I'm on the fence about hunger. If implemented I best like a fading colored icon, (so that the player can't tell a prescribed fixed amount of food necessary as with a bar,) with buffing and nerfing. I really like the incentive to stay at top health for an increase in speed and efficiency. Without buffing, since you have to eat for hearts occasionally anyway, there's no real point to adding a hunger mechanic.
Alongside of this, I think a lot of the desires for a hunger mechanic come from a desire for different foods to matter more. Here's a post of mine from a Chefcraft thread:
The problem with adding lots of different foods is that they all just refill hearts. So why bother carrying bread when you can just carry pork? I have an idea that would make all these alternate foodcrafting ideas both necessary and more enjoyable to tweak to a player's personal style:
Make a player only able to carry 1 (or maybe 2) of each of a given type of food.
So since I can only carry 1 pork and 1 cooked pork and 1 bread, now it becomes far more useful to have more types of foods. The more types of foods you invest time and resources in creating, the more food you can carry. This makes it naturally scalable with the rest of the game- an area in which it currently lacks.
I think a restriction like this would work well on it's own or in tandem with a hunger mechanic.
I'm on the fence about hunger. If implemented I best like a fading colored icon, (so that the player can't tell a prescribed fixed amount of food necessary as with a bar,) with buffing and nerfing. I really like the incentive to stay at top health for an increase in speed and efficiency. Without buffing, since you have to eat for hearts occasionally anyway, there's no real point to adding a hunger mechanic.
Alongside of this, I think a lot of the desires for a hunger mechanic come from a desire for different foods to matter more. Here's a post of mine from a Chefcraft thread:
The problem with adding lots of different foods is that they all just refill hearts. So why bother carrying bread when you can just carry pork? I have an idea that would make all these alternate foodcrafting ideas both necessary and more enjoyable to tweak to a player's personal style:
Make a player only able to carry 1 (or maybe 2) of each of a given type of food.
So since I can only carry 1 pork and 1 cooked pork and 1 bread, now it becomes far more useful to have more types of foods. The more types of foods you invest time and resources in creating, the more food you can carry. This makes it naturally scalable with the rest of the game- an area in which it currently lacks.
I think a restriction like this would work well on it's own or in tandem with a hunger mechanic.
I don't think any kind of buff should be added. Imagine players running around at 10-25% + speed on PvP (or any) SMP server with a bunch of wheat and bread. It would turn into cheating, and it's not realistic to begin with anyways (if anything, too much food will cause drowsiness). Nerfs should, however, be implemented at the lowest level, in the form of a speed reduction, or doing less damage, but not something too extreme. Also, hunger must be completely separate from the health bar, because, as it has been said so man times before, getting wounded and being hungry are two different things.
Also,
Make a player only able to carry 1 (or maybe 2) of each of a given type of food.
No. Assuming Notch could instantly implement this with no trouble at all, that would be no fun only being able to carry one pork, one bread, one fish, etc. etc. Plus it would make traveling at certain distances impossible or just plain impractical. Also, I have no idea what it has to do with realism at all.
Now, one problem I do have is with hunger I don't want to waste a good cooked porkchop to solve hunger if I am already full on hearts. They aren't exactly easy to come across without hunting all day for them, and at that point, they just take up space. Sure, I guess I could use wheat, but why waste that? Honestly, I would never accept this unless the hunger put in as a mod, and of course, with a On/Off switch.
Make a player only able to carry 1 (or maybe 2) of each of a given type of food.
So since I can only carry 1 pork and 1 cooked pork and 1 bread, now it becomes far more useful to have more types of foods. The more types of foods you invest time and resources in creating, the more food you can carry. This makes it naturally scalable with the rest of the game- an area in which it currently lacks.
No. Assuming Notch could instantly implement this with no trouble at all, that would be no fun only being able to carry one pork, one bread, one fish, etc. etc. Plus it would make traveling at certain distances impossible or just plain impractical. Also, I have no idea what it has to do with realism at all.
Now, one problem I do have is with hunger I don't want to waste a good cooked porkchop to solve hunger if I am already full on hearts. They aren't exactly easy to come across without hunting all day for them, and at that point, they just take up space. Sure, I guess I could use wheat, but why waste that? Honestly, I would never accept this unless the hunger put in as a mod, and of course, with a On/Off switch.
Ah, pork's not that hard to come by, especially once you build a decent trap. And yes, it's not "realistic" to be restricted to only carrying 1 of each food type. If anything, I'm way more pissed that I can only carry 1 porkchop in the same space in which I can carry 64 cubic meters of cobblestone. But more what I'm going for is a better reason to have the various kinds of food. Being restricted to carrying only 1 of each type would be an ad hoc sort of "nutrition" or "balanced diet" feature without it being too restrictive for players or difficult to code.
To really properly implement hunger you would probably have to remove the healing qualities, add healing items that cannot stack and make food items stack-able. Healing items being able to stack in your inventory or quick bar is just way to over powered and takes the "survival" out of survival mode 64 cooked pork = 256 hearts and allowing you to heal yourself completely over 25 times
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Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
I still think that you should gain health over time as long as you aren't starving. Mushroom soup, apples, and golden apples should be the only things that would heal you as well as fill up your hunger bar.
A hunger system yes,
one where you instantly fall over dead when your food bar is empty no.
If you really want to make it so wounds and starvation aren't the same, just have it so starvation reduces your max health, and slowly recovers when you're not starving.
Food would have to stop healing you directly for any hunger system to be feasible, though.
If you really want to make it so wounds and starvation aren't the same, just have it so starvation reduces your max health, and slowly recovers when you're not starving.
I like this idea. Perhaps on the last day when you starve you lose 1 max heart for every 4 minutes (taking 1 full day cycle's worth before your max reaches 0 and you die)
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I once saw a chicken push a creeper off of a cliff. I never looked at chickens the same way ever again. That is of course until I needed feathers.
I don't like this idea. It conflicts with your health bar. Eating replenishes your health... so if you're required to eat, nothing will change from before except you'll have to use more food?
I like the system of Metal Gear Solid 3. You essentially have a separate stamina bar that goes down really slowly. And only when that drops to zero will you start slowly losing health.
Adding hunger to the game doesn't seem like it's adding a challenge at all... Maybe the first few days setting up your house it may be challenging, but once you're set up, it'll be more of an annoyance. It really won't add anything new to the game.
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Quote from suicideking0 »
Quote from Vincenzo »
Really? I hire migrant Filipino children to mine for me! Ah, capitalism at it's best. [iapprove]
I don't like this idea. It conflicts with your health bar. Eating replenishes your health... so if you're required to eat, nothing will change from before except you'll have to use more food?
I like the system of Metal Gear Solid 3. You essentially have a separate stamina bar that goes down really slowly. And only when that drops to zero will you start slowly losing health.
Adding hunger to the game doesn't seem like it's adding a challenge at all... Maybe the first few days setting up your house it may be challenging, but once you're set up, it'll be more of an annoyance. It really won't add anything new to the game.
FOOD WOULDN'T HEAL YOU WHEN YOU ATE IT!!! You would heal slowly over time if you weren't hungry. This forces you to actually SURVIVE! Not just dig a dirt box every time the sun sets.
I don't like this idea. It conflicts with your health bar. Eating replenishes your health... so if you're required to eat, nothing will change from before except you'll have to use more food?
I like the system of Metal Gear Solid 3. You essentially have a separate stamina bar that goes down really slowly. And only when that drops to zero will you start slowly losing health.
Adding hunger to the game doesn't seem like it's adding a challenge at all... Maybe the first few days setting up your house it may be challenging, but once you're set up, it'll be more of an annoyance. It really won't add anything new to the game.
FOOD WOULDN'T HEAL YOU WHEN YOU ATE IT!!! You would heal slowly over time if you weren't hungry. This forces you to actually SURVIVE! Not just dig a dirt box every time the sun sets.
Not According to the OP:
Quote from Chezzy »
Does the idea get in the way of gameplay? No, you can eat at your own pace. You'll probably be eating to restore health anyway, which will also satisfy your hunger, and the hunger system does not interfere with the regular health bar in anyway. You can't fall off a cliff and then suddenly die of hunger because you were on low HP.
Plus I don't see how much more difficult it would be to survive. This would just turn into another pointless clicking action that I'd have to do every so often. It would also mean that I couldn't go afk for awhile and come back.
Seriously though, farms completely negate the need for a hunger bar. Any idiot can collect seeds and grow wheat. And with the plentiful of pigs in the game... The only stories you'll hear of people starving to death would be people and their accidents.
The focus of the game would shift more towards a farming game in my opinion. But don't get me wrong. I do think that implementing some sort of hunger system would be cool. But I really don't think that this kind of hunger system is the most fun way. I would love food to matter a lot in the game. That would encourage some cool multiplayer interaction with actual farmers in the game and such.
What if the game had an inventory slot dedicated to food? That way, you'd put a stack of meat in that slot and your character would automatically eat it throughout the day? Cause I seriously don't want to keep opening up my inventory and eating food every 20 minutes -___-
Seriously. You guys should think it over. It would really get old after awhile.
I also liked the idea of having some sort of buff when you eat... It would have to be balanced correctly. Nothing off the top of my head seems like a good way to implement it though.
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Quote from suicideking0 »
Quote from Vincenzo »
Really? I hire migrant Filipino children to mine for me! Ah, capitalism at it's best. [iapprove]
There seems to be a consensus that a proper hunger system would require disconnecting food from healing. Seems to me then that a more integrated overall health system is required, with new items dedicated to healing, such as bandages and medicines which affect your health meter, while food would now only directly affect your hunger meter. Make it that your health meter increases very slowly naturally over time even with no input of health items (bandages etc.) Using health items increases the healing RATE, but not the actual health meter itself. Also, if you're very hungry, this slows down the natural healing rate as well. Perhaps if you're down to the very bottom of your hunger meter, your healing rate actually stops. Conversely, your hunger meter should decrease naturally over time with no input of food items. However, food items actually immediately fill a fixed quantity of your hunger meter, rather than affecting a rate.
woud be interesting if you could eat a flower in time of imminent starvation but if you ate to many you would start to lose health so you can't spam flowers
I still say the easiest method is:
7 levels (full at 7, dead at 0)
1 full day cycle lowers 1 level
1 food item raises 1 level
food still heals normally
level 6 and 7 give +5% speed to all actions
level 2 and 1 give -5% speed to all actions
on/off switch in options
default (when reviving or when turning on) is at level 5
And a separate possibility: raw foods still heal but don't count for hunger
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I once saw a chicken push a creeper off of a cliff. I never looked at chickens the same way ever again. That is of course until I needed feathers.
This is the best hunger system I've seen, but I feel that it is unnecessary. There is no reason to implement it in minecraft, that's not what minecraft's about. I think it would distract from the more fun elements of the game, and I would rather have Notch focus his efforts on other gameplay elements.
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My BattleCraft Clan:
Check out the Community Empowerment Project, post your mob ideas here:
I played a few rpgs where they made the player hungry and you had to deal with all this food. It was annoying, this game is easy to pick up, play, and drop if you wanna go do something else, which is the grounds that made it a success. If the hunger system was implemented, I feel it would be too much of a chore, people wouldn't like that.
It would make a great mod, I'd love this on a server maybe, or in the zombie survival mode that might be put in. But not for the "regular" survival mode.
The sawxhoeshovpicker is the chuck norris of tools
the ground shakes in its presence the wind stops blowing and the pigs give you their bacon and obsidian mines itself[;/quote]
Me and my friend had the same idea im so glad someone took the time took make a thread out of this thank you this is awesome i really hope Notch implements something at least close to this.
Alongside of this, I think a lot of the desires for a hunger mechanic come from a desire for different foods to matter more. Here's a post of mine from a Chefcraft thread:
I think a restriction like this would work well on it's own or in tandem with a hunger mechanic.
I don't think any kind of buff should be added. Imagine players running around at 10-25% + speed on PvP (or any) SMP server with a bunch of wheat and bread. It would turn into cheating, and it's not realistic to begin with anyways (if anything, too much food will cause drowsiness). Nerfs should, however, be implemented at the lowest level, in the form of a speed reduction, or doing less damage, but not something too extreme. Also, hunger must be completely separate from the health bar, because, as it has been said so man times before, getting wounded and being hungry are two different things.
Also,
No. Assuming Notch could instantly implement this with no trouble at all, that would be no fun only being able to carry one pork, one bread, one fish, etc. etc. Plus it would make traveling at certain distances impossible or just plain impractical. Also, I have no idea what it has to do with realism at all.
Now, one problem I do have is with hunger I don't want to waste a good cooked porkchop to solve hunger if I am already full on hearts. They aren't exactly easy to come across without hunting all day for them, and at that point, they just take up space. Sure, I guess I could use wheat, but why waste that? Honestly, I would never accept this unless the hunger put in as a mod, and of course, with a On/Off switch.
Ah, pork's not that hard to come by, especially once you build a decent trap. And yes, it's not "realistic" to be restricted to only carrying 1 of each food type. If anything, I'm way more pissed that I can only carry 1 porkchop in the same space in which I can carry 64 cubic meters of cobblestone. But more what I'm going for is a better reason to have the various kinds of food. Being restricted to carrying only 1 of each type would be an ad hoc sort of "nutrition" or "balanced diet" feature without it being too restrictive for players or difficult to code.
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
one where you instantly fall over dead when your food bar is empty no.
If you really want to make it so wounds and starvation aren't the same, just have it so starvation reduces your max health, and slowly recovers when you're not starving.
Food would have to stop healing you directly for any hunger system to be feasible, though.
I like this idea. Perhaps on the last day when you starve you lose 1 max heart for every 4 minutes (taking 1 full day cycle's worth before your max reaches 0 and you die)
I like the system of Metal Gear Solid 3. You essentially have a separate stamina bar that goes down really slowly. And only when that drops to zero will you start slowly losing health.
Adding hunger to the game doesn't seem like it's adding a challenge at all... Maybe the first few days setting up your house it may be challenging, but once you're set up, it'll be more of an annoyance. It really won't add anything new to the game.
Feeling Lonely in Minecraft?
FOOD WOULDN'T HEAL YOU WHEN YOU ATE IT!!! You would heal slowly over time if you weren't hungry. This forces you to actually SURVIVE! Not just dig a dirt box every time the sun sets.
Not According to the OP:
Plus I don't see how much more difficult it would be to survive. This would just turn into another pointless clicking action that I'd have to do every so often. It would also mean that I couldn't go afk for awhile and come back.
Seriously though, farms completely negate the need for a hunger bar. Any idiot can collect seeds and grow wheat. And with the plentiful of pigs in the game... The only stories you'll hear of people starving to death would be people and their accidents.
The focus of the game would shift more towards a farming game in my opinion. But don't get me wrong. I do think that implementing some sort of hunger system would be cool. But I really don't think that this kind of hunger system is the most fun way. I would love food to matter a lot in the game. That would encourage some cool multiplayer interaction with actual farmers in the game and such.
What if the game had an inventory slot dedicated to food? That way, you'd put a stack of meat in that slot and your character would automatically eat it throughout the day? Cause I seriously don't want to keep opening up my inventory and eating food every 20 minutes -___-
Seriously. You guys should think it over. It would really get old after awhile.
I also liked the idea of having some sort of buff when you eat... It would have to be balanced correctly. Nothing off the top of my head seems like a good way to implement it though.
Feeling Lonely in Minecraft?
to you good sir
7 levels (full at 7, dead at 0)
1 full day cycle lowers 1 level
1 food item raises 1 level
food still heals normally
level 6 and 7 give +5% speed to all actions
level 2 and 1 give -5% speed to all actions
on/off switch in options
default (when reviving or when turning on) is at level 5
And a separate possibility: raw foods still heal but don't count for hunger
Check out the Community Empowerment Project, post your mob ideas here:
It would make a great mod, I'd love this on a server maybe, or in the zombie survival mode that might be put in. But not for the "regular" survival mode.
Smaller icons, possibly making the bar over the armor "health".
also
hope supports!