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25

Amplify Blindness

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  • 0
    Registered User commented
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    Yes a change to blindness needs to change. Trick is amping up will need to reduce visibility in stages and give a viable survival option if it is ever implemented.  I'd propose amp 0 be 12 squares reduced visibility, amp 1 be like the current 4 squares, amp 3 be 1, amp 4 total blindness.

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    Registered User commented
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    Yes, I would want to use Blindness as a kind of "forced fog" as because we can't yet force one (You can usually disable it with Optifine and also it depends on your Chunk Render Distance which makes it not very constant) so, since we have a range of 0-255 (or 0-127 since 128+ or something breaks effects) maybe that would indicate your range of vision? Like, amplifier 0 would be all the blocks in maybe 128 blocks, and amplifier 127 would be 1 block or no vision at all (like the Blindness + Night Vision glitch, but this time its intentional). It's just my thought of this idea instead of using just 5 amplifiers we could use the entire range we're allowed for.

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    Registered User commented
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    In the new update, it seems like being in powdered snow will make the player have a fog effect like blindness but white and ice surrounds the screen. It would also be nice if that could be used in mapmaking as an effect e.g:"/effect @s hypothermia 10 1" and if you could amplify the strength of this as well as blindness. I feel like this and amplifying blindness is something they might add if they are making this new effect. I think they way it works should also be as the higher the "strength" value is, the further you can see as it will probably be much easier than making it go closer at a higher strength.
    Just an idea tho.