tiredness idea:
I like how the player would become slower and everything. I also like the idea of dreams, but I don't think you should pass out. I think it should just stick to the debuffs. And for those, on the first two nights with little or no sleep, you should get tiredness one (Which would not let you sprint, and slow your mining speed) and then after those two days, you get tiredness 2 (No spint ability, reduced walking and swimming speed, and even slower time to mine blocks)
And I think the other two are too much. I like them, but it would be a lot to keep track of.
Good idea I think that would be good as well. The dream idea was just a thought. I don't think they should have to put it in but if they did that would be cool.
The passing out and the dreaming would not be viably workable in a multi-player environment, that would leave a number of players stuck waiting on a sequence to finish for one person or another... which is just no fun playing the waiting game, not really being able to do anything.
Thirst shouldn't drop hunger, but you should be able to recover some thirst from certain foods (such as watermelon). If you run out of thirst, you could start taking damage, like you do when you are hungry, and you don't heal if your thirst is below a certain level.
If you can't swim to recover thirst, there should be some way to recover thirst at the beginning of the game before you have the tools to make a bucket, cauldron, or glass vial. A (craft-able) leather water-skin that allows you to stack water units for drinking purposes only might be acceptable, and players could start with one in their inventory (like a map).
The healthiness could be a 4 quartered image of the Player's heart, each quarter could represent a specific nutritional value:
Protein (eggs, fish, beef, chicken, pork, some mushroom, some milk)
Carbohydrates (sugar, wheat, some apple, some potato, cocoa, some watermelon, some milk, etc.)
Vitamins/Minerals (colored fruits/veggies such as carrots, some apples, some potato, some watermelon, pumpkin, some mushroom)
Toxic Purity (goes down when eating rotten/poisoned foods, recovers over time)
Each quarter of the healthiness heart icon can 'shrivel up' if neglected or abused (causing a distended or a warped shape), or be restored by proper eating habits.
Many food items have a single nutritional focus, some have a dual impact, such as:
Rotten flesh (+ Protein / - Toxic Purity)
Poisonous Potato (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients / - Toxic Purity)
Potato (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients)
Milk (+ 1/2 Carbohydrates / + 1/2 Protein) Mushroom (+ 1/2Vitamins and Nutrients / + 1/2 Protein)
Watermelon(+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients)
Apple (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients)
Crafted food items (such as bread, cake, cookies, etc. would take on the nutritional properties of their component ingredients)
Yes I agree with everything you just said and the sleeping deal would be for people who don't sleep, they don't get the benefits. The passing out wouldn't have to happen but several peanalties would. When someone sleeps, I think that everyone should have 30 seconds to sleep or they don't get the benefit. I don't think 30 seconds is a very long time to wait so its good.
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THIRST: Thirst can be how long you go without water and can be displayed as 10 blue drops under or over the hunger bar. To drink water would be simple. go swim in a body of water and put your head underneath until each drop of thirst is fully restored, get some bottles of water and hold left trigger to drink them, left trigger on a cauldron, or hold left trigger on a bucket of water. One gulp from a cauldron would be like filling one glass bottle and it would restore 4 drops of thirst. A glass bottle of water would restore 3 drops of thirst. Dunking the player's head under water would slowly restore 1 drop of thirst for every air bubble of breath under water. Lastly, a bucket of water could restore 7 drops of thirst. Going without drinking would make you walk slower. 5% slower for every 2 drops lost until all of it is lost and the player travels 50% slower than normal. The thirst would deteriorate faster in warmer areas like deserts and in those areas, half a drop of thirst would be lost per minute where as in normal areas like forests or fields, it would deteriorate half a drop every 2 minutes. Running makes it deteriorate slightly quicker by subtracting 30 seconds from how long it takes to lose half a drop for the time of sprinting. When all thirst is lost, the player could lose hunger 30% faster.
TEMPERATURE: Temperature could be the temperature of each area or biome in a world. A thermometer could be displayed on the player's health as their hearts being green for normal temperature, red for deadly heat exposure like near lava, orange for too hot, light blue for cold, and dark blue for freezing. while in orange, the player may lose thirst faster and if exposed long enough, the player's screen will get blurry. While in red, the player could lose thirst much faster and if exposed long enough, the player's screen may become blurry and disoriented until the player is not exposed to the heat anymore. While in light blue, the player will not have to drink as often but if exposed for a long enough, the player will start to hit less hard and do less damage with everything and walk slower with eventual blurriness. If the player is in dark blue too long such as a snow/tundra biome, the player may get blurriness, do less damage, walk slower, and eventually take half a heart of damage every minute of continuous exposure and this effect would be called frostbite. If this is added it would give the opportunity to have mercury as a new, rare, mineable mineral for making proper thermometers that can be in the player's inventory or hot bar to tell the exact temperature instantly in an area they are in. As well as new winter clothes to make to keep from getting the effects of being in the cold. The winter clothes can be made with wool and each color of wool can make each color of clothes like a jacket, snow pants, big fluffy boots, and a snow hat. Torches can be used to even out the temperature in an area like where the player builds their house. Fire could generate orange temperature and green in cold places. Having water in a closed area such as a house could make it cooler if the player is living in a desert biome.
HEALTHINESS: Healthiness could be how often the player eats the same food and what foods the player eats in general. It could be displayed as the shape of the player's hearts. If the player consistently eats nothing but apples for a while, the player's health hearts could begin to misshapen into messed up shapes and the player could lose their maximum number of hit points if they continue and will die easier. If they started eating other foods like chicken and carrots and pork, their hearts would start going back to normal and look like hearts again. If the player were to keep eating a mixed variety of food, they would be able to increase their maximum number of hit points so they would be harder to kill. Not increased enough to be over powered but enough to take a few extra hits before dying. A dietary machine could be implemented into the game and it could be made with redstone in the corners, and a different type of food in the other spots. For example, a carrot, a potato, a beef, a chicken, and bread would be able to make it. This maker of the machine could place it down and it would keep track of what they eat and tell them what to eat next if they want to increase their max hit points or to keep them up. The foods would be difficult to acquire and it would know what you have a lot of because of how often the player ate it so it would tell them to eat food they didn't have a lot of to make it difficult for them to increase their hit points.
TIREDNESS: Tiredness is simple. It could be the amount of sleep a player gets based on how many nights they sleep and how late or early they go to sleep. If 50% or more players go to sleep, it could skip the night but the players who aren't sleeping will get more tired. The players who are not sleeping could have 30 seconds to get to sleep before the night is skipped and they will miss out on sleeping. Players who go 3 days without sleeping will begin to get blurriness. If they don go to sleep for another day, they will get 5% slower on top of blurriness for everyday they don't sleep. 10 days without sleeping will result in weakness. 20 days without sleep will result in passing out and waking up after the day is over and the sun comes up for the next day. Being passed out, the player will still have all of their items but just be laying on the ground where they were last standing before the 20 day mark hit them. While passed out, the player could have a dream where they get a black sword that one hits everything and nothing else but they have to go through a giant dungeon and kill all the monsters in it until the day is up. The dungeon will be endless until the day is over and if they die in it, they will lose one heart while they are passed out, giving them 10 lives in the dream. The armor the player was wearing before they passed out would be what they have in in the dream to protect them but the armor would not take any damage in the dream. Monsters outside of the dream will treat the passed out player as if they were in creative mode and ignore them.
I hope everyone likes my ideas and supports them. I can explain them to anyone who has questions about them as long as I didn't already explain them in this post.
Thank you for reading
Here's what I think of the tiredness idea:
I like how the player would become slower and everything. I also like the idea of dreams, but I don't think you should pass out. I think it should just stick to the debuffs. And for those, on the first two nights with little or no sleep, you should get tiredness one (Which would not let you sprint, and slow your mining speed) and then after those two days, you get tiredness 2 (No spint ability, reduced walking and swimming speed, and even slower time to mine blocks)
And I think the other two are too much. I like them, but it would be a lot to keep track of.
Thirst shouldn't drop hunger, but you should be able to recover some thirst from certain foods (such as watermelon). If you run out of thirst, you could start taking damage, like you do when you are hungry, and you don't heal if your thirst is below a certain level.
If you can't swim to recover thirst, there should be some way to recover thirst at the beginning of the game before you have the tools to make a bucket, cauldron, or glass vial. A (craft-able) leather water-skin that allows you to stack water units for drinking purposes only might be acceptable, and players could start with one in their inventory (like a map).
The healthiness could be a 4 quartered image of the Player's heart, each quarter could represent a specific nutritional value:
Protein (eggs, fish, beef, chicken, pork, some mushroom, some milk)
Carbohydrates (sugar, wheat, some apple, some potato, cocoa, some watermelon, some milk, etc.)
Vitamins/Minerals (colored fruits/veggies such as carrots, some apples, some potato, some watermelon, pumpkin, some mushroom)
Toxic Purity (goes down when eating rotten/poisoned foods, recovers over time)
Each quarter of the healthiness heart icon can 'shrivel up' if neglected or abused (causing a distended or a warped shape), or be restored by proper eating habits.
Many food items have a single nutritional focus, some have a dual impact, such as:
Rotten flesh (+ Protein / - Toxic Purity)
Poisonous Potato (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients / - Toxic Purity)
Potato (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients)
Milk (+ 1/2 Carbohydrates / + 1/2 Protein)
Mushroom (+ 1/2 Vitamins and Nutrients / + 1/2 Protein)
Watermelon (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients)
Apple (+ 1/2 Carbohydrates / + 1/2 Vitamins and Nutrients)
Crafted food items (such as bread, cake, cookies, etc. would take on the nutritional properties of their component ingredients)