Woot 1st post. Okay enough of that.
A friend and I were brainstorming, and came up with this idea.
The ability of the player to hallucinate, and imagine things (particularly mobs) that are not there.
The original idea was to have the player hallucinate hostile mobs when the player is deprived of sleep for an extended period of time (several days, between 5 and 7 probably).
Hallucinated hostile mobs would behave differently, depending on what they are:
-Zombies, Zombiepigmen, Witherskeletons, Spiders, Cave Spiders, et al:
These Mobs would charge incessantly at the player, but disappear in a small puff of smoke once they
reach the player. The player 'flinches' when the mobs get too close, which pushes the player back as-if
damaged, but will not actually damage them.
-Skeletons, Blazes, and any future Ranged mobs:
These mobs would follow the player, reamaining at a reasonable distance (the range of their weapons),
but only fire when the player looks in their direction (essentially a scare tactic). The player flinches, but is
otherwise unharmed, as decribed above. The mob would disappear when the projectile hits any object.
-Creepers:
Creepers would blow up in the face of the player (as normal), causing them to flinch. No explosive
damage will be caused to any players or blocks. The creeper disappears upon explosion.
-Ghasts, Endermen, End Dragon, Withers, Silverfish:
These mobs will never be hallucinated, due to the obvious problems of size, neutrality, and location
(respectively)
Special Abilities of Hallucinated Mobs:
-Smoke and Lights: Hallucinated Mobs will instantly puff into smoke upon taking any amount damage.
-Weightless: Hallucinated Mobs do not take fall damage.
-Slender: Hallucinated Mobs are only visible to the player under the effects of hallucination.
-Day Walker: Hallucinated Mobs can spawn anywhere out of the effected player's sight, NOT just in the dark.
-No Guts: Zombies and Skeletons will not spawn under sunlight, to avoid instantly puffing away.
-Poor: Hallucinated mobs do NOT drop any items.
-Unimaginative: Hallucinated mobs will not appear in Creative games.
(End of original idea)
Additional Ideas: (these are ideas that are extensions to the above idea, which may or may not be practical.)
Hunger Hallucination: If the player is sleep deprived AND hungry, then he will see chickens that constantly fly out of his reach, never being able to catch them. (and/or food items on the ground that disappear instead of getting picked up)
Hallucination Potions: The player can brew potions which induce hallucination. Possible brewing agents are either Grass or Poisoned potatoes, but are open to other suggestions.
Potion Effect: Let the player know when they are hallucinating, by indicating it's effects similarly to a potion effect in the inventory, like regeneration or poison.
Variable Hallucination: The player will hallucinate worse the longer he goes without sleep. (more mobs and more dangerous mobs will appear) This would work well with the potion option, since you could make a Hallucination II potion that causes the more frequent hallucinations.
Ore Hallucinations: (this one is too cruel, I think) The player will occasionally hallucinate regular stone blocks to be diamond or gold ore. These blocks, when mined, would yield regular cobblestone. (not ALL stone blocks, but a small amount of them)
Comatose Slumber: After obscene amounts of time without sleep, the player simply falls over and sleeps, no matter what the circumstances he is in.
Caffeine: Players can consume Cocoa beans as an artificial stimulant which prevents hallucination (theorhetically by reducing drowsiness). Alternatively, they can be brewed into a water bottle to make Coffee, which prevents drowsiness longer than consuming raw Cocoa beans.
(End of Additional ideas)
Serious Considerations:
Q: What are we supposed to do the first few nights when we begin a new world, and cannot find string or wool?
A: This is a toughie. My only suggestion is to make 2 wool spawn in each starter chest. Anyone should be competent enough to kill 4 spiders and gather their string to make the resulting bed. Also, remember that it takes several nights to induce hallucination. (between 5 and 7)
Q: Yeah but what about Large Biomes, and if they don't ask for the starter chest? They'll have to kill 12 spiders. Or more.
A: Then they, sir, have balls of steel.
Q: Couldn't this become very annoying to players building large structures for extended periods of time?
A: Most players sleep regularly while building to avoid the REAL mobs anyway. If you don't, this will be another reason to encourage sleeping. If you're building something obscenely large, you should be using creative mode anyway. Chances are that if you're building a large structure in survival mode, you already have at least 1 bed, and are planning to put a bed in the new structure as well, so just go ahead and right click on it, okay?
Q: Wouldn't this make it extremely hard to create maps of expansive areas, such as finding the borders of the biome that you spawn inside of?
A: There are 2 solutions to this: Return to your bed after exploring one hemisphere around you. You'll be near your bed anyway, and sleeping will help you be fresh for your expedition to explore the remaining hemisphere. Alternatively, you can build small dirt/sand/mushroom(?) huts in each of the cardinal directions, each containing a bed (I only suggest this if you are rich and have lots of sheep/spiders(?))
Q: What if I explore long distances from my home underground in search of valuable ores and chests, and often cannot find my way back home anyhow?
A: You're going to die even without hallucinating.
(End of serious considerations)
Thank you so much for reading!
Please leave your comments and concerns, whether positive or negative.
I'd really like to see this done, as a negative feedback for avoiding sleep.
In real life, death from sleep deprivation occurs sooner than starvation, and I think this would be an interesting way to incorporate a real life pheonomenon.
This idea is alive, so please feel free to add your own suggestions, and I'll edit the main post to include any ideas I think are worth adding, or change my own ideas if you suggest something better.
Most of the ideas are independent, so one can easily be removed without making any of the others any less interesting.
Anyway, Thanks! And be sure to leave a comment!
Post-Post additions:
-The grace period for hallucinations will be variable, dependent on the difficulty setting. (No Hallucinations on Peaceful, 14 days on Easy, 7 days on Normal, and 3 days on Hard)
- Flinching would be removed in cases of Hallucination I, but would remain in cases of Hallucination II.
Hallucination II would be available as a potion by adding glowstone to a potion of Hallucination I.
Hallucination II takes twice the time to reach naturally, via avoiding sleep. (28 days on Easy, 14 days on Normal, and 6 days on Hard)
- Natural Hallucinations and Comatose Slumber would be toggleable features, both included under Sleep Feedback. Survival and Adventure Mode games would have these enabled by Default.
- Players need only be in the bed for any amount of time for the grace period to reset. Players do NOT need to sleep through the night.
- Comatose Slumber will NOT have the player lie down as-if in a bed. Whenever Comatose slumber takes effect, the player's vision will be similar to being in a bed, including the fade to black. The player will stand in place, but in the sneaking position as-if he were sneaking. Similarly, his name would be invisible through walls (as he is sleeping and not making any noise). This is to prevent the player getting stuck inside of blocks when Comatose Slumber takes over. (The player could get stuck if he tries to lie down while inside of a 1x1 hole.)
But, I think a player should know when he enters hallucination mode, like the screen starting to lightly shake once and a while like it does when you enter a portal with an extremely translucent portal texture covering the screen whenever you see a hallucination.
This could also be effected by the difficulty of the game, like it doesn’t happen on peaceful, or it takes only 2 days to hallucinate on hard mode, ect.
Still, this is very interesting but I think it still needs to be polished up a bit!
But would Hallucinated Creeper explosions still fling the player as far as a regular Creppo explosion?
The explosion itself wouldn't exist, so the player wouldn't be flung at all. The idea is that the player would 'flinch' instead, and most likely not jump back as far as an explosion would make the player go.
The idea is pretty great, but the flinching part of it seems... different. Or something. Having the player be forced to move due to a hallucination doesn't seem right, but I see where this idea is going. I don't have a 'fix' for this, as it were; I can't really contribute anything for the flinching part.
For a first post, the detail and originality of this is excellent. Honestly, feel good about that. There's just one thing that I think is holding the idea back. The sleep deprivation part, because there's a lot to do in this game, you're gonna eventually forget to sleep or just not want to for a while, and you're forced to deal with these hallucinations.
I think the cause would be better of it was from a splash potion or something.
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.
I liked Joshosh's idea of making it depend on the difficulty of the game, so people on Easy mode could almost blatantly disregard sleeping, and you can always put in on peaceful for when you want any kind of mob to leave you alone.
-Ghasts, Endermen, End Dragon, Withers, Silverfish:
These mobs will never be hallucinated, due to the obvious problems of size, neutrality, and location
(respectively)
Actually, I think a hallucinated silverfish would be a fantastic idea. Break a block, and suddenly there's a fake silverfish for half of a second, just long enough to scare you, and then POOF it's gone.
That is a pretty good idea. But you need to develop all of details of it. And in the end you will get a nice suggestion.
So, let me add a little addition to your idea. Maybe there can be a potion, which may have this effect? It will be a nice effect of potion for multiplayer. Maybe.
This for adventure maps would be awesome. Possibly the coffee could be turned into a potion which would give you the hallucination effect if you add a fermented spider eye (recipe for coffee should be a bit more expensive for this).
This is a great idea. Maybe the hallucinations will have certain "effects". Like every so often(5-10 secs or so) the mob will appear to be fading away, or could have a smoke effect, to give more of a hallucinative(Not a word :S) effect.
The one thing that concerns me about this is SMP. Would you actually have to sleep through the night or just be in the bed?
He has a point, in most (if not all) big servers people hardly use the bed.
OT: I don't see any way how this is useful, the suggestion primarily forces the player to sleep or face annoying hallucinations.
Rollback Post to RevisionRollBack
Are you planning to make suggestion? check the search bar first.
I love the idea here. I have one problem. The flinching. It is pretty pointless. I beliave that random fake creepers is scary enough in itself that the flinching is unnesicary. Also, what is when you are hallucinating in a cave, all the ores will appear to be just stone?
Would you actually have to sleep through the night or just be in the bed?
All you have to do is get in a bed. Lol if you had to sleep through the night, then everybody would be trippin balls on multiplayer servers.
I came up with some pseudocode to aid the implementation:
when you use a bed: hasSlept = 1 and nightCounter = 0.
if dawn comes and hasSlept == 0, then nightCounter += 1. If hasSlept == 1, then it is reverted to 0.
whenever nightCounter exceeds the night rating for that difficulty, then it generates a random number between 0 and 23.
During that day, you will begin hallucinating at the time during the day that corresponds to the number (0 being midnight, 12 being noon, 6 being dawn, and 18 being dusk)
...forces the player to sleep or face annoying hallucinations...
That's pretty much the idea. I think having a survival mode without a negative feedback system for going without sleep is kinda silly.
Also, there's the added idea of Coffee, which would allow players who've more or less established themselves in a world to be rebels and avoid the hallucinations without sleeping, if they so desire.
In my Pseudocode example, drinking a bottle of Coffee would revert nightCounter to 0, while eating some Cocoa Beans would set nightCounter -= 1 or 2.
Attention:
Please check out the Post-Post additions section at the end of the OP from time to time. When I change how something works, it will go there.
A friend and I were brainstorming, and came up with this idea.
The ability of the player to hallucinate, and imagine things (particularly mobs) that are not there.
The original idea was to have the player hallucinate hostile mobs when the player is deprived of sleep for an extended period of time (several days, between 5 and 7 probably).
Hallucinated hostile mobs would behave differently, depending on what they are:
-Zombies, Zombiepigmen, Witherskeletons, Spiders, Cave Spiders, et al:
These Mobs would charge incessantly at the player, but disappear in a small puff of smoke once they
reach the player. The player 'flinches' when the mobs get too close, which pushes the player back as-if
damaged, but will not actually damage them.
-Skeletons, Blazes, and any future Ranged mobs:
These mobs would follow the player, reamaining at a reasonable distance (the range of their weapons),
but only fire when the player looks in their direction (essentially a scare tactic). The player flinches, but is
otherwise unharmed, as decribed above. The mob would disappear when the projectile hits any object.
-Creepers:
Creepers would blow up in the face of the player (as normal), causing them to flinch. No explosive
damage will be caused to any players or blocks. The creeper disappears upon explosion.
-Ghasts, Endermen, End Dragon, Withers, Silverfish:
These mobs will never be hallucinated, due to the obvious problems of size, neutrality, and location
(respectively)
Special Abilities of Hallucinated Mobs:
-Smoke and Lights: Hallucinated Mobs will instantly puff into smoke upon taking any amount damage.
-Weightless: Hallucinated Mobs do not take fall damage.
-Slender: Hallucinated Mobs are only visible to the player under the effects of hallucination.
-Day Walker: Hallucinated Mobs can spawn anywhere out of the effected player's sight, NOT just in the dark.
-No Guts: Zombies and Skeletons will not spawn under sunlight, to avoid instantly puffing away.
-Poor: Hallucinated mobs do NOT drop any items.
-Unimaginative: Hallucinated mobs will not appear in Creative games.
(End of original idea)
Additional Ideas: (these are ideas that are extensions to the above idea, which may or may not be practical.)
Hunger Hallucination: If the player is sleep deprived AND hungry, then he will see chickens that constantly fly out of his reach, never being able to catch them. (and/or food items on the ground that disappear instead of getting picked up)
Hallucination Potions: The player can brew potions which induce hallucination. Possible brewing agents are either Grass or Poisoned potatoes, but are open to other suggestions.
Potion Effect: Let the player know when they are hallucinating, by indicating it's effects similarly to a potion effect in the inventory, like regeneration or poison.
Variable Hallucination: The player will hallucinate worse the longer he goes without sleep. (more mobs and more dangerous mobs will appear) This would work well with the potion option, since you could make a Hallucination II potion that causes the more frequent hallucinations.
Ore Hallucinations: (this one is too cruel, I think) The player will occasionally hallucinate regular stone blocks to be diamond or gold ore. These blocks, when mined, would yield regular cobblestone. (not ALL stone blocks, but a small amount of them)
Comatose Slumber: After obscene amounts of time without sleep, the player simply falls over and sleeps, no matter what the circumstances he is in.
Caffeine: Players can consume Cocoa beans as an artificial stimulant which prevents hallucination (theorhetically by reducing drowsiness). Alternatively, they can be brewed into a water bottle to make Coffee, which prevents drowsiness longer than consuming raw Cocoa beans.
(End of Additional ideas)
Serious Considerations:
Q: What are we supposed to do the first few nights when we begin a new world, and cannot find string or wool?
A: This is a toughie. My only suggestion is to make 2 wool spawn in each starter chest. Anyone should be competent enough to kill 4 spiders and gather their string to make the resulting bed. Also, remember that it takes several nights to induce hallucination. (between 5 and 7)
Q: Yeah but what about Large Biomes, and if they don't ask for the starter chest? They'll have to kill 12 spiders. Or more.
A: Then they, sir, have balls of steel.
Q: Couldn't this become very annoying to players building large structures for extended periods of time?
A: Most players sleep regularly while building to avoid the REAL mobs anyway. If you don't, this will be another reason to encourage sleeping. If you're building something obscenely large, you should be using creative mode anyway. Chances are that if you're building a large structure in survival mode, you already have at least 1 bed, and are planning to put a bed in the new structure as well, so just go ahead and right click on it, okay?
Q: Wouldn't this make it extremely hard to create maps of expansive areas, such as finding the borders of the biome that you spawn inside of?
A: There are 2 solutions to this: Return to your bed after exploring one hemisphere around you. You'll be near your bed anyway, and sleeping will help you be fresh for your expedition to explore the remaining hemisphere. Alternatively, you can build small dirt/sand/mushroom(?) huts in each of the cardinal directions, each containing a bed (I only suggest this if you are rich and have lots of sheep/spiders(?))
Q: What if I explore long distances from my home underground in search of valuable ores and chests, and often cannot find my way back home anyhow?
A: You're going to die even without hallucinating.
(End of serious considerations)
Thank you so much for reading!
Please leave your comments and concerns, whether positive or negative.
I'd really like to see this done, as a negative feedback for avoiding sleep.
In real life, death from sleep deprivation occurs sooner than starvation, and I think this would be an interesting way to incorporate a real life pheonomenon.
This idea is alive, so please feel free to add your own suggestions, and I'll edit the main post to include any ideas I think are worth adding, or change my own ideas if you suggest something better.
Most of the ideas are independent, so one can easily be removed without making any of the others any less interesting.
Anyway, Thanks! And be sure to leave a comment!
Post-Post additions:
-The grace period for hallucinations will be variable, dependent on the difficulty setting. (No Hallucinations on Peaceful, 14 days on Easy, 7 days on Normal, and 3 days on Hard)
- Flinching would be removed in cases of Hallucination I, but would remain in cases of Hallucination II.
Hallucination II would be available as a potion by adding glowstone to a potion of Hallucination I.
Hallucination II takes twice the time to reach naturally, via avoiding sleep. (28 days on Easy, 14 days on Normal, and 6 days on Hard)
- Natural Hallucinations and Comatose Slumber would be toggleable features, both included under Sleep Feedback. Survival and Adventure Mode games would have these enabled by Default.
- Players need only be in the bed for any amount of time for the grace period to reset. Players do NOT need to sleep through the night.
- Comatose Slumber will NOT have the player lie down as-if in a bed. Whenever Comatose slumber takes effect, the player's vision will be similar to being in a bed, including the fade to black. The player will stand in place, but in the sneaking position as-if he were sneaking. Similarly, his name would be invisible through walls (as he is sleeping and not making any noise). This is to prevent the player getting stuck inside of blocks when Comatose Slumber takes over. (The player could get stuck if he tries to lie down while inside of a 1x1 hole.)
But, I think a player should know when he enters hallucination mode, like the screen starting to lightly shake once and a while like it does when you enter a portal with an extremely translucent portal texture covering the screen whenever you see a hallucination.
This could also be effected by the difficulty of the game, like it doesn’t happen on peaceful, or it takes only 2 days to hallucinate on hard mode, ect.
Still, this is very interesting but I think it still needs to be polished up a bit!
Thanks!
That's actually a really good idea:
So on:
Peaceful: No hallucinations.
Easy: Hallucinations after 14 nights
Normal: Hallucinations after 7 nights.
Hard: Hallucinations after 3 nights.
something like that?
But would Hallucinated Creeper explosions still fling the player as far as a regular Creppo explosion?
The explosion itself wouldn't exist, so the player wouldn't be flung at all. The idea is that the player would 'flinch' instead, and most likely not jump back as far as an explosion would make the player go.
The idea is pretty great, but the flinching part of it seems... different. Or something. Having the player be forced to move due to a hallucination doesn't seem right, but I see where this idea is going. I don't have a 'fix' for this, as it were; I can't really contribute anything for the flinching part.
I think the cause would be better of it was from a splash potion or something.
Yeah I know :/
I liked Joshosh's idea of making it depend on the difficulty of the game, so people on Easy mode could almost blatantly disregard sleeping, and you can always put in on peaceful for when you want any kind of mob to leave you alone.
Actually, I think a hallucinated silverfish would be a fantastic idea. Break a block, and suddenly there's a fake silverfish for half of a second, just long enough to scare you, and then POOF it's gone.
So, let me add a little addition to your idea. Maybe there can be a potion, which may have this effect? It will be a nice effect of potion for multiplayer. Maybe.
Very interesting idea, you have my support
If it's a rare occurance, sure, go ahead!
OT: I don't see any way how this is useful, the suggestion primarily forces the player to sleep or face annoying hallucinations.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
I would brew a potion that gives the effect
-Hallucination
-Nausea
Now that's getting high in Minecraft!
How about the edge of screen blurs when hallucinating?
All you have to do is get in a bed. Lol if you had to sleep through the night, then everybody would be trippin balls on multiplayer servers.
I came up with some pseudocode to aid the implementation:
when you use a bed: hasSlept = 1 and nightCounter = 0.
if dawn comes and hasSlept == 0, then nightCounter += 1. If hasSlept == 1, then it is reverted to 0.
whenever nightCounter exceeds the night rating for that difficulty, then it generates a random number between 0 and 23.
During that day, you will begin hallucinating at the time during the day that corresponds to the number (0 being midnight, 12 being noon, 6 being dawn, and 18 being dusk)
That's pretty much the idea. I think having a survival mode without a negative feedback system for going without sleep is kinda silly.
Also, there's the added idea of Coffee, which would allow players who've more or less established themselves in a world to be rebels and avoid the hallucinations without sleeping, if they so desire.
In my Pseudocode example, drinking a bottle of Coffee would revert nightCounter to 0, while eating some Cocoa Beans would set nightCounter -= 1 or 2.
Attention:
Please check out the Post-Post additions section at the end of the OP from time to time. When I change how something works, it will go there.