There are a ton of threads that suggest alternative uses for food. Also; why is option 2 not also no? To your OP, what makes this fun and challenging as everyone else thinks this game should be?
I have to say that there's too many times that i've been lost underground for multiple days on end. I'd hate to have to switch to peaceful just to not basically die of starvation. And slowing mining would be a beast. I'd be perfectly ok with this being part of some super-"realistic" mode of play.
touche good point but I still say no. Maybe on a super "realistic" game mode but not is standard survival
Part of the fun of this is that while its INCREDIBLY easy to die its fairly simple to stay alive. Start penalizing the players for not doing something and its going to far. Part of the addictiveness of this game is its simplicity on the surface. Plus if you did this you'd HAVE to have a visible hunger bar or else whenever anyone goes underground they'll never know its time to eat. AT least until the watch gets introduced later this month. but even then. Its too easy to friggin forget to eat.
Sol you're coming off kind of defensive. I'm sure a lot of people like food in the game for healing hearts when they get hurt. It makes sense since as a form of medkit.
Quote from Sol »
Added poll to try and get some numbers here. Tried to make it as supportive of all opinions as possible.
The problem with the poll as you might have figured out is that people want food in the game because it does server a purpose. Using it in this manner for players must have food or they die isn't really that interesting for gameplay. It falls under what a lot of people refer to as grind.
I understand you probably want farming to be a big part of the game? Not everyone likes to do that.
Quote from Simokon »
I think some people just don't want to work hard to survive....which totally defeats the purpose of survival mode!
That might be it. The first time I read this idea (a long time ago) I thought it sounded extremely boring. Do X every Y or your character is weaker isn't very appealing for gameplay. Reminds me of the Far Cry 2 Malaria medication that the character had to eat every few hours.
On that note though I do believe food should serve a bigger part of the game. I support the old idea of hearts over time. Eat a piece of bread and get 1 heart every minute over a few hours or something. I just don't like the idea of disabilities for not eating. People seem to want to add RPG elements to the game so you could do something like buff ability where it only does good. That is something I would support.
Also I don't want something that some servers have on and others off or for different difficulty levels. Tying it to a difficulty level would be a pain since I like monsters that are hard, but I don't want to babysit my character. I dread micromanagement.
On the contrary to what many have said, I think that Peaceful mode should be just that, Peaceful (as in, No monsters); not some sort of God mode where you can't get hurt (health regenerates), don't have to eat or anything.
I'm ok with having Hunger in the game, even in Peaceful. It should not have it's own bar, it could simply have a gut growling sound to signal that it's time to eat, so you don't go wondering why is your health dropping for no reason.
As in how frequent you'll have to eat in the game, I think it should be once a day on peaceful and easy, twice on normal and hard. Also, certain foods could "fill" more, say cooked pork counts as two meals (you don't have to eat for two days on peaceful and easy and just once a day on normal and hard), and more basic foods like bread count just for one meal.
I guess there could also be an option to turn it off for the players that just want to skip that part.
Hunger is not a dumb idea. It works perfect for a "Survival" game mode. What is dumb is the Hunger Bar - this isn't The Sims.
Want me to care about having to eat food? Then you need to make losing hearts "easier". Food is mainly used to heal yourself, and in a survival based game what should be at a minimum is hearts, not how much your tummy growls. Don't forget that the game doesn't need to be Man v. Wild and you ship real life into it.
The concept of having your hearts be depleted at a slow rate (like, on easy you lose a half a heart every 3/4 a day, normal and hard you lose a half heart each 1/2 day) is in my opinion the best idea. And maybe if you wear armor, the rate of loss is lessened. It doesn't 'waste' your food in this way. With a hunger bar, you'd be eating up your pork chops on hand to keep yourself from dying of hunger but then lose out on the healing properties because you still had all 10 hearts filled at the time. It's a waste. And yea you can say "well you should have had -that- food on hand rather then the only bowl of mushroom soup." But it just seems really trollish that you could die of hunger, regardless of having 10 hearts.
Thats just, my opinion man.
This I think I could possibly* get behind, it would be like a really long drowning mechanic. It would add to the sense of food being a sort of health potion of varying strengths (mmm, bacon...).
*But if you are not already gathering ham/bacon, mushrooms (seem pretty rare in my games), bread, apple/golden apple (very rare) and I hope useful eggs/cooked egg/egg+bacon later and finding a use for them from falls, drowning, lava, and monsters in the current version losing hearts, I would venture to guess you are barely playing the game possibilities available to you. Adding a penalty for someone huddled in their lit up fortresses of varying size seems a bit redundant if the joker isn't going out adventuring, taking their chances in the bushcraft, farmcraft, spelunking, and mining too deep. Penalizing someone for perhaps going AFK in a single player game while say they go take care of a IRL need just seems to me to be taking it too far in terms of Survival.
Survival to me in a game is the number of ways one can meet their doom and end up back at spawn naked, not how anal I need to be about "realism". One thing is fun for me and why I play games for entertainment and the other is a checklist that can't be mitigated. If I wanted realistic survival, I wouldn't be sitting in front of a computer playing a game. :wink.gif:
More than reducing hearts over time, perhaps food could be better served by regenerating hearts over a set of time to represent rest, medical care, & recuperation of our already harder than wood and rock Miner avatar (fists). Perhaps better than instant hearts, regenerating a certain amount of hearts over a brief period of time might bring more tension into the food & heart mechanic.
And Sol, your vote is rigged. It was a choice between agree with the OP idea or choose to admit being a dumbass in some fashion, which is pretty insulting to the audience you are trying to poll. I chose not to vote at all. You might as not have had a poll at all and just made an assessment of agreement with your idea based on the posts in the thread.
Right. So some of you want hunger and thirst, and some of you don't. Those who don't, seem inclined to give one line responses, like "I don't want hunger, it's boring". And those who do want hunger, insult the others, with things like "I like filling my inventory with useless things".
But really, the whole point is that hunger will probably be implemented, and hopefully other uses for food, so get used to it, and try to make it better, rather than making fun of each other.
I personally don't want hunger. That's why I don't play Sims, or most facebook games. They require the user to do things on a regular basis, and i am not playing the game so i can have another job, or more responsibility, but enjoy the game at my own whim, instead. But I'm not saying hunger and thirst shouldn't be added, just that as stated before, it should be an option.
However, here is the real addition of my post: Hunger/thirst should be their own option. Not just in Peaceful mode. Does everyone who is against having to eat regularly (in a game that's about running from skeletons and placing blocks) want those pesky skeletons gone too? Are they afraid of food requirements because monsters scare them too? No. I like the monsters, okay, maybe not the damn creepers, but hearing the occasional groan that sounds like Brains! coming from nearby, definitely adds to my fun. So if I have to make the monsters go away, and have regenerating health, just so I can avoid feeding my helpless pet avatar, then I don't want hunger. But it can be a seperate checkbox, and still have the differences between peacuful and hard, while it's turned on.
The hunger/thirst should not just be off based of the difficulty settings.
I've noticed that just about everyone who's against hunger in this game refer to their character as a "pet" in some fashion. He does what you command at a 1:1 ratio. That's hardly a "pet". Do you consider your own body a pet subservient to your conscious mind? No, you don't. You think about doing something and it happens as you think it, just as it happens in this game, with maybe a few mili-seconds of delay.
But the bottom line is that if it's balanced right this should be little different than having to collect resources to build something in the first place. You'll add a grand total of 5 seconds to your routine. And if building is all you do, then hack in a stack of pork. It makes no difference. It's not as though your experience is going to be any richer at that point. It just seems to me that the only REAL concern over this is a general resistance to change.
@idiotninja: How is dying of starvation because you forgot to prepar properly any different that, oh say, having a creeper land on your head and explode? Do you remember Magellan? When his crew attempted to cross the pacific they had no clue how big it was. The crew nearly starved to death. Why should the game coddle you, or anyone for that matter, for making a fatal mistake? (IDIOTninja. I just got that. :sleep.gif:)
In no way is it a horrible idea, it gives a use to farms and if implemented you will barely even notice it at all. Come up with a valid reason why you hate it aside form it's "tedious" because from the looks of it anything that adds minimal time management to this game is "tedious" to you.
Okay, why don't we have the need for the player to go to the bathroom because they eat too much or drink too much?
That's real right? It also makes sense because when you REALLY have to go, your mind isn't really on anything else.
Ooh, ooh, how about we also have to cut our hair because if we don't after a few days our heads get too hot and we start hallucinating! We can cut our hair with a Right click of the sword or knife.
Oh wait! How about we expand that and make the player have to look out for their Tempurature as well! So they can't walk around without clothes (armor) in colder areas without taking damage, and they can't walk around in hot areas WITH armor on without taking damage.
That sounds incredibly like a survival game where you have to maintain all your bodily functions.
Or maybe we can also include the player aging. That way we can actually DIE if we don't eat right!
Or maybe you can go off and play more Monster Hunter to get your "survival" fix.
Speaking of, you are HORRIBLY skewing the word "survival". Case and point: Left4Dead.
Zombie Survival game.
Absolutely NO need for temperature, food, or any other resource management.
Just... Survive the zombie infestation.
Which, ya know, sounds an awful lot like what we CURRENTLY have for Minecraft.
There's zombies, and we just have to make sure we don't lose all our health to them as the days pass!
But nooo, we need more Monster Hunter up in this joint. Because THAT'S survival.
Screw everything else that falls under that category.
I think farming is a valuable option for creating cures for poison arrows or pots for on the go group heals. I don't think farming or food for that matter should be forced down our neck or else the player incurs consequences. For that matter let's make the act of walking wear out your feet which is turn causes you to lose lifepoints unless of course you apply this herb on your feet and the only place you're going to find this herb is on top of mountains and grown in farms. That's essentially what this idea is and I wouldn't be the first person to say no to the idea that I suggested as has many people who have said no to this "needs" idea.
I am going to change the poll options, so now we will have a black and white answer.
And yes, either food needs more uses (not necessarily THIS one, but more than just healing) and if you think otherwise, then yes you are are an idiot. I hate to say it, but what the ****. Food has virtually NO use right now. It is WAY to easy to get for the sole purpose of healing only, and the EASIEST food to get (pork) seems to heal the MOST!
Poll options are now YES, NO, or OTHER (SEE POST).
Please cast your re-vote.
This game gives a steep advantage to established players over a fresh save. In the first day, you have only enough time to find some coal and make yourself a hovel. Then in night you start a mine and begin gathering materials. For the next several days you alternate between building/gathering above-ground resources during the day, and spending the nights underground collecting stone and ore. Gradually the player's day to-day life becomes safer and safer. Tree farms are built in doors and protected by the light, pig farming can be replaced by a greenhouse, and structures become larger.
The problem, as I see it, with any sort of thirst/hunger system is that it exacerbates this problem. Early on you have to scrounge every pig you see, and make runs to the lake to drink, but as soon as you have an indoor farm and an iron bucket you can have all the food and water you could ever need without stepping outside your door. Early on it's a hassle, making the most difficult part of the game even more difficult, but later it becomes a practical non-issue.
It's the same thing I have against leveling systems, really; if you balance it for end-game it makes the early game painful, but if you balance it around the early game it makes end-game easy. Similarly, if you balance eating/drinking around the early game it's just a tedium at end-game, but if you balance it around end-game it turns your first few weeks into a struggle to find enough pigs to keep yourself from starving.
That having been said, if Notch does decide to add food and hunger, this is the way I would want it to be done; rather than outright killing you it simply makes things more difficult when you aren't keeping up. It would still turn the feature into yet another hidden leveling system (because unestablished players would have less health than established ones), but at least it wouldn't be a pure tedium with no real effect on the game.
Let's turn Minecraft into the latest version of the Sims, yay! ... Who knew "Survival" meant life simming? Wow, and here I thought Notch meant surviving against zombies, creepers, skeleton archers, spiders, skeleton archers on spiders...
Screw them though! Let death come from inexplicable starvation instead!...
There are reasons why most games, and dare I say all "monsters vs. lone human" survivor games, don't go for this sort of thing. The idea behind "survival" is supposed to be a "Night of the Living Dead" sort of thing. It's the monsters you face that kill you. Not your own stupid inability to eat when your tummy growls.
After all, you can Chuck Norris trees. Better give your fists some broken bones and blood after doing that too. ...
No one wants to turn minecraft into the Sims, stop using that retarded argument. What people want is give food AN ACTUAL USE AND PURPOSE. As of right now you can fill you inventory enough to feed and heal an army, with this in place you can't. Not only that but no one is saying that if you don't eat in 20 minutes you die, people say that if you don't find food within an hour, your health diminishes ONE HEART every ten minutes. How hard is it to just carry food with you at all times? You do it already anyhow, unless you're a dumb ass who doesn't prepare for mobs, or a whiny casual who plays on peaceful.
Edit:Also this will add a new element, YOU CANNOT WIN THIS GAME IF YOU JUST SIT ON YOUR ASS IN A COZY FORT. You'll actually have to work for your experience, I bet you guys are going to whine when the red moon zombies come out.
Hunger systems are fake difficulty. Real difficulty would be mobs with more advanced AI, or more tool-using monsters like skeletons, or lava killing you faster (right now you can practically swim through the stuff). And I'm all for that. I think Minecraft would benefit from being more challenging.
But having to baby your character isn't fun or challenging. It's just tedious.
I have a cat already. Don't make me feed my Minecraft character.
"No" is option 4.
Option 5 was an experiment to see just how deep the sea of idiots existed here. It seems larger than expected.
All of my other polls have a YES, NO, or OTHER option.
Also, I am still yet to see anyone who is opposed to this idea, suggest some proper use for food... since at the moment it is near completely useless.
~Sol
There are a ton of threads that suggest alternative uses for food. Also; why is option 2 not also no? To your OP, what makes this fun and challenging as everyone else thinks this game should be?
Endorsement:
One Sided Windows: http://www.minecraftforum.net/viewtopic.php?f=1&t=27244
Compasses & Grand Magnets: http://www.minecraftforum.net/viewtopic.php?f=1&t=24619
Option 4 is also "lawl I dun makes de senze but I still votz dis way!"
Your poll IS rigged Sol.
It's either "Sol is right, and food needs more uses" or "I'm an idiot"
Also, see the first two lines of the above post for my response to your response.
No this is SURVIVAL go play creative if you don't like SURVIVAL.
Part of the fun of this is that while its INCREDIBLY easy to die its fairly simple to stay alive. Start penalizing the players for not doing something and its going to far. Part of the addictiveness of this game is its simplicity on the surface. Plus if you did this you'd HAVE to have a visible hunger bar or else whenever anyone goes underground they'll never know its time to eat. AT least until the watch gets introduced later this month. but even then. Its too easy to friggin forget to eat.
I'd have to nix this is normal play.
The problem with the poll as you might have figured out is that people want food in the game because it does server a purpose. Using it in this manner for players must have food or they die isn't really that interesting for gameplay. It falls under what a lot of people refer to as grind.
I understand you probably want farming to be a big part of the game? Not everyone likes to do that.
That might be it. The first time I read this idea (a long time ago) I thought it sounded extremely boring. Do X every Y or your character is weaker isn't very appealing for gameplay. Reminds me of the Far Cry 2 Malaria medication that the character had to eat every few hours.
On that note though I do believe food should serve a bigger part of the game. I support the old idea of hearts over time. Eat a piece of bread and get 1 heart every minute over a few hours or something. I just don't like the idea of disabilities for not eating. People seem to want to add RPG elements to the game so you could do something like buff ability where it only does good. That is something I would support.
Also I don't want something that some servers have on and others off or for different difficulty levels. Tying it to a difficulty level would be a pain since I like monsters that are hard, but I don't want to babysit my character. I dread micromanagement.
I'm ok with having Hunger in the game, even in Peaceful. It should not have it's own bar, it could simply have a gut growling sound to signal that it's time to eat, so you don't go wondering why is your health dropping for no reason.
As in how frequent you'll have to eat in the game, I think it should be once a day on peaceful and easy, twice on normal and hard. Also, certain foods could "fill" more, say cooked pork counts as two meals (you don't have to eat for two days on peaceful and easy and just once a day on normal and hard), and more basic foods like bread count just for one meal.
I guess there could also be an option to turn it off for the players that just want to skip that part.
This I think I could possibly* get behind, it would be like a really long drowning mechanic. It would add to the sense of food being a sort of health potion of varying strengths (mmm, bacon...).
*But if you are not already gathering ham/bacon, mushrooms (seem pretty rare in my games), bread, apple/golden apple (very rare) and I hope useful eggs/cooked egg/egg+bacon later and finding a use for them from falls, drowning, lava, and monsters in the current version losing hearts, I would venture to guess you are barely playing the game possibilities available to you. Adding a penalty for someone huddled in their lit up fortresses of varying size seems a bit redundant if the joker isn't going out adventuring, taking their chances in the bushcraft, farmcraft, spelunking, and mining too deep. Penalizing someone for perhaps going AFK in a single player game while say they go take care of a IRL need just seems to me to be taking it too far in terms of Survival.
Survival to me in a game is the number of ways one can meet their doom and end up back at spawn naked, not how anal I need to be about "realism". One thing is fun for me and why I play games for entertainment and the other is a checklist that can't be mitigated. If I wanted realistic survival, I wouldn't be sitting in front of a computer playing a game. :wink.gif:
More than reducing hearts over time, perhaps food could be better served by regenerating hearts over a set of time to represent rest, medical care, & recuperation of our already harder than wood and rock Miner avatar (fists). Perhaps better than instant hearts, regenerating a certain amount of hearts over a brief period of time might bring more tension into the food & heart mechanic.
And Sol, your vote is rigged. It was a choice between agree with the OP idea or choose to admit being a dumbass in some fashion, which is pretty insulting to the audience you are trying to poll. I chose not to vote at all. You might as not have had a poll at all and just made an assessment of agreement with your idea based on the posts in the thread.
But really, the whole point is that hunger will probably be implemented, and hopefully other uses for food, so get used to it, and try to make it better, rather than making fun of each other.
I personally don't want hunger. That's why I don't play Sims, or most facebook games. They require the user to do things on a regular basis, and i am not playing the game so i can have another job, or more responsibility, but enjoy the game at my own whim, instead. But I'm not saying hunger and thirst shouldn't be added, just that as stated before, it should be an option.
However, here is the real addition of my post: Hunger/thirst should be their own option. Not just in Peaceful mode. Does everyone who is against having to eat regularly (in a game that's about running from skeletons and placing blocks) want those pesky skeletons gone too? Are they afraid of food requirements because monsters scare them too? No. I like the monsters, okay, maybe not the damn creepers, but hearing the occasional groan that sounds like Brains! coming from nearby, definitely adds to my fun. So if I have to make the monsters go away, and have regenerating health, just so I can avoid feeding my helpless pet avatar, then I don't want hunger. But it can be a seperate checkbox, and still have the differences between peacuful and hard, while it's turned on.
The hunger/thirst should not just be off based of the difficulty settings.
But the bottom line is that if it's balanced right this should be little different than having to collect resources to build something in the first place. You'll add a grand total of 5 seconds to your routine. And if building is all you do, then hack in a stack of pork. It makes no difference. It's not as though your experience is going to be any richer at that point. It just seems to me that the only REAL concern over this is a general resistance to change.
@idiotninja: How is dying of starvation because you forgot to prepar properly any different that, oh say, having a creeper land on your head and explode? Do you remember Magellan? When his crew attempted to cross the pacific they had no clue how big it was. The crew nearly starved to death. Why should the game coddle you, or anyone for that matter, for making a fatal mistake? (IDIOTninja. I just got that. :sleep.gif:)
My Pathfinder Campaign for the denizens of MCF: http://www.minecraftforum.net/topic/1939035-where-are-we-sandbox-pathfinder-campaign-ooc/
In no way is it a horrible idea, it gives a use to farms and if implemented you will barely even notice it at all. Come up with a valid reason why you hate it aside form it's "tedious" because from the looks of it anything that adds minimal time management to this game is "tedious" to you.
That's real right? It also makes sense because when you REALLY have to go, your mind isn't really on anything else.
Ooh, ooh, how about we also have to cut our hair because if we don't after a few days our heads get too hot and we start hallucinating! We can cut our hair with a Right click of the sword or knife.
Oh wait! How about we expand that and make the player have to look out for their Tempurature as well! So they can't walk around without clothes (armor) in colder areas without taking damage, and they can't walk around in hot areas WITH armor on without taking damage.
That sounds incredibly like a survival game where you have to maintain all your bodily functions.
Or maybe we can also include the player aging. That way we can actually DIE if we don't eat right!
Or maybe you can go off and play more Monster Hunter to get your "survival" fix.
Speaking of, you are HORRIBLY skewing the word "survival". Case and point: Left4Dead.
Zombie Survival game.
Absolutely NO need for temperature, food, or any other resource management.
Just... Survive the zombie infestation.
Which, ya know, sounds an awful lot like what we CURRENTLY have for Minecraft.
There's zombies, and we just have to make sure we don't lose all our health to them as the days pass!
But nooo, we need more Monster Hunter up in this joint. Because THAT'S survival.
Screw everything else that falls under that category.
Endorsement:
One Sided Windows: http://www.minecraftforum.net/viewtopic.php?f=1&t=27244
Compasses & Grand Magnets: http://www.minecraftforum.net/viewtopic.php?f=1&t=24619
And yes, either food needs more uses (not necessarily THIS one, but more than just healing) and if you think otherwise, then yes you are are an idiot. I hate to say it, but what the ****. Food has virtually NO use right now. It is WAY to easy to get for the sole purpose of healing only, and the EASIEST food to get (pork) seems to heal the MOST!
Poll options are now YES, NO, or OTHER (SEE POST).
Please cast your re-vote.
~Sol
The problem, as I see it, with any sort of thirst/hunger system is that it exacerbates this problem. Early on you have to scrounge every pig you see, and make runs to the lake to drink, but as soon as you have an indoor farm and an iron bucket you can have all the food and water you could ever need without stepping outside your door. Early on it's a hassle, making the most difficult part of the game even more difficult, but later it becomes a practical non-issue.
It's the same thing I have against leveling systems, really; if you balance it for end-game it makes the early game painful, but if you balance it around the early game it makes end-game easy. Similarly, if you balance eating/drinking around the early game it's just a tedium at end-game, but if you balance it around end-game it turns your first few weeks into a struggle to find enough pigs to keep yourself from starving.
That having been said, if Notch does decide to add food and hunger, this is the way I would want it to be done; rather than outright killing you it simply makes things more difficult when you aren't keeping up. It would still turn the feature into yet another hidden leveling system (because unestablished players would have less health than established ones), but at least it wouldn't be a pure tedium with no real effect on the game.
Screw them though! Let death come from inexplicable starvation instead!...
There are reasons why most games, and dare I say all "monsters vs. lone human" survivor games, don't go for this sort of thing. The idea behind "survival" is supposed to be a "Night of the Living Dead" sort of thing. It's the monsters you face that kill you. Not your own stupid inability to eat when your tummy growls.
After all, you can Chuck Norris trees. Better give your fists some broken bones and blood after doing that too. ...
My humble LPs can be found here.
No one wants to turn minecraft into the Sims, stop using that retarded argument. What people want is give food AN ACTUAL USE AND PURPOSE. As of right now you can fill you inventory enough to feed and heal an army, with this in place you can't. Not only that but no one is saying that if you don't eat in 20 minutes you die, people say that if you don't find food within an hour, your health diminishes ONE HEART every ten minutes. How hard is it to just carry food with you at all times? You do it already anyhow, unless you're a dumb ass who doesn't prepare for mobs, or a whiny casual who plays on peaceful.
Edit:Also this will add a new element, YOU CANNOT WIN THIS GAME IF YOU JUST SIT ON YOUR ASS IN A COZY FORT. You'll actually have to work for your experience, I bet you guys are going to whine when the red moon zombies come out.
But having to baby your character isn't fun or challenging. It's just tedious.
I have a cat already. Don't make me feed my Minecraft character.