We don't want to have an eating mechanic just because, which is what this addition amounts to. Every element added to the game should at least attempt to add to the gameplay experience. There must be objective, sacrifice and reward.
Wow, this is an extremely ignorant statement. The hunger system is one of the more dynamic additions we have received in Minecraft. Automatic health regen when it's full, gradual health loss when it's empty, depletes faster when you're sprinting... Dynamic. Exactly what we wanted.
Swords were unnecessary? Aside from bows, which were only a go-to weapon if you are the kind to use automatic mob harvesters, the sword is the chief way you defend yourself. That said, I think your comment goes to the heart of why I dislike this mechanic so much. This whole update has been geared towards forcing minecraft into a package it was never made for. The action element of the game was clunky to begin with and is even more awkward now with the addition of critical hits. It's like it wants to try and be an fps. But it's not well suited for it at all. This game is far more about creating wonderful and useful things in the midst of survival challenges. To promote exploration, make the individual biomes have benefits such as unique materials that can only be gathered there. Looking for dungeons does nothing to make me want to explore. Zombies and skeletons come to me every night. Why should I leave to find more?
I agree the new dungeons are disappointing though. Abandoned mineshafts are nothing more than endless tunnels of wooden frames, with boring rewards. Strongholds turned out to be a giant mess of stone, with only a few recognizable rooms and more boring, everyday rewards. The only thing that's unique about strongholds (for now) is two new types of stone brick.
Why can't vanilla Minecraft dungeons be like Aether dungeons? Giant ominous holes in the land, or a large ethereal temple, or a giant floating island of gold, just begging to be explored. Lined from ceiling to floor with dungeon-unique blocks, and a giant room guarding some nice goodies, but you can't touch any of it without beating the final boss. That's an adventurer's dungeon.
can you not simply switch between survival/ adventure to creative? If so, switch to creative get some food, use it then switch back. It's NOT that big a deal.
The addition of the hunger bar means you have to make use of the farming mechanic (plants or animals), you have multiple options of satiating this gameplay feature.
You can't simply write off something you don't like and insist it's pointless just because you don't like it.
Bookcases are pointless.
Wool is pointless.
Snow is pointless.
They're here still. I understand they don't add a gameplay mechanic exactly, but I don't like Bookcases, and yet they're in the game.
Honestly, I dislike most of those things too. I have long ranted about the nonsensical vanity additions to the game when the core mechanics are so rarely enhanced. If you had to go to other biomes to collect these, for example, then I would be pleased because it would add challenge and a motivation to explore. I see you meant farming as in both agriculture and mob farming. Personally, I would say there needs to be far less meat to make this properly balanced. The reason I argue in favor of agricultural farming is because it takes advantage of more of the core mechanics of the game. It encourages you to take part in more activities to make a finished loaf of bread or cake than simply swinging your sword a few times.
After reading this, I can see that intellectual conversation with you is out of the question. What you accused him of is what you are displaying. You are indeed wrong to blast hunger for your own shortcomings.
In short: Get over it.
A lot of these threads sadly tend to dissolve into bits and pieces of illogic, usually with the OP failing to ever make a clear argument or at least a compromise.
Voted "don't care either way," as I promised myself that I will play with it and give it a fair chance. If one cannot do even this, then playing a game that's constantly changing isn't really a good idea. Granted, it will take time to get used to certain features, like the ulgy blocklight (though since that's a minor appearance feature, I don't really care if I use modding to turn it off), but chances are, you might find that it truly is for the better. Maybe it is for the worse in your eyes, after a while of solid playing and thinking of the positives, but what if the reasons are different than what you expected? I thought that hunger was going to make the game irritatingly hard, but so far, nothing has suggested that. In fact, the game on whole feels easier to me, but this might be me honestly.
Approach the features with a fair mind, and who knows, you might just enjoy it. However, talking about your hatred without even trying the feature just isn't a great idea. A lot of the complaints about hunger basically say "well, I'll be walking around and then suddenly drop dead because I forgot to eat!" The reality is that if you were to randomly drop dead from hunger, it's entirely your fault for not watching the bar, and acting accordingly. Also, you don't just drop dead. You take damage slowly. When your character starts going "ungh! ungh! ungh!" over and over, you know something is wrong, and you know you have to do something quickly.
Honestly, I would like for the hunger bar to go down faster, it's too easy to hoard food and use it sparingly.
But who knows? Maybe my hunger bar is bugged and it's not going down as fast as it should.
Wow, this is an extremely ignorant statement. The hunger system is one of the more dynamic additions we have received in Minecraft. Automatic health regen when it's full, gradual health loss when it's empty, depletes faster when you're sprinting... Dynamic. Exactly what we wanted.
Not even close. Dynamic is having to design a farm, collect materials to construct it, actually engage in construction, and then TEND the farm to continually resupply, thus adding in the concept of self sufficiency as opposed to having to simply get more seeds from random grass. All of this WHILE defending yourself from the hoards of undead and the evils of gravity. The hunger meter is painfully simplistic by comparison which is why I regard it as a pointless mechanic. It does not encourage me to explore. It does not encourage me to build. It does not encourage me collect anything more than I was already. I had to kill cows anyway for basic cheap armor. All it's done is make farming seem less interesting becaus enow it's not really necessary to successfully surviving the pitfalls of life on...what is the name of the minecraft world?
What are you playing I can sprint hop everywhere for a good 5 minutes till it gets down to 4 where it stops you from sprinting..
Considering there is like 10x more food to be had I don't think how anyone can have a issue with it. Cows drop 3-4 meat pigs drop 2-3 meats, chicken drops a chicken, cook em up gives you 3-4 food. Then you have the wheat that you can find in a village and mushrooms for musrhoom soup and then there's melons
I think the problem is not necessarily the hunger bar, but that food oozes out of everything now.
Not to mention, you can stack it to 64, and the mobs fall rather easily to some of the new combat.
Honestly, I would like for the hunger bar to go down faster, it's too easy to hoard food and use it sparingly.
But who knows? Maybe my hunger bar is bugged and it's not going down as fast as it should.
About one meat thing every 16 or so mins. So that is roughly 160mins to knock down the whole hunger bar. Which is about 2 hours and 40mins I think. I just end up eating one thing of steak every other day and I am fine. I play on Hard mode and have no problems. I do wish that they would make the hunger bar go down ALOT faster as well. Maybe 2/3 bars per day instead of just one. Or at least make the hunger bar dependent on the difficultly you are playing. Keep it the same for easy and then make it go down faster as you increase the difficultly of the game.
Swords were unnecessary? Aside from bows, which were only a go-to weapon if you are the kind to use automatic mob harvesters, the sword is the chief way you defend yourself. That said, I think your comment goes to the heart of why I dislike this mechanic so much. This whole update has been geared towards forcing minecraft into a package it was never made for. The action element of the game was clunky to begin with and is even more awkward now with the addition of critical hits. It's like it wants to try and be an fps. But it's not well suited for it at all. This game is far more about creating wonderful and useful things in the midst of survival challenges. To promote exploration, make the individual biomes have benefits such as unique materials that can only be gathered there. Looking for dungeons does nothing to make me want to explore. Zombies and skeletons come to me every night. Why should I leave to find more?
Unique materials that can only be found in certain biomes? What is there besides cactus, and snow? And those barely have any use.
Not even close. Dynamic is having to design a farm, collect materials to construct it, actually engage in construction, and then TEND the farm to continually resupply, thus adding in the concept of self sufficiency as opposed to having to simply get more seeds from random grass. All of this WHILE defending yourself from the hoards of undead and the evils of gravity. The hunger meter is painfully simplistic by comparison which is why I regard it as a pointless mechanic. It does not encourage me to explore. It does not encourage me to build. It does not encourage me collect anything more than I was already. I had to kill cows anyway for basic cheap armor. All it's done is make farming seem less interesting becaus enow it's not really necessary to successfully surviving the pitfalls of life on...what is the name of the minecraft world?
And I cannot stress the tending part enough. It's why I so often find myself coming back to what I imagine was probably an after thought addition to the game. Few other structures in the game serve any purpose once they are constructed. But a farm adds to the experience in an active way. My biggest rant about this game in general has been that Notch has long ignored the whole "craft" part of the game....craft being HALF THE NAME. XD Hunger is not active. We were all killing these things anyway for other resources they dropped or, in the case of zombies, simple protection of life and limb.
Unique materials that can only be found in certain biomes? What is there besides cactus, and snow? And those barely have any use.
EXACTLY!!!! -hugs!-
-Edit- Hunger is an offensive addition in part because so much of the core mechanics of the game are under utilized. Now there's another passing addition that has little real value and does not encourage you to participate in the core mechanics.
I'm on the side that doesn't like this new game mechanic, by the fact it's gotten me killed so many times since I can't get health back quick enough, and the crit' hits don't make up for now uneven combat measures.
It would be nice though if food regenerated health but I also needed it to live.
I'm neutral on this, for the first time on a debate on some new update, ever.
It wasn't the best thing to add, but it still is a addition to the game.
I like the new hunger mechanic, and for those complaining about needing to spend more time hunting animals, don't do that. Make a farm. Grow wheat. It's a lot less work once you have it started, and it's an infinite and fairly predictable food source.
bows, which were only a go-to weapon if you are the kind to use automatic mob harvesters,
Uh, actually no. Bows are also the best weapon against creepers. In 1.7, at least. Not sure about 1.8, but since they can one-shot animals, they likely still will be.
Also Notch has stated that MineCraft will have ALOT more changes as well. If you think hunger is bad, then you probably bought the wrong game.
Also I think Jeb also said that in 1.9 you will be able to farm animals. (Have baby animals to raise)
Wow, this is an extremely ignorant statement. The hunger system is one of the more dynamic additions we have received in Minecraft. Automatic health regen when it's full, gradual health loss when it's empty, depletes faster when you're sprinting... Dynamic. Exactly what we wanted.
I agree the new dungeons are disappointing though. Abandoned mineshafts are nothing more than endless tunnels of wooden frames, with boring rewards. Strongholds turned out to be a giant mess of stone, with only a few recognizable rooms and more boring, everyday rewards. The only thing that's unique about strongholds (for now) is two new types of stone brick.
Why can't vanilla Minecraft dungeons be like Aether dungeons? Giant ominous holes in the land, or a large ethereal temple, or a giant floating island of gold, just begging to be explored. Lined from ceiling to floor with dungeon-unique blocks, and a giant room guarding some nice goodies, but you can't touch any of it without beating the final boss. That's an adventurer's dungeon.
Honestly, I dislike most of those things too. I have long ranted about the nonsensical vanity additions to the game when the core mechanics are so rarely enhanced. If you had to go to other biomes to collect these, for example, then I would be pleased because it would add challenge and a motivation to explore. I see you meant farming as in both agriculture and mob farming. Personally, I would say there needs to be far less meat to make this properly balanced. The reason I argue in favor of agricultural farming is because it takes advantage of more of the core mechanics of the game. It encourages you to take part in more activities to make a finished loaf of bread or cake than simply swinging your sword a few times.
Voted "don't care either way," as I promised myself that I will play with it and give it a fair chance. If one cannot do even this, then playing a game that's constantly changing isn't really a good idea. Granted, it will take time to get used to certain features, like the ulgy blocklight (though since that's a minor appearance feature, I don't really care if I use modding to turn it off), but chances are, you might find that it truly is for the better. Maybe it is for the worse in your eyes, after a while of solid playing and thinking of the positives, but what if the reasons are different than what you expected? I thought that hunger was going to make the game irritatingly hard, but so far, nothing has suggested that. In fact, the game on whole feels easier to me, but this might be me honestly.
Approach the features with a fair mind, and who knows, you might just enjoy it. However, talking about your hatred without even trying the feature just isn't a great idea. A lot of the complaints about hunger basically say "well, I'll be walking around and then suddenly drop dead because I forgot to eat!" The reality is that if you were to randomly drop dead from hunger, it's entirely your fault for not watching the bar, and acting accordingly. Also, you don't just drop dead. You take damage slowly. When your character starts going "ungh! ungh! ungh!" over and over, you know something is wrong, and you know you have to do something quickly.
"sometimes, wizards are so awesome, it hurts"
But who knows? Maybe my hunger bar is bugged and it's not going down as fast as it should.
Not even close. Dynamic is having to design a farm, collect materials to construct it, actually engage in construction, and then TEND the farm to continually resupply, thus adding in the concept of self sufficiency as opposed to having to simply get more seeds from random grass. All of this WHILE defending yourself from the hoards of undead and the evils of gravity. The hunger meter is painfully simplistic by comparison which is why I regard it as a pointless mechanic. It does not encourage me to explore. It does not encourage me to build. It does not encourage me collect anything more than I was already. I had to kill cows anyway for basic cheap armor. All it's done is make farming seem less interesting becaus enow it's not really necessary to successfully surviving the pitfalls of life on...what is the name of the minecraft world?
What are you playing I can sprint hop everywhere for a good 5 minutes till it gets down to 4 where it stops you from sprinting..
Considering there is like 10x more food to be had I don't think how anyone can have a issue with it. Cows drop 3-4 meat pigs drop 2-3 meats, chicken drops a chicken, cook em up gives you 3-4 food. Then you have the wheat that you can find in a village and mushrooms for musrhoom soup and then there's melons
Not to mention, you can stack it to 64, and the mobs fall rather easily to some of the new combat.
About one meat thing every 16 or so mins. So that is roughly 160mins to knock down the whole hunger bar. Which is about 2 hours and 40mins I think. I just end up eating one thing of steak every other day and I am fine. I play on Hard mode and have no problems. I do wish that they would make the hunger bar go down ALOT faster as well. Maybe 2/3 bars per day instead of just one. Or at least make the hunger bar dependent on the difficultly you are playing. Keep it the same for easy and then make it go down faster as you increase the difficultly of the game.
Unique materials that can only be found in certain biomes? What is there besides cactus, and snow? And those barely have any use.
And I cannot stress the tending part enough. It's why I so often find myself coming back to what I imagine was probably an after thought addition to the game. Few other structures in the game serve any purpose once they are constructed. But a farm adds to the experience in an active way. My biggest rant about this game in general has been that Notch has long ignored the whole "craft" part of the game....craft being HALF THE NAME. XD Hunger is not active. We were all killing these things anyway for other resources they dropped or, in the case of zombies, simple protection of life and limb.
EXACTLY!!!! -hugs!-
-Edit- Hunger is an offensive addition in part because so much of the core mechanics of the game are under utilized. Now there's another passing addition that has little real value and does not encourage you to participate in the core mechanics.
Constantly regenerating health is too easy now.
Hopefully some mods will make it go a bit faster
It would be nice though if food regenerated health but I also needed it to live.
I'm neutral on this, for the first time on a debate on some new update, ever.
It wasn't the best thing to add, but it still is a addition to the game.
Uh, actually no. Bows are also the best weapon against creepers. In 1.7, at least. Not sure about 1.8, but since they can one-shot animals, they likely still will be.