I mean this should be a feature. There's no need to add a new UI for it. The screen would slowly start to get blue and cracks would appear on the edge of the screen
When you walk or run, the effect would start to revert back, (just like breathing in 1.13).
If you stand still for a long while (probably 40-50 seconds), you would start taking damage. And eventually freeze to death, Just like in Crysis.
Also, the freezing can also be reverted by standing near hot blocks like fire, or netherack, etc.
I'm still wondering why this is still not a feature?
Why should it be a feature? What possible benefit is this for the player? It's easy to avoid, since you just have to move to cancel it out, and only serves to punish AFK players. An exposure system would have to have more complexity and provide both fair benefits and fair difficulty to be fun.
One can sleep in armor, put out fire by smacking it with a burning torch, carry 2304 cubics meters of rock without being slowed, hang said rock in mid-air , and never need to drink…
Safe to save realism is low on the MC priority list....
"The screen would slowly start to get blue and cracks would appear on the edge of the screen" would look cool, but the system needs more to recommend it than that.
Fix the lighting engine, fix the critters glitching into/through blocks, optimize the coding and fix the lag.
When all that has been done, it might [maybe] be time to consider adding more 'stuff' that needs continuously monitoring and adjustments.
Assuming that point is reached, a better case needs to be made for more endurance style stats. 'Hunger' which causes quite a kerfluffele following its introduction can already be seen as something of an endurance stat; anything further (eg thirst or thermal environment effects) would need to be a large enough net addition to the gameplay of the typical user that its overhead costs could be overlooked.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I mean this should be a feature. There's no need to add a new UI for it. The screen would slowly start to get blue and cracks would appear on the edge of the screen
When you walk or run, the effect would start to revert back, (just like breathing in 1.13).
If you stand still for a long while (probably 40-50 seconds), you would start taking damage. And eventually freeze to death, Just like in Crysis.
Also, the freezing can also be reverted by standing near hot blocks like fire, or netherack, etc.
I'm still wondering why this is still not a feature?
>>> Pro Sponge Collector <<<
Why should it be a feature? What possible benefit is this for the player? It's easy to avoid, since you just have to move to cancel it out, and only serves to punish AFK players. An exposure system would have to have more complexity and provide both fair benefits and fair difficulty to be fun.
No Support.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
One can sleep in armor, put out fire by smacking it with a burning torch, carry 2304 cubics meters of rock without being slowed, hang said rock in mid-air , and never need to drink…
Safe to save realism is low on the MC priority list....
"The screen would slowly start to get blue and cracks would appear on the edge of the screen" would look cool, but the system needs more to recommend it than that.
Fix the lighting engine, fix the critters glitching into/through blocks, optimize the coding and fix the lag.
When all that has been done, it might [maybe] be time to consider adding more 'stuff' that needs continuously monitoring and adjustments.
Assuming that point is reached, a better case needs to be made for more endurance style stats. 'Hunger' which causes quite a kerfluffele following its introduction can already be seen as something of an endurance stat; anything further (eg thirst or thermal environment effects) would need to be a large enough net addition to the gameplay of the typical user that its overhead costs could be overlooked.