Minecraft's hunger system is much more reasonable, making it hard to regenerate health in battle
You and I clearly have different definitions of "reasonable". What's wrong with regaining health in combat? It's a huge part of many games. Master of Orion II has the Cybernetic racial trait and the Automated Repair Units technology, which allow ships to self-repair in combat. The first two Diablo games had health and rejuvenation potions. Redneck Rampage was one of the few first-person shooters that let you store food powerups for later use. World of Warcraft has entire classes that rely on self-healing to be useful at all.
There's NOTHING bad or unreasonable about self-healing in combat.
You and I clearly have different definitions of "reasonable". What's wrong with regaining health in combat? It's a huge part of many games. Master of Orion II has the Cybernetic racial trait and the Automated Repair Units technology, which allow ships to self-repair in combat. The first two Diablo games had health and rejuvenation potions. Redneck Rampage was one of the few first-person shooters that let you store food powerups for later use. World of Warcraft has entire classes that rely on self-healing to be useful at all.
There's NOTHING bad or unreasonable about self-healing in combat.
I have nothing against self-healing in combat. That's what Regeneration and Potions of Healing are for. On the other hand, the hunger system is a mechanic designed for Survival gameplay, since Minecraft reflects a Survival game more than a Combat game. (Which is why when Mojang adds a more "real" combat system rather than the old spam-click, people riot in the streets.)
The problem with Hunger is that Minecraft has stopped being a Survival game ever since the Beta days, and has become more of a building and collecting simulator. That's why variety in food items and blocks is appealing to newer fans of the game, while all of the old players hate every new feature that comes out because it violates some taboo of nostalgia.
Since Hunger is a mechanic from the days of Survival, it makes sense to revamp it. I want Hunger not to be a system that is simply required in the game for some micromanage-y reason, but something that, given the right planning, can upgrade the game.
Rollback Post to RevisionRollBack
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.
The problem with Hunger is that Minecraft has stopped being a Survival game ever since the Beta days, and has become more of a building and collecting simulator
Sorry but you have that backward. it started out as a pure construction game and survival elements were added later.
Rollback Post to RevisionRollBack
416 stone 296 stone slab (150 blocks) 149 stone stairs (228 blocks)
Sorry but you have that backward. it started out as a pure construction game and survival elements were added later.
Actually, I think I do have that the correct way around. While the game started out as a borderline graphical test with construction elements, once survival mode was added it became a Survival game for a short period of time. Ever since about 1.0.0, the devs began adding more and more features and the old survival features became ever-more shadowed and hidden. This is why the game now has an unnecessary number of blocks for a Survival game. Meanwhile, back in the Beta days, there was no hope of even getting a good color scheme for a build, but mobs were scarier and the dark was actually dark.
In addition, hunger was changed in 1.11 to be even less of a pain. As long as you simply walk around in 1.11 rather than sprint, the hunger bar becomes nearly insignificant.
We're getting off-topic because you've chosen the single-most unimportant part of my previous post to debate, but my point is that the game is not a Survival simulator anymore, though it has mechanics that reflect that. To combat this, I want to introduce a Hunger system that reflects that. Instead of a mind-numbing timer, the player is encouraged to make choices that affect the long-term; and more of these choices become available to him as he progresses.
Rollback Post to RevisionRollBack
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.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/24/2019
Posts:
45
Member Details
I'm slowly building on the "bonus" instead of "revamp" idea, and I think it'll help steer this thread back on topic.
Basically, the player can choose to ignore the added bonuses of variety in a diet without change from the current playstyle. This system would just ensure that there's always room for new food items and some nice new bonus mechanics for the less stagnant survival players.
Protein - Boosts long-term use of tools and healing.
Carbs - Boosts short-term use of tools.
Fats - Boosts intermediate-term use of tools.
Vitamins - Resistance to poison and other ailments and increases iron (nutrient) bonuses.
Minerals - Resistance to direct damage.
Iron - Boosts sprinting speed and other cardio-heavy actions.
Fiber - Increases other nutrient bonuses.
Caffeine - Increases overall speed and camouflages player from Phantoms, but increases hunger.
This is getting quite the attention for a 2017 post!
It makes sense to a degree. New food items are always satisfying to discover and craft, but there's not much justification for doing so since almost every food item does the same thing at varying levels. If we have some nutrient bonuses, it would open up plenty of room for new food items.
I'm slowly building on the "bonus" instead of "revamp" idea, and I think it'll help steer this thread back on topic.
Basically, the player can choose to ignore the added bonuses of variety in a diet without change from the current playstyle. This system would just ensure that there's always room for new food items and some nice new bonus mechanics for the less stagnant survival players.
I want a change from the current playstyle, though. The current playstyle is resetting a timer, while a better one would be to not have to worry about food all that much, rather planning out meals becomes a long-term investment. That being said, I'm not interested in turning food into glorified potions.
Protein - Boosts long-term use of tools and healing.
You're going to have to specify exactly what "long-term use of tools" means. I also still think refusing to eat should come with consequences, although you have to borderline intentionally avoid eating in order to do so.
Carbs - Boosts short-term use of tools.
Fats - Boosts intermediate-term use of tools.
Again, I'm gonna need to know what these mean.
Vitamins - Resistance to poison and other ailments and increases iron (nutrient) bonuses.
Resistance to poison is incredibly specific: There are only a handful of times the player is affected by the poison effect. Resistance to negative effects might not be a terrible idea, though.
I'm not a fan of bonuses bonusing the bonuses. This just adds an obnoxious layer of complexity, whereas the system in my suggestion only requires a few visible bars.
Minerals - Resistance to direct damage.
I feel like this aspect is what armor is for, but I could implement this into one of the two bars in my suggestion.
Iron - Boosts sprinting speed and other cardio-heavy actions.
Fiber - Increases other nutrient bonuses.
Again, with Fiber, I don't like the idea of bonusing the bonuses using the bonuses. I'm not sure what I think about Iron.
Caffeine - Increases overall speed and camouflages player from Phantoms, but increases hunger.
This one would fit better into a potion effect.
I'm not a fan of adding a bunch of other variables the player has to deal with. The current suggestion would take the current number of hunger variables from two to three. What you've suggested would take us to 10 bars, since you mentioned Hunger and you never mentioned getting rid of Saturation. (Unless I'm reading you wrong and these are all potion effects. In which case, I'm not interested in adding a redundant potion effect system on top of the current one.)
Rollback Post to RevisionRollBack
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.
You and I clearly have different definitions of "reasonable". What's wrong with regaining health in combat? It's a huge part of many games. Master of Orion II has the Cybernetic racial trait and the Automated Repair Units technology, which allow ships to self-repair in combat. The first two Diablo games had health and rejuvenation potions. Redneck Rampage was one of the few first-person shooters that let you store food powerups for later use. World of Warcraft has entire classes that rely on self-healing to be useful at all.
There's NOTHING bad or unreasonable about self-healing in combat.
416 stone
296 stone slab (150 blocks)
149 stone stairs (228 blocks)
794 total stone
1082 blackstone
174 blackstone slab (87 blocks)
52 blackstone stairs (78 blocks)
1247 total blackstone
(not counting drawbridges and portcullises)
I do think that a simplified version of this would be excellent for the sake of culinary variety in Minecraft. Maybe something like this:
Protein - Boosts healing and long-term use of tools. Meats, mushrooms, and milk are good sources.
Energy - Boosts short-term use of tools. Bread and other carb-rich foods are good sources.
Vitamins - Boost resistance to poison and other ailments. Fruits and vegetables are good sources.
Minerals - Boost resistance to direct damage. Sources vary.
I have nothing against self-healing in combat. That's what Regeneration and Potions of Healing are for. On the other hand, the hunger system is a mechanic designed for Survival gameplay, since Minecraft reflects a Survival game more than a Combat game. (Which is why when Mojang adds a more "real" combat system rather than the old spam-click, people riot in the streets.)
The problem with Hunger is that Minecraft has stopped being a Survival game ever since the Beta days, and has become more of a building and collecting simulator. That's why variety in food items and blocks is appealing to newer fans of the game, while all of the old players hate every new feature that comes out because it violates some taboo of nostalgia.
Since Hunger is a mechanic from the days of Survival, it makes sense to revamp it. I want Hunger not to be a system that is simply required in the game for some micromanage-y reason, but something that, given the right planning, can upgrade the game.
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.
Neutrition... god that would ensure I never play Minecraft again.
Hunger was the single worst thing added to this game. It was more fun without the egg timer.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
Sorry but you have that backward. it started out as a pure construction game and survival elements were added later.
416 stone
296 stone slab (150 blocks)
149 stone stairs (228 blocks)
794 total stone
1082 blackstone
174 blackstone slab (87 blocks)
52 blackstone stairs (78 blocks)
1247 total blackstone
(not counting drawbridges and portcullises)
Can we please steer the thread back on topic? This thread is about revamping the current system, not removing it.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Actually, I think I do have that the correct way around. While the game started out as a borderline graphical test with construction elements, once survival mode was added it became a Survival game for a short period of time. Ever since about 1.0.0, the devs began adding more and more features and the old survival features became ever-more shadowed and hidden. This is why the game now has an unnecessary number of blocks for a Survival game. Meanwhile, back in the Beta days, there was no hope of even getting a good color scheme for a build, but mobs were scarier and the dark was actually dark.
In addition, hunger was changed in 1.11 to be even less of a pain. As long as you simply walk around in 1.11 rather than sprint, the hunger bar becomes nearly insignificant.
We're getting off-topic because you've chosen the single-most unimportant part of my previous post to debate, but my point is that the game is not a Survival simulator anymore, though it has mechanics that reflect that. To combat this, I want to introduce a Hunger system that reflects that. Instead of a mind-numbing timer, the player is encouraged to make choices that affect the long-term; and more of these choices become available to him as he progresses.
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'm slowly building on the "bonus" instead of "revamp" idea, and I think it'll help steer this thread back on topic.
Basically, the player can choose to ignore the added bonuses of variety in a diet without change from the current playstyle. This system would just ensure that there's always room for new food items and some nice new bonus mechanics for the less stagnant survival players.
Protein - Boosts long-term use of tools and healing.
Carbs - Boosts short-term use of tools.
Fats - Boosts intermediate-term use of tools.
Vitamins - Resistance to poison and other ailments and increases iron (nutrient) bonuses.
Minerals - Resistance to direct damage.
Iron - Boosts sprinting speed and other cardio-heavy actions.
Fiber - Increases other nutrient bonuses.
Caffeine - Increases overall speed and camouflages player from Phantoms, but increases hunger.
This is getting quite the attention for a 2017 post!
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
It makes sense to a degree. New food items are always satisfying to discover and craft, but there's not much justification for doing so since almost every food item does the same thing at varying levels. If we have some nutrient bonuses, it would open up plenty of room for new food items.
I want a change from the current playstyle, though. The current playstyle is resetting a timer, while a better one would be to not have to worry about food all that much, rather planning out meals becomes a long-term investment. That being said, I'm not interested in turning food into glorified potions.
You're going to have to specify exactly what "long-term use of tools" means. I also still think refusing to eat should come with consequences, although you have to borderline intentionally avoid eating in order to do so.
Again, I'm gonna need to know what these mean.
Resistance to poison is incredibly specific: There are only a handful of times the player is affected by the poison effect. Resistance to negative effects might not be a terrible idea, though.
I'm not a fan of bonuses bonusing the bonuses. This just adds an obnoxious layer of complexity, whereas the system in my suggestion only requires a few visible bars.
I feel like this aspect is what armor is for, but I could implement this into one of the two bars in my suggestion.
Again, with Fiber, I don't like the idea of bonusing the bonuses using the bonuses. I'm not sure what I think about Iron.
This one would fit better into a potion effect.
I'm not a fan of adding a bunch of other variables the player has to deal with. The current suggestion would take the current number of hunger variables from two to three. What you've suggested would take us to 10 bars, since you mentioned Hunger and you never mentioned getting rid of Saturation. (Unless I'm reading you wrong and these are all potion effects. In which case, I'm not interested in adding a redundant potion effect system on top of the current one.)
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.