On that note, terminal velocity would be a good thing to maintain stability, but floating down at an unnaturally slow speed would not be the same as the shock to the heart you feel when you currently fall at a realistic speed. Maybe under these cases they should quickly fade to a black screen as you pass out from shock? Then you can respawn and pick up the pieces wherever your corpse would have kissed the carpet. That's just my two cents, though.
That's a pretty great idea man... All the computer would have to do is just find the lowest point below where you were when you passed out, and itso facto you have your death point. And possibly they could finally change the 2-deep water invincibility thing to a like (water) 1:8 (height in blocks) ratio instead. That way, you could also live if you fell off of the top of the map into deep enough water, but die if you fall into to shallow of water too.
If you've read the above quote and response, then hopefully you'll have a bit of an idea of what I want to suggest. Like CptNoName said, shock should be added to the game - if the map height will be increased that is. Also, the cushioning effect water has on you when you fall into it should be changed to a (water:height in blocks) ration of around 1:8, so that its easier for the computer to calculate.
So, to sum it up and add in a few things, here are the suggestions:
Shock caused by falling from to tall of a height - use the same effect as sleeping.
1:8 [block:height{in blocks}] cushioning effect for water.
Higher gravity in higher altitude (height).[1]
Shock caused by entering too high of an altitude.
Damage for hitting water (-1 heart & broken leg buff).[2]
[1]The higher you go, the less you can breathe. You can suffocate at heights above 192. It randomly occurs.
[2]Height-Damage
30-1
50-2
69-3
87-4
104-5
120-6
135-7
149-8
162-9
174-10
Feel free to comment below on how each suggestion will affect gameplay in ways such as: memory required; entertainment value; or any other way that you would like to, so long as it is kept civil and non-violent. As always, if you have any other suggestions that you believe should be added to this list, please comment below, explaining it in detail.
I like all except the lower gravity. You'd have to be pretty high up before gravity started to deplete. Out of the atmosphere, I think. But, I could be wrong about everything I just said, I've never been one for science.
I like all except the lower gravity. You'd have to be pretty high up before gravity started to deplete. Out of the atmosphere, I think. But, I could be wrong about everything I just said, I've never been one for science.
Please don't forget to vote. To reply to what you said, yes, the end of the atmosphere is extremely far from the Earth's surface, but this is a video game that we are talking about. The main reason that I suggested the gravity effect was so that new forms of entertainment could be made (races/games/arenas). The idea stemmed from Terraria.
you do relize that clouds are a gas form of water as in it can't suffocate you?
and seriously, shock? we don't need shock...
and also since anti-gravity happens past the atmosphere, low gravity is not logical at all
1. I know. I posted it as a joke.
2. Yes, yes we do, if we want to have maps taller than 256. If you fall at terminal velocity through all of those chunks (as Jeb_ stated, they are now called 0-15 depending on height) then you could possibly crash Java from loading the surrounding chunks depending on your FOV (essentially fog level). Mind you, your computer would have to be pretty bad to crash on tiny or small. If you got up high enough with far view on and fell from 60 thousand up, while falling 20 chunks per second, you would have a pretty bad day, unless your computer is really good.
3. I never said anti-gravity. If MC had anti-gravity at the top of the map, and you jumped at said height, then you would continuously climb higher and higher, without slowing down or speeding up at all.
That's a pretty great idea man... All the computer would have to do is just find the lowest point below where you were when you passed out, and itso facto you have your death point. And possibly they could finally change the 2-deep water invincibility thing to a like (water) 1:8 (height in blocks) ratio instead. That way, you could also live if you fell off of the top of the map into deep enough water, but die if you fall into to shallow of water too.
If you've read the above quote and response, then hopefully you'll have a bit of an idea of what I want to suggest. Like CptNoName said, shock should be added to the game - if the map height will be increased that is. Also, the cushioning effect water has on you when you fall into it should be changed to a (water:height in blocks) ration of around 1:8, so that its easier for the computer to calculate.
So, to sum it up and add in a few things, here are the suggestions:
[1]The higher you go, the less you can breathe. You can suffocate at heights above 192. It randomly occurs.
[2]Height-Damage
30-1
50-2
69-3
87-4
104-5
120-6
135-7
149-8
162-9
174-10
Feel free to comment below on how each suggestion will affect gameplay in ways such as: memory required; entertainment value; or any other way that you would like to, so long as it is kept civil and non-violent. As always, if you have any other suggestions that you believe should be added to this list, please comment below, explaining it in detail.
Minecraft 1.2 snapshot news.
Please don't forget to vote. To reply to what you said, yes, the end of the atmosphere is extremely far from the Earth's surface, but this is a video game that we are talking about. The main reason that I suggested the gravity effect was so that new forms of entertainment could be made (races/games/arenas). The idea stemmed from Terraria.
and seriously, shock? we don't need shock...
and also since anti-gravity happens past the atmosphere, low gravity is not logical at all
Creepers. That is all.
1. I know. I posted it as a joke.
2. Yes, yes we do, if we want to have maps taller than 256. If you fall at terminal velocity through all of those chunks (as Jeb_ stated, they are now called 0-15 depending on height) then you could possibly crash Java from loading the surrounding chunks depending on your FOV (essentially fog level). Mind you, your computer would have to be pretty bad to crash on tiny or small. If you got up high enough with far view on and fell from 60 thousand up, while falling 20 chunks per second, you would have a pretty bad day, unless your computer is really good.
3. I never said anti-gravity. If MC had anti-gravity at the top of the map, and you jumped at said height, then you would continuously climb higher and higher, without slowing down or speeding up at all.
4. Are you just trying to make things difficult?