Difficulty is what Minecraft needs! Although I like the game a lot, its too easy. It needs to be difficult.
I have a big long thread linked from my signature responding to that; I won't waste space here by duplicating it. The bottom line, though, is that Minecraft does not need to be difficult; it isn't that sort of game. And if you want it to be harder than it is, you can set rules for yourself: No cooked food. No armor better than leather. No enchants. Whatever floats your boat. Telling all the people who are having fun playing Minecraft now that they can't have fun anymore because you want the game to be harder (just too hard for them to play, of course, not too hard for you to play) is not a good thing.
I agree with sliced_raspberry it needs to be 15 days and also I think they should make a calendar so you can keep up with the days and seasons. Also maybe phases of moon? Full Support
It should be different depending on what difficulty you are playing on, for example, if you are playing on peaceful the seasons is longer or something and you cant freeze to death etc.
It would be cool! Like if trees lost their leaves in winter, you wouldn't be able to get apples for 400 minutes. Also say in summer/winter, your hunger bar goes down more quickly. Maybe in spring flowers are more common to come across, and trees are bigger, but shrink a little bit with summer. Anyways, it would enhance the survival experience in alot of ways for me.
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Just thought of this: what if blocks themselves changed textures instead of blocks switching for new blocks at the start/end of seasons? and certain biomes had a "tag" for the ability to "switch" to snow vs rain?
Seasons would be a good feature. I feel that Minecraft is in need of a mechanic such as the seasons system, it would make for interesting gameplay and enhance the game's realism. Then, perhaps sub-mechanics could be implemented to each season, such as the alteration of trees during winter and the leaves turning reddish-brown in autumn.
Sounds pretty awesome.But as for the AC and Heater + Getting damaged by cold or hot I think is stupid.It would annoy the living hell out of me.But if you could set the damage from hot and cold off in the minecraft options while creating a world then I think it would be pretty cool for anyone who likes a challenge.
I feel Seasons would be an amazing thing to add too minecraft. After all it is your world, maybe it could be in the world type, when you are generating the world for people that wouldn't want that could just go to the default setting. Maybe in the tundra type biomes you could add aurora's, and for the plains during the summer random fires from the heat. Nothing to drastic to affect the player due to you still have people learning how to play the game. During the winter snow, during the spring tons of flowers bloom, during the fall, some cherry blossom trees like the other person said. Just a thought.
I love foxes I think that mob could be awesome. They would be like wolves but instead tamed by chicken and scaring spiders away.
I agree, I would usually tell you to get mo creatures if you want to add foxes, but I hate the feel of all these extra creatures. I do enjoy the idea of having turtles, fish, sharks, and dolphins in the oceans, but I really dislike having the ogres, mini golems, or the other creatures of the night. I built a mansion a year back when I first tested mo creatures, and the fracken ogre smashed my mansion into pieces. It was in survival, so most of those resources were a pain in the booty to get, and I think they should add a couple small animal mobs, like birds that actually fly, and stay in the trees with bird nest, foxes, a better design for the bunnies, because no offence to minecraft, but Twilight forest bunnies are alot better, and more cute.
Also I am new to these forums, and how do I delete my other blank post ;-; maybe the option is right in front of my eyes, but I just can't see it at the moment.
I'm running Minecraft on an average PC. Will the system requirements increase by every update to the point where the specs included in this computer will become useless or can I just play Minecraft on this computer forever. It can currently run Minecraft 1.8 pretty good. But if that is the case, about how long would it take for me to not be able to play on this PC anymore?
This would actually be fantastic. I've been using the Enhanced Biomes mod in all of my recent mod packs and one of the many reasons is because of the seasons element. *Fingers crossed*
Seasons would be cool. It would make minecraft more challenging, because many players have nothing to do after they defeat the ender dragon.
But, how would you do a campaign? Do you have to do certain survival challenges to advance?
Maybe, Mojang could add clothing, and a new clothing equip slot that goes under your armor. You could craft clothing with wool in the same pattern used to craft armor. And you could die clothing!
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First, remember that not all climates are the same, and different climates experience seasons differently. Not all climates experience snow, and sometimes seasons can be very different. This idea of snow and ice everywhere in the winter? No. Just ... NO.
Secondly, Minecraft is based around biomes. Each biome must experience seasons differently.
Thirdly, Minecraft has a lunar cycle of eight MC days. This should be taken into consideration when choosing the length of MC seasons and the MC seasonal year.
So .. rant over. Now time for some constructive suggestions.
MC seasons should be a whole number of Minecraft months long. I suggest two or three. Two gives a MC year of 64 MC days (21 hours 20 minutes) and three gives a MC year of 96 MC days (32 hours).
Commands to set the season will be required. Seasons should not be just "spring", "summer" etc. It is better to set season by MC month, with 0 = first month of spring, etc to give maximum control. if seasons can last more than one MC month. We can also have "spring" = 0, "summer" = 2 (if seasons are 2 months long) or 3 (if seasons are 3 months long) etc. We must also code both "autumn" AND "fall". These are set with the "time" command, eg - "/time season 0".
Each biome should have specific things that happen in each season. Here are a few suggestions.
Flower forests spawn new flowers in the MC spring.
Long grass spreads in Plains in the MC spring from adjacent patches of long grass.
Deserts, mesas and savannas have wet and dry seasons. Summer is the wet season, other seasons are dry. In the wet season, it rains in savannas and mesas when it rains elsewhere. Rain in the desert only happens when there is a thunderstorm in the wet season.
Deserts in summer don't cause players to catch on fire, but the heat still has effects. Thirst happens in summer during the day if the player is under the sky in a desert, mesa or savannah. If thirst is in effect, Deserts cause 1 point of thirst damage to players every 5 seconds (Thirst II), and savannas and mesas 1 point of thirst damage every 10 seconds (Thirst I). Players can die of thirst. Thirst damage works differently to normal damage: it is a separate variable that effectively reduces maximum health (it cannot be cured by healing potions). Drinking a water bottle heals 4 points of Thirst damage. Milk removes all Thirst damage. If it is raining in the desert or savannah, this effect does not occur (the sun is not shining). Thirst damage can also be induced by drinking a Thirst potion that has an effect similar to Poison or Wither.
Leaves of some trees change colour seasonally.
It snows in winter in colder biomes, eg: taiga and forest. This is coded by raising or lowering the snow limit, so high places get snow more often.
Other things:
There needs to be an option to enable or disable seasons per world. Seasons are also like difficulty - there should be an option to lock them on or off per world.
New games start at the start of spring.
Day length is longer in summer and shorter in winter.
Pigmen like the heat and hate the cold. In winter, Pigmen in the overworld actively seek out and enter Nether portals more frequently. In summer, they don't do this at all.
Calendars can be crafted from a watch and 8 pieces of paper. They indicate the phase of the moon, the current month and the current season. (Implemented as an animation with one frame per MC day).
If it is snowing, water freezes at higher block light levels (13) and freezes more quickly. If it is not snowing, water freezes at a block light level of 11.
Autumn is the breeding season for creepers. They get more aggressive in autumn (they move faster and make more noise) but they also avoid light levels over 7.
1.) Mating season for animals. Each breedable animal will have a season in which individuals of that species standing on a block with a sky light value of 15 have a small random chance of going into love/mating mode, and if two of them spot each other, successfully breeding. This could even replace random spawning for neutral mobs: kill all the mobs in an area, and they won't replenish by the usual spawning-on-lit-grass system, but bring in animals from elsewhere to reintroduce the species to the area, and they will slowly replenish themselves. Perhaps a mechanic to prevent breeding if there are already more than X individuals of that species within a 32 block radius or something, or whatever neutral mob cap already caps livestock spawns. Sheep and bunnies in spring, cows and pigs in summer, ocelots and mooshrooms in autumn, wolves in winter, perhaps.
2.) Seasonal shifts in hostile mob spawns. A bigger proportion of hostile mob spawning attempts per tick will be a certain mob type each season. Creepers in fall (for they are crunchy like dried leaves), skeletons in winter (when their white color is best camouflage against the snow), zombies in the spring, spiders in summer. Endermen and witches could have a monthly rather than seasonal cycle, perhaps, like slimes and their weekly lunar cycle. All mobs can still spawn at any time in the year, but the proportion should shift a bit over time.
3.) The thirst mechanic could use a little work. Buckets of water should be drinkable (when used while not pointing at a block in range, like into the air or something) and do 3 times the thirst quenching of a bottle of water. Any non-harmful potion (fire resistance, speed, mundane/awkward potions etc) should do half as much thirst quenching as a bottle of water, with perhaps a couple other additions. Brew a plain melon slice into a water bottle for a potion of melonade, which would do twice as much thirst quenching as a bottle of water alone. Same for brewing in a plain apple for apple juice. Sprinting should deplete thirst the same way it depletes hunger. And for people still running around on their first day, some mods that add a thirst mechanic let you splash your hand into a water source block or waterfall to slowly replenish the thirst meter, or submerge your head under water. Perhaps that last shouldn't work in ocean and deep ocean biomes (too salty).
4.) Blocks should have alternate designs for certain seasons. Grass can get greener as spring fades into summer, then fade to brown as autumn fades to winter, still with slightly different variant shades of green and brown per biome type. Leaves of the various trees should turn color in fall, except spruce of course. Perhaps in winter change block model completely to a "bare twigs" model of some sort.
5.) In addition to your seasonal flower and tall grass spreading ideas (and all flowers under sky light levels of 15 should spread like mushrooms in spring and summer), perhaps have ripe crops that are under sky light level of 15 have a chance of going through an extra "growth" stage where they turn into a block of tall grass atop a grass block instead of tilled soil, but only in winter. Would have to have some mechanic to prevent it from happening to crops underneath glass blocks or something, inside greenhouses. Or maybe just make crops mature faster in summer and slower in winter.
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I have a big long thread linked from my signature responding to that; I won't waste space here by duplicating it. The bottom line, though, is that Minecraft does not need to be difficult; it isn't that sort of game. And if you want it to be harder than it is, you can set rules for yourself: No cooked food. No armor better than leather. No enchants. Whatever floats your boat. Telling all the people who are having fun playing Minecraft now that they can't have fun anymore because you want the game to be harder (just too hard for them to play, of course, not too hard for you to play) is not a good thing.
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It should be different depending on what difficulty you are playing on, for example, if you are playing on peaceful the seasons is longer or something and you cant freeze to death etc.
I agree, I would usually tell you to get mo creatures if you want to add foxes, but I hate the feel of all these extra creatures. I do enjoy the idea of having turtles, fish, sharks, and dolphins in the oceans, but I really dislike having the ogres, mini golems, or the other creatures of the night. I built a mansion a year back when I first tested mo creatures, and the fracken ogre smashed my mansion into pieces. It was in survival, so most of those resources were a pain in the booty to get, and I think they should add a couple small animal mobs, like birds that actually fly, and stay in the trees with bird nest, foxes, a better design for the bunnies, because no offence to minecraft, but Twilight forest bunnies are alot better, and more cute.
Also I am new to these forums, and how do I delete my other blank post ;-; maybe the option is right in front of my eyes, but I just can't see it at the moment.
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But, how would you do a campaign? Do you have to do certain survival challenges to advance?
Maybe, Mojang could add clothing, and a new clothing equip slot that goes under your armor. You could craft clothing with wool in the same pattern used to craft armor. And you could die clothing!
Secondly, Minecraft is based around biomes. Each biome must experience seasons differently.
Thirdly, Minecraft has a lunar cycle of eight MC days. This should be taken into consideration when choosing the length of MC seasons and the MC seasonal year.
So .. rant over. Now time for some constructive suggestions.
MC seasons should be a whole number of Minecraft months long. I suggest two or three. Two gives a MC year of 64 MC days (21 hours 20 minutes) and three gives a MC year of 96 MC days (32 hours).
Commands to set the season will be required. Seasons should not be just "spring", "summer" etc. It is better to set season by MC month, with 0 = first month of spring, etc to give maximum control. if seasons can last more than one MC month. We can also have "spring" = 0, "summer" = 2 (if seasons are 2 months long) or 3 (if seasons are 3 months long) etc. We must also code both "autumn" AND "fall". These are set with the "time" command, eg - "/time season 0".
Each biome should have specific things that happen in each season. Here are a few suggestions.
Some more suggestions:
1.) Mating season for animals. Each breedable animal will have a season in which individuals of that species standing on a block with a sky light value of 15 have a small random chance of going into love/mating mode, and if two of them spot each other, successfully breeding. This could even replace random spawning for neutral mobs: kill all the mobs in an area, and they won't replenish by the usual spawning-on-lit-grass system, but bring in animals from elsewhere to reintroduce the species to the area, and they will slowly replenish themselves. Perhaps a mechanic to prevent breeding if there are already more than X individuals of that species within a 32 block radius or something, or whatever neutral mob cap already caps livestock spawns. Sheep and bunnies in spring, cows and pigs in summer, ocelots and mooshrooms in autumn, wolves in winter, perhaps.
2.) Seasonal shifts in hostile mob spawns. A bigger proportion of hostile mob spawning attempts per tick will be a certain mob type each season. Creepers in fall (for they are crunchy like dried leaves), skeletons in winter (when their white color is best camouflage against the snow), zombies in the spring, spiders in summer. Endermen and witches could have a monthly rather than seasonal cycle, perhaps, like slimes and their weekly lunar cycle. All mobs can still spawn at any time in the year, but the proportion should shift a bit over time.
3.) The thirst mechanic could use a little work. Buckets of water should be drinkable (when used while not pointing at a block in range, like into the air or something) and do 3 times the thirst quenching of a bottle of water. Any non-harmful potion (fire resistance, speed, mundane/awkward potions etc) should do half as much thirst quenching as a bottle of water, with perhaps a couple other additions. Brew a plain melon slice into a water bottle for a potion of melonade, which would do twice as much thirst quenching as a bottle of water alone. Same for brewing in a plain apple for apple juice. Sprinting should deplete thirst the same way it depletes hunger. And for people still running around on their first day, some mods that add a thirst mechanic let you splash your hand into a water source block or waterfall to slowly replenish the thirst meter, or submerge your head under water. Perhaps that last shouldn't work in ocean and deep ocean biomes (too salty).
4.) Blocks should have alternate designs for certain seasons. Grass can get greener as spring fades into summer, then fade to brown as autumn fades to winter, still with slightly different variant shades of green and brown per biome type. Leaves of the various trees should turn color in fall, except spruce of course. Perhaps in winter change block model completely to a "bare twigs" model of some sort.
5.) In addition to your seasonal flower and tall grass spreading ideas (and all flowers under sky light levels of 15 should spread like mushrooms in spring and summer), perhaps have ripe crops that are under sky light level of 15 have a chance of going through an extra "growth" stage where they turn into a block of tall grass atop a grass block instead of tilled soil, but only in winter. Would have to have some mechanic to prevent it from happening to crops underneath glass blocks or something, inside greenhouses. Or maybe just make crops mature faster in summer and slower in winter.
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