The new food system is better (in my opinion) because it actually makes a use for food. You say "now all you have to do is eat and dig a hole and regen" well in the old hunger system all you had to do was eat and BOOM your all good to go! This essentially means that the new system is harder to really get back at full health.
Also, PvP, now, when you are fighting, sure, you can eat food but if you were low at health your most likely not going to have enough time to regen all the way before the other person kills you. Before, you could just eat and there, instant instant health potion.
Like that, the old hunger was essentially an instant health potion but way easier to get. Now, it's slower than a regen potion and regenerating actually does drain hunger faster.
Not being able to stack food doesn't really fix the problem as with the old hunger system if there were no mobs around or anything else to harm you, you really don't even need food. Now, if there isn't, you do need some food because your hunger bar will still run out and you could potentially starve without food.
Even with the old hunger system back it still doesn't make getting food any harder, which is ridiculously easy at the moment. As said, this doesn't make getting the food easier which still means that you could really get tons of food. Which is basically like owning tons of instant health potions. Actually, it's exactly like having those potions, unless of course the food would still stack, then, woah, stackable health!?!? OP much?
When you really look at it, the old hunger system is more OP than the current one, as it was like carrying around a bunch of health. As of now, it takes a bit to get back your health. Especially because you have to have 9 or more hunger bars full so your really wasting more food. That's a reason.
*sigh* If you actually freaking READ the OP, you would see that I said it was unstackable. Aw please...
Back then, you couldn't recover unlimited health as long as you wanted. For example, steak recovered 8 health (4 full hearts). With 10 steak in your inventory, you would only be able to recover 40 full hearts. Now, that may seem like a lot, but it really isn't and keep in mind that nowadays you can practically recover as much health as you want.
You're forgetting that back then when we had that old hunger system, we didn't have as many types of food, potions nor breeding.
Trust me, a whole stack of steak doesn't go by quickly. If you watch Etho's old Beta videos, you will see that he constantly came to near-death experiences in which he would actually have to come up to the surface, very carefully, to fetch more food. That doesn't happen nowadays too often, because he knows that if he just covers himself up inside a hole, then he could just regenerate instantly.
I'm siding with Theraisis here. I think this thread is nothing more than a ruse for some negative attention. I've seen your posts in other threads and you speak about bad suggestions in a professional way, but then you make threads going "ok guys lets remove bats" and "lets just get rid of the current hunger system". Please, just no.
You're talking about the old hunger play style like it was the ideal method of playing the game, as if everyone in the world thinks that way. Hot news flash: Everyone doesn't. Talking about someone's old beta videos doesn't really help your suggestion either.
Yes, you can create food like no one's business, and you can dig yourself in a hole and wait for your health to recover, but - depending on where you venture - you still have to walk around with plenty of food in your inventory so you don't starve and not lose the ability to sprint.
To repeat, back then you couldn't recover as much health as you wanted for as long as you liked. Nowadays you would almost never run out of food. And you couldn't stack food either, so most players would only bring a few pieces of food down when they went caving.
Before I go any further. Why do you think Mojang gave us the new hunger system? "Hey guys, let's mess up our own sales and implement this just to troll everyoneLOL!!!"
*sigh* If you actually freaking READ the OP, you would see that I said it was unstackable. Aw please...
Sorry, I forgot to re-read the OP before I posted. But even if it was unstackable then all those reasons still apply. It seems like you only payed attention to the "woah! Stackable health!?!?". So, yeah.
Rollback Post to RevisionRollBack
My avatar is not made by ThePiDay, but I'm too lazy to remove this link so it can stay he
LOL, you use THAT as a reason to not support this? Just because Mojang may have spent a lot of time on it doesn't mean it is a good thing. I have a sneaking suspicion that you actually like this but just don't want this because "Mojang did a lot of work so it's a little beta-ish to do this"
Do you think you're the first person to want the old hunger system back? This thread isn't gonna be the straw on the camel's back that makes Mojang go "That's all we needed! Let's completely revert the hunger system we worked so hard to intentionally implement!"
Just an interesting observation from the last time I played:
Note that I did not eat at all until after I took this screenshot, running off of whatever hunger/saturation I had since the last time I played - and I managed to mine nearly a stack of iron ore and three stacks of coal - with only one and a half hearts lost; I had to eat or I would start starving, not because I was going to die from mob damage! Indeed, a large majority of the health I lose is likely due to poisoning (and cave spiders and witches were not in Beta); a while after taking this I had to wall myself in because a witch poisoned me, dropping me down to half a heart (with your idea I wouldn't need to do this since food would instantly restore health, just eat every time I lost several hearts).
Also gotta love the free potato a zombie dropped (one of several until I stopped playing, plus a couple carrots, and half a dozen bread from the mineshaft I was in; I ended up with 20 baked potatoes left after mining 3,300 ore, including 750 iron). And speaking of zombies, I wonder how rotten flesh would work if there were no hunger... restoring two hearts is insanely OP unless it gives you actual poisoning (80% chance, presumably losing 1.5 hearts so you can fill up but not completely or efficiently) and you could still just eat multiple pieces until you ate one that didn't poison you.
No, I don't want the old system, and why? Because it's a complete pain in the neck! Also, food should remain stackable, sure you would be harder to kill due to convenience but, that's no excuse for making it unstackable. I still find myself dying on a daily basis, so stackable food doesn't make you "invincible" , it's just a mere convenience. No support.
And why exactly do you want to make it harder? Every change Mojang makes to Minecraft, or any other game company to their games, has a purpose. I think the new system is still pretty hard. As you regenerate health, your hunger (meter) will decrease so if you happen to be swarmed by mobs and your health is low, you are starving and you can't quickly dig a hole, before long you will have two rectangular buttons appear on your screen.
Nuff said. Trollsack, you are acting like only your opinion matters, even though you have tons of proof from plenty of people that this suggestion is extremely flawed. You want the old hunger system back? Just play Alpha or Beta (or get a mod) and experience it yourself. Watching a video isn't the same as having actual experience, so once you play old MC, come back to this and realize that you aren't correct.
Rollback Post to RevisionRollBack
*Do you wanna hear a skeleton joke? It's very humerus.
Just an interesting observation from the last time I played:
Note that I did not eat at all until after I took this screenshot, running off of whatever hunger/saturation I had since the last time I played - and I managed to mine nearly a stack of iron ore and three stacks of coal - with only one and a half hearts lost; I had to eat or I would start starving, not because I was going to die from mob damage! Indeed, a large majority of the health I lose is likely due to poisoning (and cave spiders and witches were not in Beta); a while after taking this I had to wall myself in because a witch poisoned me, dropping me down to half a heart (with your idea I wouldn't need to do this since food would instantly restore health, just eat every time I lost several hearts).
Also gotta love the free potato a zombie dropped (one of several until I stopped playing, plus a couple carrots, and half a dozen bread from the mineshaft I was in; I ended up with 20 baked potatoes left after mining 3,300 ore, including 750 iron). And speaking of zombies, I wonder how rotten flesh would work if there were no hunger... restoring two hearts is insanely OP unless it gives you actual poisoning (80% chance, presumably losing 1.5 hearts so you can fill up but not completely or efficiently) and you could still just eat multiple pieces until you ate one that didn't poison you.
Only if a mob drops them, because you know, full diamond armor; no, even iron armor ("incredibly OP") is extreme overkill. I also only have Protection IV on two pieces, plus Feather Falling IV boots, which makes me virtually invincible (see my score in the upper-left, which is now well over half a million; I've never died since I started playing this world again in August) even though it isn't as good as full unenchanted diamond armor. Not only that, in my mod I made diamond armor as durable as tools, relative to iron, but reduced the maximum protection to 70% (3.5% per armor point instead of 4%, lower tiers adjusted as needed to keep close to the same protection, e.g. full iron armor has 17 points for 59.5% protection, up from 15/60), meaning you get 50% more damage with full armor (30% vs 20%, or 33% absolute protection over iron armor, the same amount that diamond tools mine faster over iron), so my armor only provides about 72% damage reduction (which means I can survive about 35 hearts of damage; full unenchanted armor is 33.3 hearts, compared to 50 in vanilla and 25 for iron).
Note also that I play on Normal difficulty, but Hard basically only increases mob damage by 50%, and (in vanilla) full Protection IV diamond armor enables you to survive triple the damage the armor I wear does, so there is little point in increasing the difficulty, especially since I modded the game to increase armor chances, weapon chances (can you believe that in vanilla Normal has the same chance, a measly 1%, as Easy of zombies with weapons? Nope, not buying that; I made it scale 2-4-6, meaning Normal is nearly as high as Hard (5%) in vanilla, plus they can have diamond weapons as well (20% chance), with an equal chance of shovels, pickaxes, axes and swords, with a higher average damage than vanilla's 66% shovels and 33% swords), cave spiders actually spawning in caves, mob spawners spawning creepers (higher blast resistance, so no blowing up their own spawners), witches, etc at faster rates, and so on (Hard would probably be overkill (except to the people who always complain about the difficulty); for example, about half of zombies would spawn reinforcements (which I enabled on all difficulties, not just Hard, though they can't spawn right next to you; the protection nerf to diamond armor also means that full enchanted diamond armor is necessary to survive direct creeper blasts, which deals 36.5 hearts on Hard).
I've also thought of changing regional difficulty to use the total time spent in a world instead - so then I'd always get the maximum difficulty anywhere in the world, seeing that I'm always moving around (I've spent over 3,000 in-game days playing it, so difficulty would certainly be fully maxed out if I kept the 50 hour (150 days) time to reach the max in; meanwhile, only a few chunks around my main base have actually maxed out regional difficulty).
(although in 1.6.4 regional difficulty has less of an effect as in newer versions, at least 1.8, where mobs no longer spawn with armor on Easy whatsoever, whereas in 1.6.4 armored mobs spawn even in a newly created world; regional difficulty also only has any effect in 1.8 when it is 2 or higher, thus even on Normal, where it starts at 1.5, you have to spend some time in a chunk to get it up)
The current hunger system for use the two things you say food should do at the same time. The current hunger system restores health when full, and if you aren't super low on hunger allows you to sprint. With what you say the system should be, you would need to spend more time getting food.
Currently, if I fall off a five block ledge with a reasonably full hunger bar, it will just regenerate. Didn't need to eat any food there. But with what you want. I would have to eat a pork chop just to replenish a single lost heart. Wow.
I was just wondering because I usually have Feather Falling and Depth Strider boots and a Aqua Affinity and Respiration helmet. I almost always wear nothing on my torso or pants.
Old food system: "Those spiders did a number on me... can't see any pigs, and if there's only one he might not even drop anything... perhaps going toward the easterly field over there to hunt would be the safest bet especially since it's early morning and I'll easily see enemies there."
New hunger system: "The boats leaking, I'll have to bail the water! Okay, but maybe i could... Wait it's leaking again bail, bail, bail! Phew, I wonder if... Uh oh, more water keep bailing! Ugh, forget this, peaceful mode!" *water stops leaking in*
Personally, I vastly prefer the old food system and while i can see the survival aspects of the new one, I just simply cannot find any fun in it.
However as far as actually seeing it reverted or a toggle system implemented, I wouldn't hold much hope as Jeb seems to be rather stubborn in the way he's taking the game, especially with that big point he made about, "If you make any change, no matter how small, someone will complain about it."
I was just wondering because I usually have Feather Falling and Depth Strider boots and a Aqua Affinity and Respiration helmet. I almost always wear nothing on my torso or pants.
I do have a helmet with Aqua Affinity and Respiration, but I've only used it when I need to do something underwater for an extended period; otherwise, it isn't of much use when caving (my modifications also mean there is far less water pouring into caves under bodies of water, only where a vein of gravel generated under sand, which will otherwise place sandstone if there is air underneath, as seen here, (this is more because I made caves/ravines able to intersect bodies of water, carving out blocks within 2 blocks of them, whereas vanilla prevents them from generating entire segments) and in any case it is easy to get air while swimming up a waterfall); the combination of Feather Falling IV and two pieces with Protection IV ensures maximum protection from fall damage (Feather Falling IV by itself only provides 18 protection points, out of a maximum of 25 (capped at 20 after multiplying by 50-100%); Protection IV provides 5 each for a total of 28, reducing fall damage by 50-80%, plus 20-40% additional protection for other sources of damage).
Ah, fair enough point for the helmet. I might have to consider putting Prot lV on my boots for the reduced fall damage though, since I'm usually working on mountains or in the sky. Thanks for the info
*sigh* If you actually freaking READ the OP, you would see that I said it was unstackable. Aw please...
You're forgetting that back then when we had that old hunger system, we didn't have as many types of food, potions nor breeding.
I'm siding with Theraisis here. I think this thread is nothing more than a ruse for some negative attention. I've seen your posts in other threads and you speak about bad suggestions in a professional way, but then you make threads going "ok guys lets remove bats" and "lets just get rid of the current hunger system". Please, just no.
You're talking about the old hunger play style like it was the ideal method of playing the game, as if everyone in the world thinks that way. Hot news flash: Everyone doesn't. Talking about someone's old beta videos doesn't really help your suggestion either.
Yes, you can create food like no one's business, and you can dig yourself in a hole and wait for your health to recover, but - depending on where you venture - you still have to walk around with plenty of food in your inventory so you don't starve and not lose the ability to sprint.
Before I go any further. Why do you think Mojang gave us the new hunger system? "Hey guys, let's mess up our own sales and implement this just to troll everyoneLOL!!!"
Sorry, I forgot to re-read the OP before I posted. But even if it was unstackable then all those reasons still apply. It seems like you only payed attention to the "woah! Stackable health!?!?". So, yeah.
My avatar is not made by ThePiDay, but I'm too lazy to remove this link so it can stay he
Do you think you're the first person to want the old hunger system back? This thread isn't gonna be the straw on the camel's back that makes Mojang go "That's all we needed! Let's completely revert the hunger system we worked so hard to intentionally implement!"
Note that I did not eat at all until after I took this screenshot, running off of whatever hunger/saturation I had since the last time I played - and I managed to mine nearly a stack of iron ore and three stacks of coal - with only one and a half hearts lost; I had to eat or I would start starving, not because I was going to die from mob damage! Indeed, a large majority of the health I lose is likely due to poisoning (and cave spiders and witches were not in Beta); a while after taking this I had to wall myself in because a witch poisoned me, dropping me down to half a heart (with your idea I wouldn't need to do this since food would instantly restore health, just eat every time I lost several hearts).
Also gotta love the free potato a zombie dropped (one of several until I stopped playing, plus a couple carrots, and half a dozen bread from the mineshaft I was in; I ended up with 20 baked potatoes left after mining 3,300 ore, including 750 iron). And speaking of zombies, I wonder how rotten flesh would work if there were no hunger... restoring two hearts is insanely OP unless it gives you actual poisoning (80% chance, presumably losing 1.5 hearts so you can fill up but not completely or efficiently) and you could still just eat multiple pieces until you ate one that didn't poison you.
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?
Why do I do this? What is life? Why are we here?
Constantly evolving, reaching further heights.
NO SUPPORT
No support.
Nuff said. Trollsack, you are acting like only your opinion matters, even though you have tons of proof from plenty of people that this suggestion is extremely flawed. You want the old hunger system back? Just play Alpha or Beta (or get a mod) and experience it yourself. Watching a video isn't the same as having actual experience, so once you play old MC, come back to this and realize that you aren't correct.
*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
Don't you wear helmets?
Only if a mob drops them, because you know, full diamond armor; no, even iron armor ("incredibly OP") is extreme overkill. I also only have Protection IV on two pieces, plus Feather Falling IV boots, which makes me virtually invincible (see my score in the upper-left, which is now well over half a million; I've never died since I started playing this world again in August) even though it isn't as good as full unenchanted diamond armor. Not only that, in my mod I made diamond armor as durable as tools, relative to iron, but reduced the maximum protection to 70% (3.5% per armor point instead of 4%, lower tiers adjusted as needed to keep close to the same protection, e.g. full iron armor has 17 points for 59.5% protection, up from 15/60), meaning you get 50% more damage with full armor (30% vs 20%, or 33% absolute protection over iron armor, the same amount that diamond tools mine faster over iron), so my armor only provides about 72% damage reduction (which means I can survive about 35 hearts of damage; full unenchanted armor is 33.3 hearts, compared to 50 in vanilla and 25 for iron).
Note also that I play on Normal difficulty, but Hard basically only increases mob damage by 50%, and (in vanilla) full Protection IV diamond armor enables you to survive triple the damage the armor I wear does, so there is little point in increasing the difficulty, especially since I modded the game to increase armor chances, weapon chances (can you believe that in vanilla Normal has the same chance, a measly 1%, as Easy of zombies with weapons? Nope, not buying that; I made it scale 2-4-6, meaning Normal is nearly as high as Hard (5%) in vanilla, plus they can have diamond weapons as well (20% chance), with an equal chance of shovels, pickaxes, axes and swords, with a higher average damage than vanilla's 66% shovels and 33% swords), cave spiders actually spawning in caves, mob spawners spawning creepers (higher blast resistance, so no blowing up their own spawners), witches, etc at faster rates, and so on (Hard would probably be overkill (except to the people who always complain about the difficulty); for example, about half of zombies would spawn reinforcements (which I enabled on all difficulties, not just Hard, though they can't spawn right next to you; the protection nerf to diamond armor also means that full enchanted diamond armor is necessary to survive direct creeper blasts, which deals 36.5 hearts on Hard).
I've also thought of changing regional difficulty to use the total time spent in a world instead - so then I'd always get the maximum difficulty anywhere in the world, seeing that I'm always moving around (I've spent over 3,000 in-game days playing it, so difficulty would certainly be fully maxed out if I kept the 50 hour (150 days) time to reach the max in; meanwhile, only a few chunks around my main base have actually maxed out regional difficulty).
(although in 1.6.4 regional difficulty has less of an effect as in newer versions, at least 1.8, where mobs no longer spawn with armor on Easy whatsoever, whereas in 1.6.4 armored mobs spawn even in a newly created world; regional difficulty also only has any effect in 1.8 when it is 2 or higher, thus even on Normal, where it starts at 1.5, you have to spend some time in a chunk to get it up)
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?
Currently, if I fall off a five block ledge with a reasonably full hunger bar, it will just regenerate. Didn't need to eat any food there. But with what you want. I would have to eat a pork chop just to replenish a single lost heart. Wow.
I was just wondering because I usually have Feather Falling and Depth Strider boots and a Aqua Affinity and Respiration helmet. I almost always wear nothing on my torso or pants.
New hunger system: "The boats leaking, I'll have to bail the water! Okay, but maybe i could... Wait it's leaking again bail, bail, bail! Phew, I wonder if... Uh oh, more water keep bailing! Ugh, forget this, peaceful mode!" *water stops leaking in*
Personally, I vastly prefer the old food system and while i can see the survival aspects of the new one, I just simply cannot find any fun in it.
However as far as actually seeing it reverted or a toggle system implemented, I wouldn't hold much hope as Jeb seems to be rather stubborn in the way he's taking the game, especially with that big point he made about, "If you make any change, no matter how small, someone will complain about it."
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294111-hunger-strike-end-the-tyranny-of-hunger-updated
Note: My avatar is a silver fox, a natural color variation of the red fox (vulpes vulpes) which occurs in northern areas.
I do have a helmet with Aqua Affinity and Respiration, but I've only used it when I need to do something underwater for an extended period; otherwise, it isn't of much use when caving (my modifications also mean there is far less water pouring into caves under bodies of water, only where a vein of gravel generated under sand, which will otherwise place sandstone if there is air underneath, as seen here, (this is more because I made caves/ravines able to intersect bodies of water, carving out blocks within 2 blocks of them, whereas vanilla prevents them from generating entire segments) and in any case it is easy to get air while swimming up a waterfall); the combination of Feather Falling IV and two pieces with Protection IV ensures maximum protection from fall damage (Feather Falling IV by itself only provides 18 protection points, out of a maximum of 25 (capped at 20 after multiplying by 50-100%); Protection IV provides 5 each for a total of 28, reducing fall damage by 50-80%, plus 20-40% additional protection for other sources of damage).
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?
Ah, fair enough point for the helmet. I might have to consider putting Prot lV on my boots for the reduced fall damage though, since I'm usually working on mountains or in the sky. Thanks for the info