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Add a Freezing Status Effect, Fur-Trimmed Armor, and a Warming effect to Torches & Fire (Edited)

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49 Comments

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    To me, temperature regulation in video games always seems annoying rather than immersive.  I understand that some people find it really awesome, but I can only support this kind of idea if it is an optional setting for people who want to add an extra layer of difficulty.

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    @WolveReighner781 & ClayGoddessSari it would be. Look in the description.

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    I think it is a great idea but maybe it should only be as such in "normal" and "hard" difficulty? In "hard" it may be even colder than in "normal" so the character freezes faster

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    Bilbo Baggins commented

    I like this.  Maybe the freezing should be similar to starvation; 0% on peaceful, 50% on easy, 95% on medium, an 100% on hard difficulty.  It should start freezing hearts from the right, and as they freeze, the player moves slower.  Also, frozen hearts do not count towards the player’s health, meaning that if they only had a half a heart unfrozen, anything could kill them.  

    If they go into a warmer biome, the effect will slowly wear off.  

    High enough light levels prevent and heal freezing, such as daylight, torches, and lava.

    Strays should shoot arrows that freeze 1/2 a heart on easy, 1 1/2 hearts on medium, and 3 hearts on hard.

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    Bilbo Baggins commented

    No new armor though.

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    @Bilbo Baggins thank you for your input!  I was thinking about how the freezing status effect could help in having a possible new hostile snow mob, but I like your indication for replacing the stray's slow arrows with freezing arrows.  I might put that in this post!

    On the contrary, I think the hearts should freeze from the left, not the right, as indicated in the image above.  The left is the bad end of the HP bar, as that's where the lowest hearts are.  Also, if the freezing started on the right end, the player wouldn't be able to see that he has full health when the bar isn't fully frozen over.  Keeping it to the left would help avoid more than needed confusion.

    And why can't we have a set of warm armor to protect against the freezing?  It would be quite a number of fur-trimmed variants added (excluding dyed and chainmail armor as indicated), but it would make a much better alternative to carrying a bunch of torches aboveground in a cold biome when traveling to and from a stationary heat source or exploring for other biomes and resources.

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    jakub murthy commented

    i honestly really like the idea of the freezing effect, how about an enchantent for armour that slows or stops it, maybe called 'insulation' and have 3 levels, 1st and 2nd slowing the effect and 3rd level granting immunity. also, i have to agree with bilbo about the fur armour. its a great idea but im not sure about it.

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    Bilbo Baggins commented

    I was trying to say that the hearts that are frozen wouldn’t count toward the player’s health.  If the player loses all of their unfrozen hearts, they die.  It would work better for this for the hearts the hearts to freeze from the right and the player to take damage from the left.  When all unfrozen hearts are gone, the player dies.

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    @BilboBaggins so you're saying the hearts bar shouldn't freeze over all the way and basically give the player a smaller maximum hp?

    What the original idea was that the whole bar freezes over over time then the player slowly loses health as if drowning or poisoned.  The player wouldn't be able to see how much hearts he has as taking damage, or the hearts and lack of hearts could be different shades of blue underneath the coat of ice.  The different tiers of the freezing status effect, whether by cold biomes, their snowfall, potions, or commands, would determine the speed of the ice creeping up the hp bar before actual damage is taken by the player.

    This will be edited into the post for more clarity.

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    Bilbo Baggins commented

    Yes.  On hard, they could freeze all the way.

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    @Bilbo Baggins I don't think you understand.  At any level the entire bar will freeze all the way.  If the freezing effect doesn't cover the whole bar eventually, the player won't take damage as described, so how would this make any impact?

    The chart I just posted in should explain it a little better to you.

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    Friday Frog commented

    I think that this is an amazing idea, I have played similar games to Minecraft that implemented this feature and it really added a sense of vulnerability.

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    Unless I missed it you didn't give the actual effect the cold would have on a player except when the bar is fully blue they take damage. Could I suggest slowness? Maybe deep snow/snow drifts would make you walk slower also?

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    @TheILastIKnight I'm glad you considered something more the effect could do before actual damage.  The problem with slowness though, depending on the level, is how difficult does it need to be for the player to reach a heat source before they start taking damage?

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    LindolfoDias commented

    If you stay for too much time in a cold biome, the game will play an animation of ice getting frosted on the screen borders. This tells the player of the effect starting and the effect lasts 5 minutes, after this time, if the player has not find any heat source and has not frozen to death, the animation will play again and the effect will restart.
    The frozen hearts starting from the left to right are like a hazard that slowly comes to get you, when the frozen hearts starting from the right to left are a hazard that do not let you see your health points and after a while will give you damage. It's clear that the second is more challenging but may be too hard.

    The leather armor could grant more resistance to freezing than the others

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    frawddigger commented

    Excellent idea! However, I think it should be a TEMPERATURE affect...in cold biomes you get really cold and need to take precautions to stay warm (fur, fire, hot drinks/food etc). In hot biomes you need to stay cool, so if you are wearing full metal armour you heat up quickly. Either taking off the armour, frequently immersing yourself in water, drinking lots of water allows you to stay cool. Not doing these things (either in hot or cold biomes) means you take damage, at an increasing rate the longer you freeze/stay hot.

    These ideas would make adventuring in minecraft that much more challenging and fun!!

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    Redstronics commented

    This seems like a very well thought out idea and I like it

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    Steve Idugboe commented

    should be optional 

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    should be called 'frostbite' not freezing. and also should use wool not polar bear fur

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    I think light in general should remove the freezing status effect

     

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    Freezing should also slow players and movs down

     

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    shepardcael commented

    Its a great idea

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    Juan Diaz commented

    This would be awesome

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    That would be nice but only in the World Settings or as a /gamerule

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    Gamaxp420 commented

    I see someone has been playing some BOTW amiright

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    Dinorauria commented

    These ideas sound interesting, but may prove a bit annoying unless you're prepared. But perhaps we could make it so that Strays inflict freezing instead of slowness? Just a thought.

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    Oakleaf30 commented

    I think this is a great idea, except there isn’t much use for snowy biomes and if this was added in the game, I would just avoid snowy areas altogether.

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    this is a really cool idea, but the mod "Tough As Nails" has already done, and the minecraft team says that they want to focus on hunger instead of adding any new things

    However i do agree that we should add some risks to the snow biome, and maybe we should have a full "snowy" update later on.Because all we have for snowy biomes is some wierd looking mountains with floaty bits (why haven't they still fixed that?) wandering traders (in 1.14) and occasionaly llamas, we definetaly need more snow-related stuff

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    Minecraft wont make you kill an endangered species to survive cold in some biomes
    Thats why they removed the polar bear from the monster Hunter achivement a while ago

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    AlacasterS0I commented

    It would be good but only in certain places, it would make the world feel more interactive. think of it, like drawing a line over a piece of paper v.s. drawing a line though a maze, that's how i feel about it. Make it simple, make it fit in well with the hunger/health/air. For the freezing affect, brew a potion of slowness with a snowball. I don't think peaceful should exclude freezing, only to the extent that it excludes hunger, it should still slow down activities including walking but not kill you in peaceful. if you add wool to leather you get "insulated leather" which makes a variant of leather armor, it acts as an enchantment, but the enchantment status doesn't display and the texture changes to whatever instead of shiny. So add another possible texture to whatever switch statement that is i guess, don't add a new armor.

    I can't justify it, you just have to feel it bruh. It would make snowy biomes unenterable, which would make the world feel more dynamic. Also make deserts and snowy biomes larger than most, so on average you can't see other biomes.