Biome mechanics is an idea that gives each biome its own special set of attributes to the player. They are disabled by default:
For an example, when outside in winter biomes players break blocks 10% slower. During a snowstorm, players receive a defensive bonus but lower attack. The hunger bar decreases slightly faster in a winter biome, and crops grow 35% slower.
In a jungle biome, the hunger bar decreases slightly slower, but jumping, sprinting and walking consume much more compared to the vanilla biome rates when outside. Crops grow 35% faster in this biome, but hostile mobs tend to spawn more in groups, and spawn more often(Only above ground mobs) (Peaceful-None Easy-1.1x Normal-1.3x Hard-1.6x Hardcore-1.8x).
In an ocean biome, the hunger bar decreases 1.5x faster. This effect is supposed to simulate the toil the ocean takes on people, and will only begin its effects on a player AFTER an entire day at sea.
In desert biomes, hostile mobs will not spawn (or will spawn 70% less than usual) , and peaceful mobs spawn 25% slower and less volume.
In a hill biome, fall damage is doubled (Above ground), but peaceful mobs spawn 1.25x more often. Jumping takes slightly more food, but all objects meant to be mined by a pickaxe break slightly faster. This mining speed decreases slightly as players move lower into the layers from iron to bedrock.
These are some of the possible examples.
The reason that many effects are not present below ground is that it would not make sense for biome modifiers to make a difference in a cave, which is isolated from everything.
Also, when transferring biomes their player-related effects take half a day to fully take their toll. For example, a player leaving a winter biome will slowly break blocks faster and faster, until the breaking speed is back to normal. Or, when a player has a faster walk speed somewhere else but in another biome receives a penalty, the player will (after exiting the slower biome) being to walk faster and faster until the speed is adjusted. However, effects like mob spawning rates do not change, nor do things like crop growing rates.
Gonna have to give the idea a huge, oversized, correct pile of "no." Each biome brings something unique, and there's no point in Mojang wasting their time to add all those nerfs/buffs to biomes that could ultimately alter the balance of many other things in the game as well. These biome effects would also take place under caves of the biomes, meaning that Mojang would have to shell out some more difficult programming to make the effects only happen above caves.
It painfully shuffles balance in an unfun way and has no good reason to be there. No support.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
Wow you sure are the sensitive one, speaking out for Mojang, alright! Get this man a medal!
You are speaking to one of the most amazing critics.
No support, I absolutely despise this. There is no reason to have this and it would be annoying as heck. It also is hard to differ caves and surface, like Mojang's attempt with cave sounds. There's not a real reason to add any advantages to them, nor de-, because the biomes are unique.
I'd be annoyed at the featue, not happy. No support.
Rollback Post to RevisionRollBack
Quote from Fermat »
I have discovered a truly remarkable proof of this, which this margin is too small to contain.
[;/quote]
Definitely not. theres no reason to bother with things that are completely unrealistic. In the jungle you do much more jumping anyway, which makes the hunger bar draining slower useless. Why would damage be double in a hills biome, thats just nonsense. I dont know why anyone would need to spend more than a day in an ocean biome because you can cross an ocean using a boat in lees than a day. It is very hard to differentiate cave from above ground, so many of your ideas would take up too much time for too little result.
Rollback Post to RevisionRollBack
sorry; I use, way too much, 'punctuation', it's a habit...
Listen, these insults you're throwing at me are fine, but if you have to dive straight into "ahaha get this man a cookie he spoke for mojang ahaha" without even trying to defend your own suggestion, then don't you think I hit a nerve of yours? We don't have to be enemies, but if you wanna back me into a corner, you gotta argue your points and defend your suggestion, rather than throwing internet beer bottles at me over some criticism.
A lot of these just dob't make any sense. Why would I get hurt more for falling the same distance and landing on the same type of block because I was in a different biome? Why would I mine faster in a Hill Biome? I can understand some of the snow biome ones, but the rest I just don't like. Also, Passive mobs do not spawn in Deserts period, unless through a bug.
No support, and your attitude isn't going to get you anything except warnings from the staff here.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Listen, these insults you're throwing at me are fine, but if you have to dive straight into "ahaha get this man a cookie he spoke for mojang ahaha" without even trying to defend your own suggestion, then don't you think I hit a nerve of yours? We don't have to be enemies, but if you wanna back me into a corner, you gotta argue your points and defend your suggestion, rather than throwing internet beer bottles at me over some criticism.
No.
Here is the point.
I came here, as you can clearly see on a short vacation. I have....
Let's see, fourteen posts.
I came here to throw out an idea. Of course this is terrible implement, or at least in the degree that it is suggested in.
Given thus, the replies to this thread were unwarranted in attitude for a vacationer stopping by to offer some food for thought to receive.
I'm sure we can all enjoy some food for thought, no matter the irregularity or how ideal it is.
Well, I don't know if all of these are balanced or if I like them. But I kind of like the crop growth speed due to environmental aspects.
What I suggest for the crops, is to have less of the buffs. For instance, the biome would only have a slight affect on the crop, say, a 5% difference at max. Example:
Certain crops might also have their preferences. Say maybe, potatoes might work better in swamps, carrots in jungles, and wheat in plains. (These may seem a bit off, but they are just examples anyway .)
As for hunger, I think that maybe I can live with slight differences, but only for extreme environmental affects. Say, like in the Nether.
Also, what if the ocean biome occasionally gave the player the nausea affect, to symbolize seasickness.
I hope that my constructive criticism gives you something to work with to make your suggestion more practical/balanced. It is a good concept in a way. Only very slight differences should be made if made at all, and they shouldn't interfere with things like physics, or stamina too much.
I hope this helps. I am sending good intentions towards this thread's progress.
I came here to throw out an idea. Of course this is terribleimplement, or at least in the degree that it is suggested in.
Given thus, the replies to this thread were unwarranted in attitude for a vacationer stopping by to offer some food for thought to receive.
I'm sure we can all enjoy some food for thought, no matter the irregularity or how ideal it is.
Just because your idea isn't favored doesn't mean we're making personal attacks at you.
That's not how this forum works. Someone posts a suggestion, others criticize it. If no one is allowed to point out the flaws in your idea, then you'll never know how to improve it or see its shortcomings. If you knew your idea was horrible, why post it? Wouldn't you expect negative responses right from the start?
For an example, when outside in winter biomes players break blocks 10% slower. During a snowstorm, players receive a defensive bonus but lower attack. The hunger bar decreases slightly faster in a winter biome, and crops grow 35% slower.
In a jungle biome, the hunger bar decreases slightly slower, but jumping, sprinting and walking consume much more compared to the vanilla biome rates when outside. Crops grow 35% faster in this biome, but hostile mobs tend to spawn more in groups, and spawn more often(Only above ground mobs) (Peaceful-None Easy-1.1x Normal-1.3x Hard-1.6x Hardcore-1.8x).
In an ocean biome, the hunger bar decreases 1.5x faster. This effect is supposed to simulate the toil the ocean takes on people, and will only begin its effects on a player AFTER an entire day at sea.
In desert biomes, hostile mobs will not spawn (or will spawn 70% less than usual) , and peaceful mobs spawn 25% slower and less volume.
In a hill biome, fall damage is doubled (Above ground), but peaceful mobs spawn 1.25x more often. Jumping takes slightly more food, but all objects meant to be mined by a pickaxe break slightly faster. This mining speed decreases slightly as players move lower into the layers from iron to bedrock.
These are some of the possible examples.
The reason that many effects are not present below ground is that it would not make sense for biome modifiers to make a difference in a cave, which is isolated from everything.
Also, when transferring biomes their player-related effects take half a day to fully take their toll. For example, a player leaving a winter biome will slowly break blocks faster and faster, until the breaking speed is back to normal. Or, when a player has a faster walk speed somewhere else but in another biome receives a penalty, the player will (after exiting the slower biome) being to walk faster and faster until the speed is adjusted. However, effects like mob spawning rates do not change, nor do things like crop growing rates.
It painfully shuffles balance in an unfun way and has no good reason to be there. No support.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffYou are speaking to one of the most amazing critics.
No support, I absolutely despise this. There is no reason to have this and it would be annoying as heck. It also is hard to differ caves and surface, like Mojang's attempt with cave sounds. There's not a real reason to add any advantages to them, nor de-, because the biomes are unique.
I'd be annoyed at the featue, not happy. No support.
sorry; I use, way too much, 'punctuation', it's a habit...
"lul"? Are we in 2004? Are you posting on 4chan?
Listen, these insults you're throwing at me are fine, but if you have to dive straight into "ahaha get this man a cookie he spoke for mojang ahaha" without even trying to defend your own suggestion, then don't you think I hit a nerve of yours? We don't have to be enemies, but if you wanna back me into a corner, you gotta argue your points and defend your suggestion, rather than throwing internet beer bottles at me over some criticism.
It would be fun to play with something like this
Hey everyone, I'm back!
I don't want a random bunch of buffs and debuffs from being in a biome.
-
View User Profile
-
View Posts
-
Send Message
ModeratorNo support, and your attitude isn't going to get you anything except warnings from the staff here.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
No.
Here is the point.
I came here, as you can clearly see on a short vacation. I have....
Let's see, fourteen posts.
I came here to throw out an idea. Of course this is terrible implement, or at least in the degree that it is suggested in.
Given thus, the replies to this thread were unwarranted in attitude for a vacationer stopping by to offer some food for thought to receive.
I'm sure we can all enjoy some food for thought, no matter the irregularity or how ideal it is.
What I suggest for the crops, is to have less of the buffs. For instance, the biome would only have a slight affect on the crop, say, a 5% difference at max. Example:
Deserts and Tundras/Taigas: -5% growth rate difference
Forest/Swamp: +0% growth rate difference
Jungle/plains: +5% growth rate difference
Certain crops might also have their preferences. Say maybe, potatoes might work better in swamps, carrots in jungles, and wheat in plains. (These may seem a bit off, but they are just examples anyway
As for hunger, I think that maybe I can live with slight differences, but only for extreme environmental affects. Say, like in the Nether.
Also, what if the ocean biome occasionally gave the player the nausea affect, to symbolize seasickness.
I hope that my constructive criticism gives you something to work with to make your suggestion more practical/balanced. It is a good concept in a way. Only very slight differences should be made if made at all, and they shouldn't interfere with things like physics, or stamina too much.
I hope this helps. I am sending good intentions towards this thread's progress.
http://www.minecraft...orld-version-3/
Just because your idea isn't favored doesn't mean we're making personal attacks at you.
That's not how this forum works. Someone posts a suggestion, others criticize it. If no one is allowed to point out the flaws in your idea, then you'll never know how to improve it or see its shortcomings. If you knew your idea was horrible, why post it? Wouldn't you expect negative responses right from the start?
Wise words. Maybe I should keep that in mind myself more often.