Proposed: A realism/hardcore survival mode. This would be an optional variant of survival mode for single player and multiplayer. It can be played on any difficulty except peaceful, and I stress that this is a new game play mode. I believe I'm not the first person to suggest this by far, but I hope to bring some new ideas to the table and possibly bring together some smaller suggestions by others.
I. Hunger and Thirst
The core of any realism mode. Players must now both eat and drink to stay alive. The player has hunger and thirst meters which deplete automatically with time (how fast depends on the difficulty). The hunger and thirst bars will also deplete during strenuous activities such as jumping, swimming or using tools. The thirst bar depletes faster while in a desert biome.
To fill the hunger meter, the player must eat. Apple trees will be added to the game, and cows will now drop steaks to add a couple more food sources to the game. Food now restores only a minimal amount of health (0.5 to 1 heart at most), new healing items being the primary form of health restoration. For restoring health, see section II. To fill the thirst meter, players must drink water or milk. Milk also slightly restores the hunger meter.
Eating uncooked meat, unpasteurized milk or unboiled water carries the risk of food poisoning or parasites. For more on disease, see section II. Milk and water can be boiled by placing them in a furnace or campfire.
Campfire:
As cooking/boiling is now more significant, the campfire will be introduced as a temporary furnace for on the go travelers. Once the campfire is placed on the ground, it is automatically "fueled." This fuel lasts for 100 seconds. Once the fuel is gone, the campfire cannot be reused.
II. Health
Food and drink no longer restore the player's health. To restore health, the player must use healing items. Each healing item also helps to cure diseases, which will be explained below.
Bandage (x2): [String]
[]
A bandage restores 3 hearts of health and cures bleeding.
Splint: [String]
A splint cures broken limbs, and cures 2 hearts of health (but only if the player had a broken limb, otherwise the splint is useless).
Medicine:
[] []
[] []
Medicine restores 5 hearts of health and cures food poisoning and parasites. (The empty bucket is returned after crafting; the glass constitutes the bottle).
Diseases and Injuries:
Players can now incur more specific injuries and diseases. When a player incurs one of the following, an icon will pop up above his health to indicate it.
a. Bleeding - Whenever taking damage, there is a chance to bleed. The more damage taken at once, the higher the chance of bleeding. While bleeding, the player loses 0.5 hearts of health every 6 seconds. Bleeding is cured with a bandage (see above), or ends automatically after 60 seconds.
b. Broken Limb - Whenever the player falls, there is a chance of breaking the limb. The higher he/she falls, the higher the chance of a broken limb. When the player has a broken limb, he moves more slowly, and incurs hunger/thirst more quickly while performing strenuous activities (jumping, swimming, tool use, fighting). A broken limb is cured with a splint (see above).
c. Food poisoning - Whenever the player eats uncooked meat, there is a chance of incurring food poisoning. With food poisoning, the player recovers 0 health from food or drink (down from the usual 0.5-1 hearts), becomes thirsty more quickly and has blurred vision. Food poisoning is cured with medicine, or goes away automatically after one in-game day.
d. Parasites - Whenever the player drinks unpasteurized milk or unboiled water, there is a chance of acquiring parasites. With parasites, the player recovers 0 health from food or drink (down from the usual 0.5-1 hearts), becomes hungry more quickly and has blurred vision. Parasites are cured with medicine, or go away automatically after one in-game day.
e. Extreme Hunger - If the player's hunger meter is too low, it takes longer to use all tools, and the player is more vulnerable to injury (i.e. he takes additional damage). If the meter hits bottom, the player dies.
f. Extreme Thirst - If the player's thirst meter is too low, it takes longer to use all tools, and the player is more vulnerable to injury (i.e. he takes additional damage). In the desert biome, the player's vision is severely blurred and may hallucinate (i.e. seeing monsters or blocks that aren't there). If the meter hits bottom, the player dies.
III. Torches
In realism mode, torches don't stay lit forever. A torch, once lit, stays lit for one in-game day. After that, the torch becomes a used torch. A used torch may be relit (while placed) with flint and steel. Six used torches can be placed in the crafting table to create one stick.
It may also be possible to create longer lasting fire sources, such as oil lamps or even lava lamps, but I'll leave that for the masses to decide.
IV. Difficulty
As I stated before, realism survival mode may be played on any difficulty except for peaceful. In addition to the usual difference, difficulty in realism mode may also affect:
a. The rate of hunger and thirst
b. The chance to incur diseases or bleeding/broken limbs
c. The length of time torchlight lasts.
V. In Conclusion
This was my first time posting in the suggestions page (and the Minecraft forums!), so I hope I've made a good contribution in my first attempt.
I welcome any additional suggestions, comments, questions and (of course) criticism. A realism survival mode turns our beloved sandbox into more of a game/challenge, but more options never hurt anyone.
In particular, my concern with realism is how easy it might become for the player to create some underground farms, hole himself up and stay alive with ease. Any suggestions on how to avoid that situation would be greatly appreciated (possibly a sanity meter that requires the player to go outdoors once in a while?).
I'm aware similar modes have been mentioned and promised, but with almost no information to go with it, I think it's fair to speculate and suggest until we hear a more fleshed-out plan from the almighty Notchster.
I'm aware similar modes have been mentioned and promised, but with almost no information to go with it, I think it's fair to speculate and suggest until we hear a more fleshed-out plan from the almighty Notchster.
Agreed. After seeing the title of your thread I was about to tell you to use search function, but after seeing how descriptive you were I'm glad to make your thread #1 as far as I've seen. Good job
Support
I've found red mushrooms in the overworld, but yeah, they're not that common atm. Doesn't mean that can't be changed, and even if it's not, the idea of forcing people to take a big risk for a big payoff seems like it would be a good way to add to the challenge.
Your fatigue "bar" increase when doing activities, swiming, walking, wearing armour, not sleeping, etc., etc. there are a lot of variables
You can slowly make your fatigue bar go down by doing nothing with no armour (and nothing in your inventory except your quickslots, if you have something in your inventory and not your quickslots your fatigue will stay the same while doing nothing)
and I have a lantern/lamp suggestion if you wanna use it
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
ENERGY-
Another very important idea is an energy bar. Doing anything active takes energy. Energy can't be replenished if the player is hungry/thirsty. Beds help heal energy but beds can't be moved once placed. This prevents you from mining massive caverns during night. You can't sleep with full energy. Running out of energy means you pass out. In a desert you still lose water when
unconcious. In a snow area you die ( hypothermia). Eating plus drinking replenishes a little energy not health. Sleeping heals a little health.
INVENTORY-
Normally you can easily carry a mountain. Not anymore.
Now you can only carry five items. Nothing can stack higher than 16. Heavier and more objects will slow you down. To carry more a backpack can be made. It's crafted like a chest but with leather. It gives you five more inventory slots. Only 5 items can be on your hot bar.
CLOTHES-
Are you really gonna walk around in nothing but jeans and a t-shirt in a tundra? Leather armor offers some protection from the cold but it more usfull as armor. Using wool to craft armor makes mockasins( i know it's spelled wrong), snow pants, a coat, and a hat. These will keep you warm. Their durability depletes the same way armor does so don't let a zombie rip your jacket. In cold areas your energy depletes quickly as you are exhausted by the cold. This happens faster in cold water. A campfire can also warm you. Wearing clothes/armor in a desert deplenishes energy faster.
I'm not sure about energy. Tell me what you think and if you like at it to the O.P.
Rollback Post to RevisionRollBack
I don't think I know everything.
I just know more than you.
Q: What is today but yesterday's tommorow?
A1: More time to play minecraft! Duh!
A2: Don't mistake my silence for confusion; I was just trying to kill you with my mind!
Small addition, I'm sure I'll get some flak from this, but:
Eliminate the ability to jump and place objects blocks directly below you. This will get rid of a completely unrealistic feature and force players to utilize, at the very least, spiraling scaffolding to get to high places.
Of course, Notch has said he plans on making the Realism Options on a sliding scale, so to have this optional would be best.
I. Hunger and Thirst
The core of any realism mode. Players must now both eat and drink to stay alive. The player has hunger and thirst meters which deplete automatically with time (how fast depends on the difficulty). The hunger and thirst bars will also deplete during strenuous activities such as jumping, swimming or using tools. The thirst bar depletes faster while in a desert biome.
To fill the hunger meter, the player must eat. Apple trees will be added to the game, and cows will now drop steaks to add a couple more food sources to the game. Food now restores only a minimal amount of health (0.5 to 1 heart at most), new healing items being the primary form of health restoration. For restoring health, see section II. To fill the thirst meter, players must drink water or milk. Milk also slightly restores the hunger meter.
Eating uncooked meat, unpasteurized milk or unboiled water carries the risk of food poisoning or parasites. For more on disease, see section II. Milk and water can be boiled by placing them in a furnace or campfire.
Campfire:
As cooking/boiling is now more significant, the campfire will be introduced as a temporary furnace for on the go travelers. Once the campfire is placed on the ground, it is automatically "fueled." This fuel lasts for 100 seconds. Once the fuel is gone, the campfire cannot be reused.
II. Health
Food and drink no longer restore the player's health. To restore health, the player must use healing items. Each healing item also helps to cure diseases, which will be explained below.
Bandage (x2):
[]
A bandage restores 3 hearts of health and cures bleeding.
Splint:
A splint cures broken limbs, and cures 2 hearts of health (but only if the player had a broken limb, otherwise the splint is useless).
Medicine:
[]
[]
Medicine restores 5 hearts of health and cures food poisoning and parasites. (The empty bucket is returned after crafting; the glass constitutes the bottle).
Diseases and Injuries:
Players can now incur more specific injuries and diseases. When a player incurs one of the following, an icon will pop up above his health to indicate it.
a. Bleeding - Whenever taking damage, there is a chance to bleed. The more damage taken at once, the higher the chance of bleeding. While bleeding, the player loses 0.5 hearts of health every 6 seconds. Bleeding is cured with a bandage (see above), or ends automatically after 60 seconds.
b. Broken Limb - Whenever the player falls, there is a chance of breaking the limb. The higher he/she falls, the higher the chance of a broken limb. When the player has a broken limb, he moves more slowly, and incurs hunger/thirst more quickly while performing strenuous activities (jumping, swimming, tool use, fighting). A broken limb is cured with a splint (see above).
c. Food poisoning - Whenever the player eats uncooked meat, there is a chance of incurring food poisoning. With food poisoning, the player recovers 0 health from food or drink (down from the usual 0.5-1 hearts), becomes thirsty more quickly and has blurred vision. Food poisoning is cured with medicine, or goes away automatically after one in-game day.
d. Parasites - Whenever the player drinks unpasteurized milk or unboiled water, there is a chance of acquiring parasites. With parasites, the player recovers 0 health from food or drink (down from the usual 0.5-1 hearts), becomes hungry more quickly and has blurred vision. Parasites are cured with medicine, or go away automatically after one in-game day.
e. Extreme Hunger - If the player's hunger meter is too low, it takes longer to use all tools, and the player is more vulnerable to injury (i.e. he takes additional damage). If the meter hits bottom, the player dies.
f. Extreme Thirst - If the player's thirst meter is too low, it takes longer to use all tools, and the player is more vulnerable to injury (i.e. he takes additional damage). In the desert biome, the player's vision is severely blurred and may hallucinate (i.e. seeing monsters or blocks that aren't there). If the meter hits bottom, the player dies.
III. Torches
In realism mode, torches don't stay lit forever. A torch, once lit, stays lit for one in-game day. After that, the torch becomes a used torch. A used torch may be relit (while placed) with flint and steel. Six used torches can be placed in the crafting table to create one stick.
It may also be possible to create longer lasting fire sources, such as oil lamps or even lava lamps, but I'll leave that for the masses to decide.
IV. Difficulty
As I stated before, realism survival mode may be played on any difficulty except for peaceful. In addition to the usual difference, difficulty in realism mode may also affect:
a. The rate of hunger and thirst
b. The chance to incur diseases or bleeding/broken limbs
c. The length of time torchlight lasts.
V. In Conclusion
This was my first time posting in the suggestions page (and the Minecraft forums!), so I hope I've made a good contribution in my first attempt.
I welcome any additional suggestions, comments, questions and (of course) criticism. A realism survival mode turns our beloved sandbox into more of a game/challenge, but more options never hurt anyone.
In particular, my concern with realism is how easy it might become for the player to create some underground farms, hole himself up and stay alive with ease. Any suggestions on how to avoid that situation would be greatly appreciated (possibly a sanity meter that requires the player to go outdoors once in a while?).
Already planned, long time ago.
Agreed. After seeing the title of your thread I was about to tell you to use search function, but after seeing how descriptive you were I'm glad to make your thread #1 as far as I've seen. Good job
Support
viewtopic.php?f=1&t=217804
If you have a suggestion about guns go here:
viewtopic.php?f=1&t=21507
Fatigue Bar
Your fatigue "bar" increase when doing activities, swiming, walking, wearing armour, not sleeping, etc., etc. there are a lot of variables
You can slowly make your fatigue bar go down by doing nothing with no armour (and nothing in your inventory except your quickslots, if you have something in your inventory and not your quickslots your fatigue will stay the same while doing nothing)
and I have a lantern/lamp suggestion if you wanna use it
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Medicine should be made with any mushroom.
ENERGY-
Another very important idea is an energy bar. Doing anything active takes energy. Energy can't be replenished if the player is hungry/thirsty. Beds help heal energy but beds can't be moved once placed. This prevents you from mining massive caverns during night. You can't sleep with full energy. Running out of energy means you pass out. In a desert you still lose water when
unconcious. In a snow area you die ( hypothermia). Eating plus drinking replenishes a little energy not health. Sleeping heals a little health.
INVENTORY-
Normally you can easily carry a mountain. Not anymore.
Now you can only carry five items. Nothing can stack higher than 16. Heavier and more objects will slow you down. To carry more a backpack can be made. It's crafted like a chest but with leather. It gives you five more inventory slots. Only 5 items can be on your hot bar.
CLOTHES-
Are you really gonna walk around in nothing but jeans and a t-shirt in a tundra? Leather armor offers some protection from the cold but it more usfull as armor. Using wool to craft armor makes mockasins( i know it's spelled wrong), snow pants, a coat, and a hat. These will keep you warm. Their durability depletes the same way armor does so don't let a zombie rip your jacket. In cold areas your energy depletes quickly as you are exhausted by the cold. This happens faster in cold water. A campfire can also warm you. Wearing clothes/armor in a desert deplenishes energy faster.
I'm not sure about energy. Tell me what you think and if you like at it to the O.P.
I just know more than you.
Q: What is today but yesterday's tommorow?
A1: More time to play minecraft! Duh!
A2: Don't mistake my silence for confusion; I was just trying to kill you with my mind!
Eliminate the ability to jump and place objects blocks directly below you. This will get rid of a completely unrealistic feature and force players to utilize, at the very least, spiraling scaffolding to get to high places.
Of course, Notch has said he plans on making the Realism Options on a sliding scale, so to have this optional would be best.