Hi, while waiting for the next update I thought about the following idea.
Why hasn't the winter biome developed in such a long time? As a resident of the Urals, I'm very puzzled about this.
I think that it would be possible to add first of all the COLD mechanics. Approximately like the air indicator when in water. Just add another time scale that will appear when in the winter biome.
You could reduce the "cold" indicator by being near fires, indoors, or by wearing leather clothes.
It follows from this that sheep wool could be used to craft woolen clothes, which also reduces the cold indicator. Or leather (it will finally become useful).
You could also add winter houses made of ice, where "winter residents" live, inside the houses there is a fire, and the residents sell fish and hunt bears ha-ha.
The game developers are now making a lot of useless and strange mechanics, made-up mobs, but many people loved the game, including for its realism (if you can say so), when planks are crafted from wood, and trees burn from lava and fire. Sometimes it is worth developing such things.
if mod developers are reading this - take note of the idea and implementation.
This is what would be the most logical, and I've been waiting for this for a long time, I ask other forum users to support my idea and supplement it in the comments.
There are villages in the cold regions, and some of them are made of ice.
I'm not sure if a thermal system will be well received by players. The hunger system was one of the changes made in one of the most criticized updates at the time, and the combat change was another, so I would imagine they would have caution about adding new systems like temperature or thirst.
Besides, if this was something only in the cold regions, if would just be a detriment that serves to discourage players from being in those regions. If it was underlying system the game had from early on, and there were pros and cons to it, maybe it would work, but being realistic and being a good change for gameplay this late in the game's life are different things.
I do agree that the cold regions could use some love (maybe make ice spikes biomes a bit more common, and maybe take inspiration from terrain generation mods like Terralith with how it does its "ice spikes", oh my!), but a lot of other biomes suffer this issue too. On the opposite end of cold regions, the hot regions have been waiting for biome updates for like, what... five-ish years and are still pretty lacking. The savanna and desert was in the biome update vote and still haven't gotten changes. The cold regions felt more lacking before when they were so massive compared to other regions, but ever since the climate region system was added, or at least the world arrangement since 1.18, they feel a bit better to me. Some improvements wouldn't be bad though.
The thing is that I am not at peace with the applicability of leather armor in the game, and I also do not understand why the developers decided to make patterns for armor from fossils, but still have not implemented woolen clothes (to which, in theory, interesting customizations could be applied, like flags, for example).
If an additional cold strip in a winter biome seems excessive - then when falling into a snowdrift, "freezing" around the screen has already been implemented. It would be possible to simply take away HP from the player for being in the snow for a long time, and woolen or leather items would add immunity.
you wrote that such mechanics can scare players away because they simply won't want to go there, but it could simply diversify the gameplay. If you add interesting buildings, unique achievements or generative structures there - the player will have to use the new mechanics even if the biome is dangerous. In general, the developers are already adding "inconvenient" locations where you have to change your gameplay in order not to die, the winter biome could just be one of those locations.
What would this new temperature system offer that would make it desirable to players? That's the first question you need to ask yourself.
Diversity for diversity sake alone isn't a good reason. Diversity is a good added benefit, but it needs some well designed inherent purpose. A new system that merely punishes you in cold regions for not putting in more effort than you have to now, and only giving you the same result with that added effort that you get now with no effort, is not something I see being embraced by most players.
Consider that new gameplay systems/adjustments to existing systems are typically the updates that have gotten the most criticism. The hunger system added in beta 1.8 and the combat adjustments in 1.9 are particular examples.
In/around the time the changes to the hunger system occurred, food was able to stack, you could breed animals for more food, sprinting was added, and potions were added to offer the prior "instant health" function, along with a ton of other potion types. This also occurred pretty early on in the game's life. Making big system additions or changes now would be even riskier.
The same got for the combat update. While a lot of people disliked it (namely, PVP players), it did have it's advantages that many players preferred, the offhand was added, and shields (and totems) were added as part of the combat adjustment.
Neither of those were the mere addition of a new system that just punished you for not doing something extra, rather they adjusted something that already existed and tried to expanded on things. Despite that, even those were criticized. So I can't see a new system that just requires extra effort or else you get punished relative to now not getting even more criticism.
Yes, with certain new changes Mojang has been adding, like the deep dark biome for example, there's changes in gameplay that come with that, but that's not a good analogy to justify this. You're skipping out on all the differences. Those things are usually limited to smaller areas of the world, they don't add new systems that you have to invest into just to get what you already do now, and they usually offer extra benefits if you do interact with them. The deep dark/ancient cities/warden are all well designed and balanced ideas (and even they have their critics, but well, someone will complain about everything). What you're suggesting is more broad in scale as it applies to all cold regions (which would probably apply to high altitudes like in mountains too).
Clothing as a new armor tier sounds like it would have a lot of overlap with an already underused armor tier and thus be redundant. People can customize their skin for design purposes.
I do agree that I'd like to see more biome variety within cold regions (hot regions on the opposite end of the scale could also use this), but that can be done without a new temperature system. Some things are probably better off as a mod for just the people who want it, and a temperature system feels like one of those things.
I actually think that having slow damage for being in cold would also apply to being outside at night too long or often, and down in cave systems for very long times (unless you were near heat sources like lava, and more so near heat sinks such as water caves).
It would definitely be harder for hardness's sakes and I would like to see clothing considerations be more reasonable - leather is hard to amass frankly, and wool is underused when it could well substitute for warm clothing.
Wouldn't caves be warmer? Underground tends to be warmer, not colder.
The game would also have to track if a space is "enclosed" to know if it's indoors. Which could be complicated on its own, and more complicated with very large areas (or players who play at lower render distances) where the enclosing walls, floor, and/or ceiling are beyond the render distance.
It's a pretty major and complicated system for too much shake up and too little benefit at this point in the game's life. Adding something that foundational would have had to have been done earlier on in the game's life before the game established what it was. Such a change would drag it a lot more towards "typical survival game mechanics" and away from the sandbox ones it's leaning towards.
I say this as someone who wants to see a little more of a lean towards survival, and less of the "it's a sandbox so stop forcing this" that people overuse for justification of their personal ideas, but a temperature system with these sorts of associated things would be a very major change, very late in the game's established life.
It should be understood that I am proposing such a change now simply because I accidentally remembered my old idea about this.) I played a lot of Minecraft in the early 1.2-1.8 Java versions and even then I thought a lot about this mechanics). In my opinion, this is a fairly logical fundamental thing, regarding the winter biome. The fact is that when entering a winter biome, I, as a player, expect it to be cold. And considering all the systems close to realism with burning from fire or loss of air when diving - I, as a player, expect that the character will begin to "freeze" in this biome. This is not the case in the desert or in a cave because this is already "excessive", but the cold in the snow does not seem to be such in my opinion. You just need to think about how to implement this correctly, I gave the second example above that could smooth out this difference with other biomes. The winter biome really stands out from the rest, it is very white, very different from the simple change of grass color, and it seems to be missing something.
You say that players might be put off by this, but let's take into account that the game has a creative mode and a survival mode in which this mechanic looks simply logical.
You say that such changes were "poorly received", but here I do not understand at all where such analytics came from)
If you think about it now, very few people live or go to the winter biome, I have seen very little gameplay in it from content makers.
I can agree with the fact that the player does not receive bonuses, but you can think about how to solve this, for example, reduce the spawning of hostile mobs in the winter biome.
You can make any armor act as protection from the cold, just add "sweaters" as a new cosmetic element that affects this part of the game.
Or just as is customary to do in new changes, expand the bonuses in the winter biome and add "tasty" chests there to motivate the player to go there, expand generative elements, there is a lot of scope for new ideas.
In general, I think that "such changes were poorly received by players" is a phenomenon associated with the fact that negative reviews are simply left more often than positive ones) If a player did not like it, he will probably write negative comments on the forum, but if people liked it, they just continue playing the game).
I like the direction the game is moving in, there are many interesting new features, it's all really cool. I can't say that the game has become worse.
I just think that players were interested in the game precisely because of its realism and variety of possibilities, in 2012 there were few games that implemented so many elements close to real life, crafting from iron, planks from wood, it was intuitively logical and very surprising.
Now, many fantasy elements, fictional things are appearing, and the ideas of realism have faded into the background.
In general, I think that "such changes were poorly received by players" is a phenomenon associated with the fact that negative reviews are simply left more often than positive ones) If a player did not like it, he will probably write negative comments on the forum, but if people liked it, they just continue playing the game).
I like the direction the game is moving in, there are many interesting new features, it's all really cool. I can't say that the game has become worse.
I just think that players were interested in the game precisely because of its realism and variety of possibilities, in 2012 there were few games that implemented so many elements close to real life, crafting from iron, planks from wood, it was intuitively logical and very surprising.
Now, many fantasy elements, fictional things are appearing, and the ideas of realism have faded into the background.
On one hand, yes, on the other hand, minecraft massively oversimplifies those processes of getting resources and making crafts. It's not so easy in real life.
It should be understood that I am proposing such a change now simply because I accidentally remembered my old idea about this.) I played a lot of Minecraft in the early 1.2-1.8 Java versions and even then I thought a lot about this mechanics). In my opinion, this is a fairly logical fundamental thing, regarding the winter biome. The fact is that when entering a winter biome, I, as a player, expect it to be cold. And considering all the systems close to realism with burning from fire or loss of air when diving - I, as a player, expect that the character will begin to "freeze" in this biome. This is not the case in the desert or in a cave because this is already "excessive", but the cold in the snow does not seem to be such in my opinion. You just need to think about how to implement this correctly, I gave the second example above that could smooth out this difference with other biomes. The winter biome really stands out from the rest, it is very white, very different from the simple change of grass color, and it seems to be missing something.
You say that players might be put off by this, but let's take into account that the game has a creative mode and a survival mode in which this mechanic looks simply logical.
You say that such changes were "poorly received", but here I do not understand at all where such analytics came from)
If you think about it now, very few people live or go to the winter biome, I have seen very little gameplay in it from content makers.
I can agree with the fact that the player does not receive bonuses, but you can think about how to solve this, for example, reduce the spawning of hostile mobs in the winter biome.
You can make any armor act as protection from the cold, just add "sweaters" as a new cosmetic element that affects this part of the game.
Or just as is customary to do in new changes, expand the bonuses in the winter biome and add "tasty" chests there to motivate the player to go there, expand generative elements, there is a lot of scope for new ideas.
The issue is if you spawn in a winter biome. You will die of cold over and over before getting whatever is needed to survive.
In general, I think that "such changes were poorly received by players" is a phenomenon associated with the fact that negative reviews are simply left more often than positive ones) If a player did not like it, he will probably write negative comments on the forum, but if people liked it, they just continue playing the game).
I like the direction the game is moving in, there are many interesting new features, it's all really cool. I can't say that the game has become worse.
I just think that players were interested in the game precisely because of its realism and variety of possibilities, in 2012 there were few games that implemented so many elements close to real life, crafting from iron, planks from wood, it was intuitively logical and very surprising.
Now, many fantasy elements, fictional things are appearing, and the ideas of realism have faded into the background.
Though, I think you pinned on the head why the old versions are better. The main thing I dislike in them is how much harder it is to fight. I can never get a hit on a mob without getting hit first.
That’s a fantastic idea! Introducing a cold mechanic would enhance the survival aspect of the game, especially in winter biomes. Having a cold indicator to manage, similar to the water mechanic, adds an interesting layer to gameplay. Crafting woolen clothes from sheep wool and using leather for insulation would give those materials more purpose, while winter houses with NPCs selling unique items like fish or hunting supplies would create a vibrant community. This focus on realism could make the game even more immersive, as players enjoy mechanics that mimic real-life challenges. Hopefully, developers take notice of ideas like yours to enhance gameplay! What other features do you think could complement the winter biome?
Hi, while waiting for the next update I thought about the following idea.
Why hasn't the winter biome developed in such a long time? As a resident of the Urals, I'm very puzzled about this.
I think that it would be possible to add first of all the COLD mechanics. Approximately like the air indicator when in water. Just add another time scale that will appear when in the winter biome.
You could reduce the "cold" indicator by being near fires, indoors, or by wearing leather clothes.
It follows from this that sheep wool could be used to craft woolen clothes, which also reduces the cold indicator. Or leather (it will finally become useful).
You could also add winter houses made of ice, where "winter residents" live, inside the houses there is a fire, and the residents sell fish and hunt bears ha-ha.
The game developers are now making a lot of useless and strange mechanics, made-up mobs, but many people loved the game, including for its realism (if you can say so), when planks are crafted from wood, and trees burn from lava and fire. Sometimes it is worth developing such things.
if mod developers are reading this - take note of the idea and implementation.
This is what would be the most logical, and I've been waiting for this for a long time, I ask other forum users to support my idea and supplement it in the comments.
There are villages in the cold regions, and some of them are made of ice.
I'm not sure if a thermal system will be well received by players. The hunger system was one of the changes made in one of the most criticized updates at the time, and the combat change was another, so I would imagine they would have caution about adding new systems like temperature or thirst.
Besides, if this was something only in the cold regions, if would just be a detriment that serves to discourage players from being in those regions. If it was underlying system the game had from early on, and there were pros and cons to it, maybe it would work, but being realistic and being a good change for gameplay this late in the game's life are different things.
I do agree that the cold regions could use some love (maybe make ice spikes biomes a bit more common, and maybe take inspiration from terrain generation mods like Terralith with how it does its "ice spikes", oh my!), but a lot of other biomes suffer this issue too. On the opposite end of cold regions, the hot regions have been waiting for biome updates for like, what... five-ish years and are still pretty lacking. The savanna and desert was in the biome update vote and still haven't gotten changes. The cold regions felt more lacking before when they were so massive compared to other regions, but ever since the climate region system was added, or at least the world arrangement since 1.18, they feel a bit better to me. Some improvements wouldn't be bad though.
The thing is that I am not at peace with the applicability of leather armor in the game, and I also do not understand why the developers decided to make patterns for armor from fossils, but still have not implemented woolen clothes (to which, in theory, interesting customizations could be applied, like flags, for example).
If an additional cold strip in a winter biome seems excessive - then when falling into a snowdrift, "freezing" around the screen has already been implemented. It would be possible to simply take away HP from the player for being in the snow for a long time, and woolen or leather items would add immunity.
you wrote that such mechanics can scare players away because they simply won't want to go there, but it could simply diversify the gameplay. If you add interesting buildings, unique achievements or generative structures there - the player will have to use the new mechanics even if the biome is dangerous. In general, the developers are already adding "inconvenient" locations where you have to change your gameplay in order not to die, the winter biome could just be one of those locations.
What would this new temperature system offer that would make it desirable to players? That's the first question you need to ask yourself.
Diversity for diversity sake alone isn't a good reason. Diversity is a good added benefit, but it needs some well designed inherent purpose. A new system that merely punishes you in cold regions for not putting in more effort than you have to now, and only giving you the same result with that added effort that you get now with no effort, is not something I see being embraced by most players.
Consider that new gameplay systems/adjustments to existing systems are typically the updates that have gotten the most criticism. The hunger system added in beta 1.8 and the combat adjustments in 1.9 are particular examples.
In/around the time the changes to the hunger system occurred, food was able to stack, you could breed animals for more food, sprinting was added, and potions were added to offer the prior "instant health" function, along with a ton of other potion types. This also occurred pretty early on in the game's life. Making big system additions or changes now would be even riskier.
The same got for the combat update. While a lot of people disliked it (namely, PVP players), it did have it's advantages that many players preferred, the offhand was added, and shields (and totems) were added as part of the combat adjustment.
Neither of those were the mere addition of a new system that just punished you for not doing something extra, rather they adjusted something that already existed and tried to expanded on things. Despite that, even those were criticized. So I can't see a new system that just requires extra effort or else you get punished relative to now not getting even more criticism.
Yes, with certain new changes Mojang has been adding, like the deep dark biome for example, there's changes in gameplay that come with that, but that's not a good analogy to justify this. You're skipping out on all the differences. Those things are usually limited to smaller areas of the world, they don't add new systems that you have to invest into just to get what you already do now, and they usually offer extra benefits if you do interact with them. The deep dark/ancient cities/warden are all well designed and balanced ideas (and even they have their critics, but well, someone will complain about everything). What you're suggesting is more broad in scale as it applies to all cold regions (which would probably apply to high altitudes like in mountains too).
Clothing as a new armor tier sounds like it would have a lot of overlap with an already underused armor tier and thus be redundant. People can customize their skin for design purposes.
I do agree that I'd like to see more biome variety within cold regions (hot regions on the opposite end of the scale could also use this), but that can be done without a new temperature system. Some things are probably better off as a mod for just the people who want it, and a temperature system feels like one of those things.
I actually think that having slow damage for being in cold would also apply to being outside at night too long or often, and down in cave systems for very long times (unless you were near heat sources like lava, and more so near heat sinks such as water caves).
It would definitely be harder for hardness's sakes and I would like to see clothing considerations be more reasonable - leather is hard to amass frankly, and wool is underused when it could well substitute for warm clothing.
Wouldn't caves be warmer? Underground tends to be warmer, not colder.
The game would also have to track if a space is "enclosed" to know if it's indoors. Which could be complicated on its own, and more complicated with very large areas (or players who play at lower render distances) where the enclosing walls, floor, and/or ceiling are beyond the render distance.
It's a pretty major and complicated system for too much shake up and too little benefit at this point in the game's life. Adding something that foundational would have had to have been done earlier on in the game's life before the game established what it was. Such a change would drag it a lot more towards "typical survival game mechanics" and away from the sandbox ones it's leaning towards.
I say this as someone who wants to see a little more of a lean towards survival, and less of the "it's a sandbox so stop forcing this" that people overuse for justification of their personal ideas, but a temperature system with these sorts of associated things would be a very major change, very late in the game's established life.
It should be understood that I am proposing such a change now simply because I accidentally remembered my old idea about this.) I played a lot of Minecraft in the early 1.2-1.8 Java versions and even then I thought a lot about this mechanics). In my opinion, this is a fairly logical fundamental thing, regarding the winter biome. The fact is that when entering a winter biome, I, as a player, expect it to be cold. And considering all the systems close to realism with burning from fire or loss of air when diving - I, as a player, expect that the character will begin to "freeze" in this biome. This is not the case in the desert or in a cave because this is already "excessive", but the cold in the snow does not seem to be such in my opinion. You just need to think about how to implement this correctly, I gave the second example above that could smooth out this difference with other biomes. The winter biome really stands out from the rest, it is very white, very different from the simple change of grass color, and it seems to be missing something.
You say that players might be put off by this, but let's take into account that the game has a creative mode and a survival mode in which this mechanic looks simply logical.
You say that such changes were "poorly received", but here I do not understand at all where such analytics came from)
If you think about it now, very few people live or go to the winter biome, I have seen very little gameplay in it from content makers.
I can agree with the fact that the player does not receive bonuses, but you can think about how to solve this, for example, reduce the spawning of hostile mobs in the winter biome.
You can make any armor act as protection from the cold, just add "sweaters" as a new cosmetic element that affects this part of the game.
Or just as is customary to do in new changes, expand the bonuses in the winter biome and add "tasty" chests there to motivate the player to go there, expand generative elements, there is a lot of scope for new ideas.
In general, I think that "such changes were poorly received by players" is a phenomenon associated with the fact that negative reviews are simply left more often than positive ones) If a player did not like it, he will probably write negative comments on the forum, but if people liked it, they just continue playing the game).
I like the direction the game is moving in, there are many interesting new features, it's all really cool. I can't say that the game has become worse.
I just think that players were interested in the game precisely because of its realism and variety of possibilities, in 2012 there were few games that implemented so many elements close to real life, crafting from iron, planks from wood, it was intuitively logical and very surprising.
Now, many fantasy elements, fictional things are appearing, and the ideas of realism have faded into the background.
On one hand, yes, on the other hand, minecraft massively oversimplifies those processes of getting resources and making crafts. It's not so easy in real life.
The issue is if you spawn in a winter biome. You will die of cold over and over before getting whatever is needed to survive.
Though, I think you pinned on the head why the old versions are better. The main thing I dislike in them is how much harder it is to fight. I can never get a hit on a mob without getting hit first.
That’s a fantastic idea! Introducing a cold mechanic would enhance the survival aspect of the game, especially in winter biomes. Having a cold indicator to manage, similar to the water mechanic, adds an interesting layer to gameplay. Crafting woolen clothes from sheep wool and using leather for insulation would give those materials more purpose, while winter houses with NPCs selling unique items like fish or hunting supplies would create a vibrant community. This focus on realism could make the game even more immersive, as players enjoy mechanics that mimic real-life challenges. Hopefully, developers take notice of ideas like yours to enhance gameplay! What other features do you think could complement the winter biome?
if winter mode is what u want, play indev its got a 25 percent chance to be winter mode
With Nature and peace.