The hunger system, as of now, is completely unbalanced. Steak, Pork, Bread, and Golden Carrots (if you're rich) are the objectively best foods. This is a problem, because there are 19 separate food items in Minecraft, excluding the golden food and uncooked food. The hunger bar also provides no extra challenge to the game except *sometimes* on the first day. Food is very easy to get. Hence, I propose some changes and additions to the hunger system.
1. Give pigs back their usefulness. This is a sub-problem of that mentioned above. It is my understanding that pigs drop less meat than cows, and cows can also more easily be bred, rendering our beloved piggies useless. Yes, there is pig-riding, but that is practically a joke. On top of this, cows drop leather too, making them even more useful, as leather is required to make bookshelves, which are required for level 30 enchantments.
How do I propose we give them back their usefulness? Well, first of all, make them drop more meat than cows. I personally think the chances of cow dropping leather should be swapped with the chances of them dropping meat. This would make leather armor a little more practical, and also give pigs and edge in the food business. Another way to go about this would be to make pigs have multiple offspring at once, as others have suggested.
2. Make some foods take longer to eat than others. I am not the first to suggest this idea, but I think this would add more of a balance to the current food mechanics. Melons and cookies could be eaten slightly faster, making them something players might take in a boss fight so they can regenerate quickly. Bread could be eaten a little faster than steak, and steak could be eaten a little faster than pork. This could, of course, also be applied to the other foods. This change would give players a choice, instead of having a linear, "This is better than that." system.
3. Bring soups/stews more power. I believe this idea is quite balanced and would make people actually use Mushroom Stew, Rabbit Stew, and Beetroot Soup. These would now restore at least 10 hunger points (5 shanks) each, and would provide more saturation than any other food in the game. On top of that, you would get a "Well Fed" buff (with a different name) that would make the player regenerate health faster. To balance this, soups would take twice as long to eat as current minecraft food does.
Imagine: You are in early to mid-game, and you come out of a cave far away from your house. All of a sudden you turn and see a creeper. You get as far away as possible, but it still explodes. You are alive, but very low on heath. You see your house and make a run for it. You get hit by skeletons, but you're still barely alive. You make it to the front door of your house. There is a zombie. Reacting quickly, you knock it back with your shovel. You go inside and close your door, get your Rabbit Stew from your chest, and eat it. You sit there and wait to regenerate your health until morning.
Now, I know that was a little dramatic, but hear me out: soups/stews could actually have a use. Even though they can't stack. You might also eat soup or stew if you're planning an expedition so that you don't have to eat for a little bit.
4a. Give a reason to eat different food. Even with all of these changes, I think the system should still give players a reason to have diversity in what they eat. There is a mod that does this, called The Spice of Life, but I don't really like its method. Instead of restoring less hunger points, I think the amount of saturation you gain from food should decrease overtime until you eat a different kind of food. This would mean you could survive off of one kind of food, but that it would be better to eat something different every once in a while.
4b. Make food harder to get. Food is, at the moment, extremely easy to get. What is the solution? Well, first let's address grass. There is a lot of it. If I am correct, there wasn't originally as much grass as there is now. Maybe seeds should be less of a common drop from grass, meaning you would start out with only growing 8 or 9 seeds and use the extra seeds you get to work your way up to growing 64 crops at once. Another thing could be making animals require anywhere from 1 to 7 of a crop to enter love-mode. Mobs could also drop less meat (except for pigs), as they drop a lot right now. Things like melons, cookies, carrots, beetroot, and potatoes don't really need to be harder to get, as they aren't very good foods. This kind of solves point 4a, because if food was harder to get, you would want to take every opportunity you had, and therefore already have a reason to eat more than just one kind of food.
5. Display Saturation. This is probably the lowest on priority, but I think this would be a good edition. Many propose a yellow outline to the hunger shanks to show how much saturation you have left. However, I have a different idea: changing the color of the hunger bar. If you had full saturation, your hunger bar would look a little more yellow/gold than it is now. The less saturation points you have left, the less yellow or gold it looks. The current color of hunger shanks would be equivalent to about 15 (out of 20) saturation points. If you had less saturation points than this, the hunger bar would look darker and darker.
Here is a screenshot of The Spice of Life mod, which has a yellow outline to show saturation:
Well, that's it. I know this was a long post, but I wanted to make sure I gave a reasonable and balanced suggestion. Keep in mind that all of this would most likely be dependent on the difficulty you have the game set on. Please tell me what you think and how I could improve this suggestion.
This is a great idea. All I have to do is stockpile meat on the first day and I'm set for a week. Some might argue that this would make food more micromanagey, but it really encourages more exploration of the world and farming at the same time. It would allow new players a way to experience playstyles they might have otherwise completely ignored.
Question: Would you buff Golden Carrots? Without a gold farm, they are simply a waste to make.
Question #2 (EDIT): What if you had to eat different categories of food, rather than type? Categories would be meat, fruit, veggies, and the occasional junk food.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
The hunger system, as of now, is completely unbalanced. Steak, Pork, Bread, and Golden Carrots (if you're rich) are the objectively best foods. This is a problem, because there are 19 separate food items in Minecraft, excluding the golden food and uncooked food. The hunger bar also provides no extra challenge to the game except *sometimes* on the first day. Food is very easy to get. Hence, I propose some changes and additions to the hunger system.
1. Give pigs back their usefulness. This is a sub-problem of that mentioned above. It is my understanding that pigs drop less meat than cows, and cows can also more easily be bred, rendering our beloved piggies useless. Yes, there is pig-riding, but that is practically a joke. On top of this, cows drop leather too, making them even more useful, as leather is required to make bookshelves, which are required for level 30 enchantments. You can do this: Cows drop 0-2 raw beef and 1-3 leather, while pigs drop 2-6 pork.
How do I propose we give them back their usefulness? Well, first of all, make them drop more meat than cows. I personally think the chances of cow dropping leather should be swapped with the chances of them dropping meat. This would make leather armor a little more practical, and also give pigs and edge in the food business. Another way to go about this would be to make pigs have multiple offspring at once,This is a good idea as others have suggested.
2. Make some foods take longer to eat than others. I am not the first to suggest this idea, but I think this would add more of a balance to the current food mechanics. Melons and cookies could be eaten slightly faster, making them something players might take in a boss fight so they can regenerate quickly. Bread could be eaten a little faster than steak, and steak could be eaten a little faster than pork. This could, of course, also be applied to the other foods. This change would give players a choice, instead of having a linear, "This is better than that." system. We can make golden food take 3 seconds to eat, cookies 0.05 seconds, melons 0.1 second. Also, about beef, it would take 1.5 seconds, while pork taking 0.75 sec to help pig balancing.
3. Bring soups/stews more power. I believe this idea is quite balanced and would make people actually use Mushroom Stew, Rabbit Stew, and Beetroot Soup. These would now restore at least 10 hunger points (5 shanks) each, and would provide more saturation than any other food in the game. On top of that, you would get a "Well Fed" buff (with a different name) that would make the player regenerate health faster. To balance this, soups would take twice as long to eat as current minecraft food does. And make sure rabbit stew gives 8+ bars (16+ hunger points)
Imagine: You are in early to mid-game, and you come out of a cave far away from your house. All of a sudden you turn and see a creeper. You get as far away as possible, but it still explodes. You are alive, but very low on heath. You see your house and make a run for it. You get hit by skeletons, but you're still barely alive. You make it to the front door of your house. There is a zombie. Reacting quickly, you knock it back with your shovel. You go inside and close your door, get your Rabbit Stew from your chest, and eat it. You sit there and wait to regenerate your health until morning.
Now, I know that was a little dramatic, but hear me out: soups/stews could actually have a use. Even though they can't stack. You might also eat soup or stew if you're planning an expedition so that you don't have to eat for a little bit.
4a. Give a reason to eat different food. Even with all of these changes, I think the system should still give players a reason to have diversity in what they eat. There is a mod that does this, called The Spice of Life that does this, but I don't really like its method. Instead of restoring less hunger points, I think the amount of saturation you gain from food should decrease overtime until you eat a different kind of food. This would mean you could survive off of one kind of food, but that it would be better to eat something different every once in a while.
4b. Make food harder to get. Food is, at the moment, extremely easy to get. What is the solution? Well, first let's address grass. There is a lot of it. If I am correct, there wasn't originally as much grass as there is now. Maybe seeds should be less of a common drop from grass, meaning you would start out with only growing 8 or 9 seeds and use the extra seeds you get to work your way up to growing 64 crops at once. Another thing could be making animals require anywhere from 1 to 7 of a crop to enter love-mode. Mobs could also drop less meat (except for pigs), as they drop a lot right now. Things like melons, cookies, carrots, beetroot, and potatoes don't really need to be harder to get, as they aren't very good foods. This kind of solves point 4a, because if food was harder to get, you would want to take every opportunity you had, and therefore already have a reason to eat more than just one kind of food.
5. Display Saturation. This is probably the lowest on priority, but I think this would be a good edition. Many propose a yellow outline to the hunger shanks to show how much saturation you have left. However, I have a different idea: changing the color of the hunger bar. If you had full saturation, your hunger bar would look a little more yellow/gold than it is now. The less saturation points you have left, the less yellow or gold it looks. The current color of hunger shanks would be equivalent to about 15 (out of 20) saturation points. If you had less saturation points than this, the hunger bar would look darker and darker.
Here is a screenshot of The Spice of Life mod, which has a yellow outline to show saturation:
Well, that's it. I know this was a long post, but I wanted to make sure I gave a reasonable and balanced suggestion. Keep in mind that all of this would most likely be dependent on the difficulty you have the game set on. Please tell me what you think and how I could improve this suggestion.
The category thing was sort of what I had in mind, where saturation gained per food would decrease overtime if you only ate from the same food group.
I can see what you mean with golden carrots. Having a gold farm makes them a reasonable food, but otherwise they don't seem to be a viable food source. Gold doesn't have too many uses outside of golden foods and powered rails. I could be wrong, but I think Mojang's goal with the golden carrot was to make a cheaper and more viable golden food that would make gold more useful. They already give you a lot of saturation, but then again they are expensive. I'll have to give this some thought.
EDIT: There is a bit of a predicament, because I wanted there to be no clear best food, but golden carrots would probably have to be the best food to become more useful to a player that doesn't farm zombie pigmen.
The category thing was sort of what I had in mind, where saturation gained per food would decrease overtime if you only ate from the same food group.
I can see what you mean with golden carrots. Having a gold farm makes them a reasonable food, but otherwise they don't seem to be a viable food source. Gold doesn't have too many uses outside of golden foods and powered rails. I could be wrong, but I think Mojang's goal with the golden carrot was to make a cheaper and more viable golden food that would make gold more useful. They already give you a lot of saturation, but then again they are expensive. I'll have to give this some thought.
EDIT: There is a bit of a predicament, because I wanted there to be no clear best food, but golden carrots would probably have to be the best food to become more useful to a player that doesn't farm zombie pigmen.
Maybe to balance the golden carrots, you get sick of them extremely quickly (along with golden apples), considering they're made of solid metal.
Here's what you can use to balance the foods so far:
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
I'd like to see a food re-work. The food part of the game is way too unbalanced.
I don't think saturation should be visible. There could be an option to make it visible, but it should default to off. Having it off reduces the stress of hunger. You feel like you're full when you're not. That's why saturation exists, instead of just making the hunger bar larger.
I'd actually like to increase the saturation bar to 40 points as opposed to 20 which is the same amount as hunger. It's already limited by the hunger/saturation ratio of a given food product. It would be neat if some foods gave less hunger and more saturation, making them ideal for getting your saturation to last longer. I actually wrote up a comprehensive list of hunger and saturation values for foods, but the simple version is that sugary foods like fruit offer some hunger and almost no saturation, starchy foods like bread offer mostly saturation and not much hunger, fatty foods like pork offer good hunger but a lot of saturation, and lean meats offer high hunger with decent saturation. Steaks would have high hunger and saturation. One problem with my setup is that bread would confuse new players by offering a smaller amount of hunger--but this could be offset by making other kinds of food more available in the early game.
I was thinking the animals that provide better food should be more expensive to farm. Perhaps cows would take a hay bale to enter love mode, and instead of speeding up calves' growth rate by feeding them wheat, you would put down hay bales into their pen which they would eat from automatically to speed up their growth. The base growth rate could be extended quite a bit, but have the calf gain a buff after eating that increases its growth rate several times over. The hay bale would gradually deplete, so for multiple cows you'd want lots of hay bales. This way you'd be getting less total food than if you just ate the bread, but it would be a better quality of food--more saturation and hunger, and a better ratio of saturation to hunger, and you can carry more total food in a stack. To a newer player it might seem fun yet inefficient, while to a veteran player it would be a reason to stay busy and totally worth the effort.
Also, we should probably come up with a new name for the "Well Fed" buff because apparently Terraria has a buff that's called "Well Fed."
World of Warcraft has a buff called "Well Fed". It's too generic to change it just because some other game used that name. Or else we might as well rename zombies and skeletons because other games use those names for very similar mobs.
Mojang seems to try and make everything they can original (Look the husk: they could have named it mummy but they didn't.), but I wouldn't be unhappy if a buff named "Well Fed." made it in the game.
The reason I suggested having saturation visible was to telegraph to the player how filling food is. A player that doesn't know a lot about each food can easily find out how much hunger it restores, but the player can't very easily find out how much saturation points it gives you. Plus, my suggestion for the saturation thing would only tell you what quarter of saturation you had: goldish hunger points for full, normal hunger points for 3 quarters full, slightly darker hunger points for half full, and even darker hunger points for 1 quarter or less full.
I can agree with all of those points except for the "food hard to get one". That would really blow if you tried to play on an unforgiving seed.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
By sickness you mean that you start getting less and less saturation, right?
Also, we should probably come up with a new name for the "Well Fed" buff because apparently Terraria has a buff that's called "Well Fed."
Another thing: should difficulty to obtain be determined by the difficulty (easy, normal, hard) the player has the game on?
Yes, sickness refers to the saturation decrease.
How about we rename the buff "Fullness?" That took a while to come up with for some reason.
I don't think difficulty should interfere with the food system besides the effects of starvation.
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Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Mojang seems to try and make everything they can original (Look the husk: they could have named it mummy but they didn't.), but I wouldn't be unhappy if a buff named "Well Fed." made it in the game.
The Husk is more of an exception than a rule; Mojang generally tries to make the game as unoriginal as possible. Besides, the Husk isn't a mummy, it's a desert zombie and it doesn't even have mummy wrappings.
The reason I suggested having saturation visible was to telegraph to the player how filling food is. A player that doesn't know a lot about each food can easily find out how much hunger it restores, but the player can't very easily find out how much saturation points it gives you. Plus, my suggestion for the saturation thing would only tell you what quarter of saturation you had: goldish hunger points for full, normal hunger points for 3 quarters full, slightly darker hunger points for half full, and even darker hunger points for 1 quarter or less full.
That's a pretty good idea. I would make it show more detail right at the end of saturation, however, for two reasons:
1.) most newer players don't ever get very much saturation, and it won't tell them very much if it never changes color
2.) if it reaches a "good" color state for the majority of the bar, it won't be distracting to a player who managed to fill the saturation really far
Perhaps each color could mark 2 units of saturation, with 6.01 saturation and up being the final color.
I can agree with all of those points except for the "food hard to get one". That would really blow if you tried to play on an unforgiving seed.
They'd make the seed based on the food/current state of the game, so your point is irrelevant. The game difficulty should never be designed around the expectations of modders or players making custom maps.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
I like this idea a lot the hunger system it's terrible why do you have too many food around and you don't have too many hunger this would make farms more important and also i would like too see added whit this times for drink water this will make more interesting and funny the game
(Yes, I know this thread is a month old, this is me bringing it up for more discussion.)
I like it!
Minecraft's food system is just kinda bleh, because as soon as you can automatically or semi-automatically get food, it's pretty much just a tiny inconvenience that only takes 2 seconds to resolve. The only time the hunger system is worrying is at the start of the game, when food is harder to get, and you need to quickly feed yourself. (Example Scenario: Should I kill the cows, or just wait until I have wheat so I can breed them to create indefinite food later? Should I risk eating the rotten flesh from that zombie?)
Since I like the idea of making the hunger system a bit harder, I have a two more ideas:
1. Giving the player a bit of XP for eating a food that they have not eaten before or have not eaten in a long time could encourage exploration.
(Of course, easily farmable foods like Carrots, Bread and Potatoes shouldn't give XP for eating them after a long time. Rather, non-farmable foods like the meat from rare, non-breeding mobs should do this.)
2. In order to help with monitoring your food consumption for the previous idea, a page in the statistics will show what foods you have eaten before, and how long it has been (in Minecraft Days) since you last ate them.
This means that exploring for more food can earn you XP (Which, by the way, is much harder to get now that mobs are threats, not just badly designed vending machines) rather than farming the same old potatoes that may feed you a certain amount. (It also means that eating something like Clownfish actually has a purpose rather than being a trophy, because rare food like that will boost your XP. [Although eating tons of them in a row from your AFK fish farm won't do much, because the system effectively works out which foods you struggle to farm. Genius!])
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I agree with all your points. I particularly like #1.
One thing that's always bothered me is how chickens, cows, pigs, and sheep all drop the same food with different names (this is why I despise the addition of mutton). Chickens, cows, and sheep also drop unique items, but pigs are the awkward animal that drops nothing beside food. Making them more food than most mobs is a great idea that partially solves this problem.
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I like your ideas of balancing the food system a bit, but I don't know if making food hard to get will make the game a bit too challenging for the player if they spawn in a desert with nothing in sight for miles around. So I am pretty mixed on this suggestion, but I will give you some support. Also, I think the saturation thing would probably help me understand saturation a bit more because I am still not sure how it works.
Also, I think the saturation thing would probably help me understand saturation a bit more because I am still not sure how it works.
Saturation works the same as hunger. You have twenty drumsticks, but you can only see ten of them, and you aren't allowed to eat anymore once the first ten are full. The invisible ten are also filled by eating, and are drained before the visible drumsticks. Each food gives a certain amount of hunger, and a certain amount of saturation. Usually they give more saturation than hunger, also you can't get more saturation than hunger, so the extra saturation is best used when you still have some hunger drumsticks left but the saturation is fully ran out.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
I like your ideas of balancing the food system a bit, but I don't know if making food hard to get will make the game a bit too challenging for the player if they spawn in a desert with nothing in sight for miles around.
Most seeds (unless you made a custom world with a biome size that is ridiculous) don't spawn the player in the desert. And, when they do, you can always cross the desert. It's not like they're crazy huge. You don't have problem getting wood if you spawn in a desert, and that is because you just go on to the nearest forest biome.
The hunger system, as of now, is completely unbalanced. Steak, Pork, Bread, and Golden Carrots (if you're rich) are the objectively best foods. This is a problem, because there are 19 separate food items in Minecraft, excluding the golden food and uncooked food. The hunger bar also provides no extra challenge to the game except *sometimes* on the first day. Food is very easy to get. Hence, I propose some changes and additions to the hunger system.
1. Give pigs back their usefulness. This is a sub-problem of that mentioned above. It is my understanding that pigs drop less meat than cows, and cows can also more easily be bred, rendering our beloved piggies useless. Yes, there is pig-riding, but that is practically a joke. On top of this, cows drop leather too, making them even more useful, as leather is required to make bookshelves, which are required for level 30 enchantments.
How do I propose we give them back their usefulness? Well, first of all, make them drop more meat than cows. I personally think the chances of cow dropping leather should be swapped with the chances of them dropping meat. This would make leather armor a little more practical, and also give pigs and edge in the food business. Another way to go about this would be to make pigs have multiple offspring at once, as others have suggested.
2. Make some foods take longer to eat than others. I am not the first to suggest this idea, but I think this would add more of a balance to the current food mechanics. Melons and cookies could be eaten slightly faster, making them something players might take in a boss fight so they can regenerate quickly. Bread could be eaten a little faster than steak, and steak could be eaten a little faster than pork. This could, of course, also be applied to the other foods. This change would give players a choice, instead of having a linear, "This is better than that." system.
3. Bring soups/stews more power. I believe this idea is quite balanced and would make people actually use Mushroom Stew, Rabbit Stew, and Beetroot Soup. These would now restore at least 10 hunger points (5 shanks) each, and would provide more saturation than any other food in the game. On top of that, you would get a "Well Fed" buff (with a different name) that would make the player regenerate health faster. To balance this, soups would take twice as long to eat as current minecraft food does.
Imagine: You are in early to mid-game, and you come out of a cave far away from your house. All of a sudden you turn and see a creeper. You get as far away as possible, but it still explodes. You are alive, but very low on heath. You see your house and make a run for it. You get hit by skeletons, but you're still barely alive. You make it to the front door of your house. There is a zombie. Reacting quickly, you knock it back with your shovel. You go inside and close your door, get your Rabbit Stew from your chest, and eat it. You sit there and wait to regenerate your health until morning.
Now, I know that was a little dramatic, but hear me out: soups/stews could actually have a use. Even though they can't stack. You might also eat soup or stew if you're planning an expedition so that you don't have to eat for a little bit.
4a. Give a reason to eat different food. Even with all of these changes, I think the system should still give players a reason to have diversity in what they eat. There is a mod that does this, called The Spice of Life, but I don't really like its method. Instead of restoring less hunger points, I think the amount of saturation you gain from food should decrease overtime until you eat a different kind of food. This would mean you could survive off of one kind of food, but that it would be better to eat something different every once in a while.
4b. Make food harder to get. Food is, at the moment, extremely easy to get. What is the solution? Well, first let's address grass. There is a lot of it. If I am correct, there wasn't originally as much grass as there is now. Maybe seeds should be less of a common drop from grass, meaning you would start out with only growing 8 or 9 seeds and use the extra seeds you get to work your way up to growing 64 crops at once. Another thing could be making animals require anywhere from 1 to 7 of a crop to enter love-mode. Mobs could also drop less meat (except for pigs), as they drop a lot right now. Things like melons, cookies, carrots, beetroot, and potatoes don't really need to be harder to get, as they aren't very good foods. This kind of solves point 4a, because if food was harder to get, you would want to take every opportunity you had, and therefore already have a reason to eat more than just one kind of food.
5. Display Saturation. This is probably the lowest on priority, but I think this would be a good edition. Many propose a yellow outline to the hunger shanks to show how much saturation you have left. However, I have a different idea: changing the color of the hunger bar. If you had full saturation, your hunger bar would look a little more yellow/gold than it is now. The less saturation points you have left, the less yellow or gold it looks. The current color of hunger shanks would be equivalent to about 15 (out of 20) saturation points. If you had less saturation points than this, the hunger bar would look darker and darker.
Here is a screenshot of The Spice of Life mod, which has a yellow outline to show saturation:
Well, that's it. I know this was a long post, but I wanted to make sure I gave a reasonable and balanced suggestion. Keep in mind that all of this would most likely be dependent on the difficulty you have the game set on. Please tell me what you think and how I could improve this suggestion.
Check out my suggestions! Here is one of them:
This is a great idea. All I have to do is stockpile meat on the first day and I'm set for a week. Some might argue that this would make food more micromanagey, but it really encourages more exploration of the world and farming at the same time. It would allow new players a way to experience playstyles they might have otherwise completely ignored.
Question: Would you buff Golden Carrots? Without a gold farm, they are simply a waste to make.
Question #2 (EDIT): What if you had to eat different categories of food, rather than type? Categories would be meat, fruit, veggies, and the occasional junk food.
Support.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)Responses in bold.
I show full support to this, except the 5th idea.
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
The category thing was sort of what I had in mind, where saturation gained per food would decrease overtime if you only ate from the same food group.
I can see what you mean with golden carrots. Having a gold farm makes them a reasonable food, but otherwise they don't seem to be a viable food source. Gold doesn't have too many uses outside of golden foods and powered rails. I could be wrong, but I think Mojang's goal with the golden carrot was to make a cheaper and more viable golden food that would make gold more useful. They already give you a lot of saturation, but then again they are expensive. I'll have to give this some thought.
EDIT: There is a bit of a predicament, because I wanted there to be no clear best food, but golden carrots would probably have to be the best food to become more useful to a player that doesn't farm zombie pigmen.
Check out my suggestions! Here is one of them:
Thank you for the (mostly) support pasriram!
Just curious, why exactly don't you support the last idea?
Check out my suggestions! Here is one of them:
Maybe to balance the golden carrots, you get sick of them extremely quickly (along with golden apples), considering they're made of solid metal.
Here's what you can use to balance the foods so far:
-Diffiulty to obtain
-Hunger
-Saturation
-Consumption Time
-"Well Fed" Buff
-Sickness
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)Okay, that (getting sick of golden carrots quickly) is a pretty good solution.
Check out my suggestions! Here is one of them:
By sickness you mean that you start getting less and less saturation, right?
Also, we should probably come up with a new name for the "Well Fed" buff because apparently Terraria has a buff that's called "Well Fed."
Another thing: should difficulty to obtain be determined by the difficulty (easy, normal, hard) the player has the game on?
Check out my suggestions! Here is one of them:
I'd like to see a food re-work. The food part of the game is way too unbalanced.
I don't think saturation should be visible. There could be an option to make it visible, but it should default to off. Having it off reduces the stress of hunger. You feel like you're full when you're not. That's why saturation exists, instead of just making the hunger bar larger.
I'd actually like to increase the saturation bar to 40 points as opposed to 20 which is the same amount as hunger. It's already limited by the hunger/saturation ratio of a given food product. It would be neat if some foods gave less hunger and more saturation, making them ideal for getting your saturation to last longer. I actually wrote up a comprehensive list of hunger and saturation values for foods, but the simple version is that sugary foods like fruit offer some hunger and almost no saturation, starchy foods like bread offer mostly saturation and not much hunger, fatty foods like pork offer good hunger but a lot of saturation, and lean meats offer high hunger with decent saturation. Steaks would have high hunger and saturation. One problem with my setup is that bread would confuse new players by offering a smaller amount of hunger--but this could be offset by making other kinds of food more available in the early game.
I was thinking the animals that provide better food should be more expensive to farm. Perhaps cows would take a hay bale to enter love mode, and instead of speeding up calves' growth rate by feeding them wheat, you would put down hay bales into their pen which they would eat from automatically to speed up their growth. The base growth rate could be extended quite a bit, but have the calf gain a buff after eating that increases its growth rate several times over. The hay bale would gradually deplete, so for multiple cows you'd want lots of hay bales. This way you'd be getting less total food than if you just ate the bread, but it would be a better quality of food--more saturation and hunger, and a better ratio of saturation to hunger, and you can carry more total food in a stack. To a newer player it might seem fun yet inefficient, while to a veteran player it would be a reason to stay busy and totally worth the effort.
World of Warcraft has a buff called "Well Fed". It's too generic to change it just because some other game used that name. Or else we might as well rename zombies and skeletons because other games use those names for very similar mobs.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Mojang seems to try and make everything they can original (Look the husk: they could have named it mummy but they didn't.), but I wouldn't be unhappy if a buff named "Well Fed." made it in the game.
The reason I suggested having saturation visible was to telegraph to the player how filling food is. A player that doesn't know a lot about each food can easily find out how much hunger it restores, but the player can't very easily find out how much saturation points it gives you. Plus, my suggestion for the saturation thing would only tell you what quarter of saturation you had: goldish hunger points for full, normal hunger points for 3 quarters full, slightly darker hunger points for half full, and even darker hunger points for 1 quarter or less full.
Check out my suggestions! Here is one of them:
I can agree with all of those points except for the "food hard to get one". That would really blow if you tried to play on an unforgiving seed.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Yes, sickness refers to the saturation decrease.
How about we rename the buff "Fullness?" That took a while to come up with for some reason.
I don't think difficulty should interfere with the food system besides the effects of starvation.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)Okay, yeah, "Fullness" sounds like a pretty good name.
Check out my suggestions! Here is one of them:
The Husk is more of an exception than a rule; Mojang generally tries to make the game as unoriginal as possible. Besides, the Husk isn't a mummy, it's a desert zombie and it doesn't even have mummy wrappings.
That's a pretty good idea. I would make it show more detail right at the end of saturation, however, for two reasons:
1.) most newer players don't ever get very much saturation, and it won't tell them very much if it never changes color
2.) if it reaches a "good" color state for the majority of the bar, it won't be distracting to a player who managed to fill the saturation really far
Perhaps each color could mark 2 units of saturation, with 6.01 saturation and up being the final color.
They'd make the seed based on the food/current state of the game, so your point is irrelevant. The game difficulty should never be designed around the expectations of modders or players making custom maps.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I like this idea a lot the hunger system it's terrible why do you have too many food around and you don't have too many hunger this would make farms more important and also i would like too see added whit this times for drink water this will make more interesting and funny the game
YET IT'S ANOTHER NORMAL SIGNATURE
(Yes, I know this thread is a month old, this is me bringing it up for more discussion.)
I like it!
Minecraft's food system is just kinda bleh, because as soon as you can automatically or semi-automatically get food, it's pretty much just a tiny inconvenience that only takes 2 seconds to resolve. The only time the hunger system is worrying is at the start of the game, when food is harder to get, and you need to quickly feed yourself. (Example Scenario: Should I kill the cows, or just wait until I have wheat so I can breed them to create indefinite food later? Should I risk eating the rotten flesh from that zombie?)
Since I like the idea of making the hunger system a bit harder, I have a two more ideas:
1. Giving the player a bit of XP for eating a food that they have not eaten before or have not eaten in a long time could encourage exploration.
(Of course, easily farmable foods like Carrots, Bread and Potatoes shouldn't give XP for eating them after a long time. Rather, non-farmable foods like the meat from rare, non-breeding mobs should do this.)
2. In order to help with monitoring your food consumption for the previous idea, a page in the statistics will show what foods you have eaten before, and how long it has been (in Minecraft Days) since you last ate them.
This means that exploring for more food can earn you XP (Which, by the way, is much harder to get now that mobs are threats, not just badly designed vending machines) rather than farming the same old potatoes that may feed you a certain amount. (It also means that eating something like Clownfish actually has a purpose rather than being a trophy, because rare food like that will boost your XP. [Although eating tons of them in a row from your AFK fish farm won't do much, because the system effectively works out which foods you struggle to farm. Genius!])
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I agree with all your points. I particularly like #1.
One thing that's always bothered me is how chickens, cows, pigs, and sheep all drop the same food with different names (this is why I despise the addition of mutton). Chickens, cows, and sheep also drop unique items, but pigs are the awkward animal that drops nothing beside food. Making them more food than most mobs is a great idea that partially solves this problem.
Support
I like your ideas of balancing the food system a bit, but I don't know if making food hard to get will make the game a bit too challenging for the player if they spawn in a desert with nothing in sight for miles around. So I am pretty mixed on this suggestion, but I will give you some support. Also, I think the saturation thing would probably help me understand saturation a bit more because I am still not sure how it works.
Saturation works the same as hunger. You have twenty drumsticks, but you can only see ten of them, and you aren't allowed to eat anymore once the first ten are full. The invisible ten are also filled by eating, and are drained before the visible drumsticks. Each food gives a certain amount of hunger, and a certain amount of saturation. Usually they give more saturation than hunger, also you can't get more saturation than hunger, so the extra saturation is best used when you still have some hunger drumsticks left but the saturation is fully ran out.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).Most seeds (unless you made a custom world with a biome size that is ridiculous) don't spawn the player in the desert. And, when they do, you can always cross the desert. It's not like they're crazy huge. You don't have problem getting wood if you spawn in a desert, and that is because you just go on to the nearest forest biome.
I understand where you're coming from, though.
Check out my suggestions! Here is one of them: