The Meaning of Life, the Universe, and Everything.
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Technically, the hole tactic was actually more powerful then.
Since back then, when you dug a hole, you wouldn't have to eat at all. You could just stay underground for an eternity since you had no hunger meter going down.
Here, you can dig a hole, but eventually, you will be forced to go back to the surface since you get hungry.
I also find it fun having to constantly consume food, so that way you always are using up food. It made farming something that was worth doing!
I don't think you guys get the point. My point is that back then, even though you could instantly regenerate health, you couldn't carry so much at once. This suggestion would be OP if the food was still stackable. But it isn't. There's only so much health you can recover if you are carrying 10 pieces of steak in your inventory. And the fact that it limited your inventory was a good thing, many people nowadays complain that it's a cakewalk to get loads of iron.
With the new hunger system, you can practically recover as much health as you want and never be out of food, cause it takes a hella lot of time to go through a stack of cooked meat.
It's also annoying with our new hunger system. Why would someone want to have to hide in a hole and wait for 30 seconds for their health to regenerate?
The fact that we get the point or not doesn't change the fact that Mojang has yet to revert a change. Whatever change they make is permanent.
This also obfuscates the fact that under the new system, you have an eating animation and that the simple act of regenerating health reduces hunger. With the old system, food may not have stacked; but it was instant burst healing. Changing back to the old system would have dramatic (ignored) consequences on the meta of Minecraft including the systems by which it now operates.
COMPLETELY AGREE! NEW HUNGER IS A MESS and so are most of the updates beyond the adventure update.
And for losers who say it was easier IT WASNT ! you should try i feel sorry for you if you started minecraft on beta 1.8 or up. Cause thats where the game got ruined. Back in the day you had trouble killing 1 zombie not talking bout skeletons so yea it was way harder AND MORE FUN!
I've played since survival test (when each life carried 20 arrows), you have no concept of hard. This is pre-alpha. Both food mechanics are just as hard, and changing the food system has done nothing to the actual meta, only the interval between meta in which case they both have faults.
In other words, food mechanics have nothing to do with monster mechanics. If they changed food again, mob behavior won't change. If anything, instant health from consumption made the old system much easier than the new one where you can die even moments after munching on a pork chop.
I've played since survival test (when each life carried 20 arrows), you have no concept of hard. This is pre-alpha. Both food mechanics are just as hard, and changing the food system has done nothing to the actual meta, only the interval between meta in which case they both have faults.
In other words, food mechanics have nothing to do with monster mechanics. If they changed food again, mob behavior won't change. If anything, instant health from consumption made the old system much easier than the new one where you can die even moments after munching on a pork chop.
I think you're ignoring the points I'm making. Now the system is too easy as you can carry so many pieces of food around and naturally regenerate. And who in the world likes to have to wait 30 seconds hiding in a hole for their health to come back? Sure, maybe health instantly regenerated back then upon eating, but it's not like you could never run out of food.
I think you're ignoring the points I'm making. Now the system is too easy as you can carry so many pieces of food around and naturally regenerate. And who in the world likes to have to wait 30 seconds hiding in a hole for their health to come back? Sure, maybe health instantly regenerated back then upon eating, but it's not like you could never run out of food.
This new system is balanced, and much more realistic than the old one.
Does eating a muffin instantly heal a cut you may have gotten IRL? I wouldn't think so. (But if it could, i'd like that recipe :P)
This system has you regenerating your health over time after eating- much more realistic. But foods that take up a whole slot wouldn't be fair- so food is now stackable. Imagine if you have 5 bags, and 5 pieces of jerky. Would you have to bag each individually? No! They could all go in one bag, saving room for other stuff.
THe other system is balanced as well, i'll give you that, but what im trying to say is that the new system is more realistic than the old one.
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Puella Magi Madoka Magicka is an awesome, feel-good, cutesy anime. You should watch it!
lol, the old ways were best, true survival/sandbox.
the old health system needs to be restored. the problem is your playing the game wrong. its time to go back to the old ways.
@vapurise golden apples? thats not balanced, lol. you dont know what balanced it, rofl. in the beta era, our main food was porkchops, lol.
now you got all these rpg cheats like potions, golden apples, enchants, lol. the true minecraft has died
If you want to go back to old Minecraft so much, just play an earlier version of the game. Old Minecraft is not dead, in fact it's very easy to go back to it with the new launcher. Just make a new profile and set the version to any point in it's Alpha stage of development that you want.
Hmm...you have a point...how about wheat can only be stacked up to 3?
Or instead of reverting to an old hunger system that by posts and poll, only a minority of people want, and then making that system even worse (in my opinion, as we are now discussing limiting item stacks for ingredients that have more uses than just food), we could look to building an improved hunger system that is better than both alternatives.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
This new system is balanced, and much more realistic than the old one.
Does eating a muffin instantly heal a cut you may have gotten IRL? I wouldn't think so. (But if it could, i'd like that recipe :P)
This system has you regenerating your health over time after eating- much more realistic. But foods that take up a whole slot wouldn't be fair- so food is now stackable. Imagine if you have 5 bags, and 5 pieces of jerky. Would you have to bag each individually? No! They could all go in one bag, saving room for other stuff.
THe other system is balanced as well, i'll give you that, but what im trying to say is that the new system is more realistic than the old one.
Minecraft isn't supposed to be realistic. There's a reason why people generally dislike realism suggestions, such as waiting 10 minutes for your leg to heal after falling off a cliff. And in real life, you wouldn't be able to carry even one stack of iron. Plus, I'll have you know that pies and steak are much bigger than jerky. The same principle applies here, I don't know anyone who would want to hide themselves in a hole and wait 30 seconds for their health to regenerate.
I think you're ignoring the points I'm making. Now the system is too easy as you can carry so many pieces of food around and naturally regenerate. And who in the world likes to have to wait 30 seconds hiding in a hole for their health to come back? Sure, maybe health instantly regenerated back then upon eating, but it's not like you could never run out of food.
So what if somebody decided to fill an Ender chest with food? Or even better, stacks of wheat, as mentioned by another poster (a really genius idea! Of course, you'd probably make wheat unstackable or only stack to 3 or so...)
Also, as for your earlier post about being a "cakewalk to get loads of iron", compare the amount of iron I've gotten compared to the number of potatoes I've cooked (with less actually eaten since I have stacks of them in chests at various bases, say 20 stacks total):
That's around 24 iron per potato, and a lot of the hunger was used not to heal but in walking over 4,300 km (enough to drain 10,750 hunger points, 814 potatoes at 13.2 total hunger+saturation each; not factoring in sprinting, which drains hunger 10x faster) and jumping 570,000 times (another 2,159 potatoes, around 3,000 total). It is harder to calculate how much hunger I used up in healing but assuming 77% damage reduction from my armor and 114,000 damage taken (total, the stat ignores armor damage reduction) I had to heal about 26,220 health, draining 0.75 hunger points or about 1,500 potatoes. In other worlds, I used up more hunger by jumping than from healing.
Of course, if you translated the food value into health, they would heal 3 hearts (2.5 in 1.8), so I would have to eat 4,370 potatoes (5,244 in 1.8) - which isn't far from the number calculated under the current system (which also doesn't include hunger lost from taking damage (directly, not by healing, although minor), attacking, mining, etc); in other words, even though they would restore less health that is offset by the hunger drained by simply moving, resulting in a similar amount of food eaten. Better armor (which I can easily afford, and enough so I could switch to Hard and take less damage) would also reduce the amount of helath lost with a much bigger impact on food requirements under the old system since healing would be the only factor.
Thus, it is pretty obvious that you don't need much food at all to get "loads of iron" (and all you really need is 27 for iron armor and a pickaxe, to get diamonds) - and again, what about just digging a tunnel (bypassing the need for iron armor as you can get diamonds instead)? Iron is extremely common. No, if you think it is too easy to get iron change the customized settings to make iron as rare as gold or something (to approximate 1.6.4 generation you have to change the spawn size to 8 (which makes a bigger difference than you might think; all ores are one size bigger in 1.8) and change dirt and gravel to 20 and 10 veins over y=0-128 (or 40 and 20 over the 256 range). Even that results in around 80 iron per chunk, still very easy to get plenty, plus the smaller caves since 1.7 are safer from mobs coming in from all over the place).
Or instead of reverting to an old hunger system that by posts and poll, only a minority of people want, and then making that system even worse (in my opinion, as we are now discussing limiting item stacks for ingredients that have more uses than just food), we could look to building an improved hunger system that is better than both alternatives.
Pretty much this. When Minecraft has a problem, 90% of the time the best solution isn't to remove the related feature or revert the feature to an earlier state. Generally, the new feature will have good points to it in addition to those bad points; the obvious path to take is therefore to patch up the bad points. Usually if the feature was in previous updates it will also have its own good and bad points, so reverting the feature to that state won't solve anything. However, if you take the good parts of the old system and combine it with the good parts of the new system, you generally get a good result. The whole ß1.7.3 vs. r1.7/ß1.8 terrain generator debate, for example; take the biomes of r1.7 and the oceans of ß1.8 and integrate it into ß1.7.3's terrain generator, and you've got a very respectable (though not perfect) terrain generator on your hands.
As for improving the hunger system: the old system was a lot more stingy with giving you food, so in some ways it was harder; however, the fact that you can instantly eat food reduces a lot of difficulty for the prepared player in both PvE and PvP. It's also pretty incompatible with sprinting, which would have to be redesigned if it were to be integrated alongside the old hunger system. The new system, meanwhile, is much better suited for survival, but food is everywhere so you're never going to run out (therefore making starvation a pointless mechanic except for complete newbies or maybe adventure maps) meaning that the only real impact hunger will have on survival is that you're probably going to make a farm and every one or two minutes you're going to have to drop what you're doing and eat food. Additionally, health regeneration allows you to basically enter every fight with full HP, making a lot of the difficulty go away.
So, basically: make food much harder to get (which is the strength of the old system), and combine it with making food more "filling" so that you can go longer without eating as much food (offsets the food rarity problem and converts what was once an annoyance into a challenge). Additionally, either make health regeneration slower or give the player some way to restore their health that isn't directly tied to having full health (e.g. allow the player to lie in beds during daytime, make it so that the player regains health if they sleep through the night and has health regeneration à la the current system if they're lying in a bed and can't actually sleep... or just make certain foods restore health or add new ones that restore health in addition to hunger).
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Now the system is too easy as you can carry so many pieces of food around and naturally regenerate.
As opposed to carrying a small amount of instant-use instantly-regenerating foodstuffs? As I said before in the point I was obviously ignoring, the OLD system was easier in terms of instant health regeneration.
And who in the world likes to have to wait 30 seconds hiding in a hole for their health to come back?
Possibly the same people that live in the world of a false dichotomy? It's totally possible to have regeneration while you mine/build/etc. You don't necessarily have to hole yourself away for that duration.
Sure, maybe health instantly regenerated back then upon eating, but it's not like you could never run out of food.
Oh sure. But if you ever did run out of food, you had the ability to run to your chests full of food and restock. You can't ignore the part of the gameplay where you're not in the middle of combat (and are able to replenish low food stock), you know; the part that we call 90% of the time in Minecraft?
The big point, and something I think flew past your head like an unladen swallow, is that these mechanics do not really alter the difficulty of the game as much as you're claiming. In fact, they barely change the meta at all. Mob damage doesn't change, falling too far doesn't change, lava damage doesn't change. The only thing that changes is health regeneration, a system that really only exists outside of the scope of combat (the 90% of the gameplay that is ignored by virtue of cherry-picked arguments) where difficulty is not even a topic.
Standing still on hard is no different than standing still in creative, at the end of the day.
How about admitting that there was never a meaningful limit on the amount of food you can carry, and that there were never serious consequences for taking minor damage? You can farm wheat and carry stacks of it in Infdev. Food was unstackable so that you couldn't have an effective 2000+ health in a fight, not so that there would be serious consequences for every hit you took.
If you were really playing in Alpha how come you didn't think of carrying wheat stacks then? I doubt you actually had any difficulty with unstackable food at all.
Minecraft has never been truly hard, it's just easy to die from stupid mistakes if you are a noob. Once you wise up, there is no challenge to survival. That is why you find it easy, not because the mechanics changed. There isn't really a cure for this unfortunately.
I wasn't here back in Alpha or even Beta, and from the way I'm hearing things, wheat was pretty OP back then.
And I disagree with your last paragraph; even now when I'm not a noob, Alpha/Beta ARE harder than now.
See, this is one of those problems between Pre-1.0.0 - Post 1.0.0, where old features are replaced with new ones, but the new features are flawed, but the old ones weren't picture perfect either. This is like the Biome problem, too. A good mixture of the old hunger system and the new one is what we need, not reverting it or doing nothing about it. I agree with you on the fact we need a better hunger system, but reverting it plus adding a sprint bar is not the way to go. Mojang changed the hunger system for a reason you know.
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*Do you wanna hear a skeleton joke? It's very humerus.
Okay guys, I get why my previous suggestion of food being unstackable with our new hunger system was flawed. However, I do want the old hunger system back.
I propose we bring back the old hunger system, including making food unstackable. So, your previous one, but with bonuses?
Why do we need it back?
Back then, your health was very precious and so was food. And there was a consequence for losing health. That was that you had to use up your food pieces. How does it work nowadays? You can practically be careless and lose as much health as you want, and as long as you eat to keep your hunger full, you would just regenerate. The regen speed is a little slow, and mobs could still kill you in a few hits. You could dig a hole and then close it up, waiting for your health to regenerate, and you would be snug and safe from the monsters. 1. Couldn't the creeper just blow up from the top?2. What about in multiplayer?
Sprinting would probably work like this: you have a sprint meter bar next to your health that shows up when you sprint. The time it takes for the sprint bar to go down is equivalent to the time it takes for you to lose 7 food chops. Eating something would restore your sprint bar a little bit depending on what food it is. You can still eat to increase your sprint bar even if your health is full.This isnt really too bad, but the current is simpler and more realistic (hypocritism for the win!). Hunger is basically your stamina, so of course when it's down, you can't sprint. A seperate bar seems a little odd, and actually easier.
With the old hunger system, food was actually precious and you couldn't just go around carrying 64 pieces of chicken with you being invincible.How much food you would have left actually depended on the amount of health you lose. For players that would take a lot of damage, they could run out of food very quickly. However, if you were careful and didn't lose much health, you could go on with your food for a long while in caves. Sadly, nowadays it doesn't work that way. The only punishment for taking damage was waiting for 30 seconds for your health to get back up again. To summarize, back in Beta/Alpha you actually had to be careful for how much damage you took. Nowadays you could just be careless and get away with it. Protip: Inconvenience doesn't mean challenge. That's basically breaking someone's leg. Sure, you can carry lots of food, but eating takes 3 seconds. In a PvP match, that's a death trap. Would making it so you could only carry 9 things in your inventory be a challenge, yes, but in an unfair way.
I also think that watermelons and other stuff that doesn't give as much food bars, should be able to be stacked up more (4 for melons)
Look, instead of suggesting this, why not suggest ways that mobs could be harder?
Trust me, at the speed of sprinting it is REALLY easy to outrun creepers. The hole doesn't have to be underground either for you to be safe.
In real life, you would more likely get tired of sprinting because you are EXHAUSTED and not because you're hungry. I've never had to take a break of running solely because I was starving. I don't get where you're going with this.
Since eating is in fact a death trap in PvP, I don't know how the new system is any harder or easier than the old system. Well back in Beta you could eat food instantly.
Trust me, at the speed of sprinting it is REALLY easy to outrun creepers. The hole doesn't have to be underground either for you to be safe.So you can sprint while in a hole Interesting? And that doesn't help, it could have the same result, except through a wall instead of through the ground.
In real life, you would more likely get tired of sprinting because you are EXHAUSTED and not because you're hungry. I've never had to take a break of running solely because I was starving. I don't get where you're going with this.Eating food gives you energy, Minecraft and IRL. If you're starving, you won't have the energy needed to run.
Since eating is in fact a death trap in PvP, I don't know how the new system is any harder or easier than the old system. Well back in Beta you could eat food instantly. When what's stopping me from eating a potion and a golden apple? That could exploited.
Since back then, when you dug a hole, you wouldn't have to eat at all. You could just stay underground for an eternity since you had no hunger meter going down.
Here, you can dig a hole, but eventually, you will be forced to go back to the surface since you get hungry.
I also find it fun having to constantly consume food, so that way you always are using up food. It made farming something that was worth doing!
Man do I hate it when people have no idea what the OP is trying to suggest, but they base their opinions off of others' opinions!
Also I edited the thread title, for the people who can't stand other people's opinions and treat everything literally.
With the new hunger system, you can practically recover as much health as you want and never be out of food, cause it takes a hella lot of time to go through a stack of cooked meat.
It's also annoying with our new hunger system. Why would someone want to have to hide in a hole and wait for 30 seconds for their health to regenerate?
This also obfuscates the fact that under the new system, you have an eating animation and that the simple act of regenerating health reduces hunger. With the old system, food may not have stacked; but it was instant burst healing. Changing back to the old system would have dramatic (ignored) consequences on the meta of Minecraft including the systems by which it now operates.
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I've played since survival test (when each life carried 20 arrows), you have no concept of hard. This is pre-alpha. Both food mechanics are just as hard, and changing the food system has done nothing to the actual meta, only the interval between meta in which case they both have faults.
In other words, food mechanics have nothing to do with monster mechanics. If they changed food again, mob behavior won't change. If anything, instant health from consumption made the old system much easier than the new one where you can die even moments after munching on a pork chop.
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I think you're ignoring the points I'm making. Now the system is too easy as you can carry so many pieces of food around and naturally regenerate. And who in the world likes to have to wait 30 seconds hiding in a hole for their health to come back? Sure, maybe health instantly regenerated back then upon eating, but it's not like you could never run out of food.
Hmm...you have a point...how about wheat can only be stacked up to 3?
This new system is balanced, and much more realistic than the old one.
Does eating a muffin instantly heal a cut you may have gotten IRL? I wouldn't think so. (But if it could, i'd like that recipe :P)
This system has you regenerating your health over time after eating- much more realistic. But foods that take up a whole slot wouldn't be fair- so food is now stackable. Imagine if you have 5 bags, and 5 pieces of jerky. Would you have to bag each individually? No! They could all go in one bag, saving room for other stuff.
THe other system is balanced as well, i'll give you that, but what im trying to say is that the new system is more realistic than the old one.
If you want to go back to old Minecraft so much, just play an earlier version of the game. Old Minecraft is not dead, in fact it's very easy to go back to it with the new launcher. Just make a new profile and set the version to any point in it's Alpha stage of development that you want.
Or instead of reverting to an old hunger system that by posts and poll, only a minority of people want, and then making that system even worse (in my opinion, as we are now discussing limiting item stacks for ingredients that have more uses than just food), we could look to building an improved hunger system that is better than both alternatives.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Minecraft isn't supposed to be realistic. There's a reason why people generally dislike realism suggestions, such as waiting 10 minutes for your leg to heal after falling off a cliff. And in real life, you wouldn't be able to carry even one stack of iron. Plus, I'll have you know that pies and steak are much bigger than jerky. The same principle applies here, I don't know anyone who would want to hide themselves in a hole and wait 30 seconds for their health to regenerate.
The great thing about the old hunger system is that you could go awhile without food, making survival food wise, much easier.
So what if somebody decided to fill an Ender chest with food? Or even better, stacks of wheat, as mentioned by another poster (a really genius idea! Of course, you'd probably make wheat unstackable or only stack to 3 or so...)
Also, as for your earlier post about being a "cakewalk to get loads of iron", compare the amount of iron I've gotten compared to the number of potatoes I've cooked (with less actually eaten since I have stacks of them in chests at various bases, say 20 stacks total):
That's around 24 iron per potato, and a lot of the hunger was used not to heal but in walking over 4,300 km (enough to drain 10,750 hunger points, 814 potatoes at 13.2 total hunger+saturation each; not factoring in sprinting, which drains hunger 10x faster) and jumping 570,000 times (another 2,159 potatoes, around 3,000 total). It is harder to calculate how much hunger I used up in healing but assuming 77% damage reduction from my armor and 114,000 damage taken (total, the stat ignores armor damage reduction) I had to heal about 26,220 health, draining 0.75 hunger points or about 1,500 potatoes. In other worlds, I used up more hunger by jumping than from healing.
Of course, if you translated the food value into health, they would heal 3 hearts (2.5 in 1.8), so I would have to eat 4,370 potatoes (5,244 in 1.8) - which isn't far from the number calculated under the current system (which also doesn't include hunger lost from taking damage (directly, not by healing, although minor), attacking, mining, etc); in other words, even though they would restore less health that is offset by the hunger drained by simply moving, resulting in a similar amount of food eaten. Better armor (which I can easily afford, and enough so I could switch to Hard and take less damage) would also reduce the amount of helath lost with a much bigger impact on food requirements under the old system since healing would be the only factor.
Thus, it is pretty obvious that you don't need much food at all to get "loads of iron" (and all you really need is 27 for iron armor and a pickaxe, to get diamonds) - and again, what about just digging a tunnel (bypassing the need for iron armor as you can get diamonds instead)? Iron is extremely common. No, if you think it is too easy to get iron change the customized settings to make iron as rare as gold or something (to approximate 1.6.4 generation you have to change the spawn size to 8 (which makes a bigger difference than you might think; all ores are one size bigger in 1.8) and change dirt and gravel to 20 and 10 veins over y=0-128 (or 40 and 20 over the 256 range). Even that results in around 80 iron per chunk, still very easy to get plenty, plus the smaller caves since 1.7 are safer from mobs coming in from all over the place).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Pretty much this. When Minecraft has a problem, 90% of the time the best solution isn't to remove the related feature or revert the feature to an earlier state. Generally, the new feature will have good points to it in addition to those bad points; the obvious path to take is therefore to patch up the bad points. Usually if the feature was in previous updates it will also have its own good and bad points, so reverting the feature to that state won't solve anything. However, if you take the good parts of the old system and combine it with the good parts of the new system, you generally get a good result. The whole ß1.7.3 vs. r1.7/ß1.8 terrain generator debate, for example; take the biomes of r1.7 and the oceans of ß1.8 and integrate it into ß1.7.3's terrain generator, and you've got a very respectable (though not perfect) terrain generator on your hands.
As for improving the hunger system: the old system was a lot more stingy with giving you food, so in some ways it was harder; however, the fact that you can instantly eat food reduces a lot of difficulty for the prepared player in both PvE and PvP. It's also pretty incompatible with sprinting, which would have to be redesigned if it were to be integrated alongside the old hunger system. The new system, meanwhile, is much better suited for survival, but food is everywhere so you're never going to run out (therefore making starvation a pointless mechanic except for complete newbies or maybe adventure maps) meaning that the only real impact hunger will have on survival is that you're probably going to make a farm and every one or two minutes you're going to have to drop what you're doing and eat food. Additionally, health regeneration allows you to basically enter every fight with full HP, making a lot of the difficulty go away.
So, basically: make food much harder to get (which is the strength of the old system), and combine it with making food more "filling" so that you can go longer without eating as much food (offsets the food rarity problem and converts what was once an annoyance into a challenge). Additionally, either make health regeneration slower or give the player some way to restore their health that isn't directly tied to having full health (e.g. allow the player to lie in beds during daytime, make it so that the player regains health if they sleep through the night and has health regeneration à la the current system if they're lying in a bed and can't actually sleep... or just make certain foods restore health or add new ones that restore health in addition to hunger).
You're not alone in that sentiment.
As opposed to carrying a small amount of instant-use instantly-regenerating foodstuffs? As I said before in the point I was obviously ignoring, the OLD system was easier in terms of instant health regeneration.
Possibly the same people that live in the world of a false dichotomy? It's totally possible to have regeneration while you mine/build/etc. You don't necessarily have to hole yourself away for that duration.
Oh sure. But if you ever did run out of food, you had the ability to run to your chests full of food and restock. You can't ignore the part of the gameplay where you're not in the middle of combat (and are able to replenish low food stock), you know; the part that we call 90% of the time in Minecraft?
The big point, and something I think flew past your head like an unladen swallow, is that these mechanics do not really alter the difficulty of the game as much as you're claiming. In fact, they barely change the meta at all. Mob damage doesn't change, falling too far doesn't change, lava damage doesn't change. The only thing that changes is health regeneration, a system that really only exists outside of the scope of combat (the 90% of the gameplay that is ignored by virtue of cherry-picked arguments) where difficulty is not even a topic.
Standing still on hard is no different than standing still in creative, at the end of the day.
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I wasn't here back in Alpha or even Beta, and from the way I'm hearing things, wheat was pretty OP back then.
And I disagree with your last paragraph; even now when I'm not a noob, Alpha/Beta ARE harder than now.
*Do you wanna hear a skeleton joke? It's very humerus.
BEWARE THE MAN WHO SPEAKS IN HANDS
Some Suggestions of mine you should check out:
Stone Variants With Building Variety
Storing XP
Look, instead of suggesting this, why not suggest ways that mobs could be harder?
Trust me, at the speed of sprinting it is REALLY easy to outrun creepers. The hole doesn't have to be underground either for you to be safe.
In real life, you would more likely get tired of sprinting because you are EXHAUSTED and not because you're hungry. I've never had to take a break of running solely because I was starving. I don't get where you're going with this.
Since eating is in fact a death trap in PvP, I don't know how the new system is any harder or easier than the old system. Well back in Beta you could eat food instantly.