I love all the elitist asshats that seem to think an option is suddenly going to kill them. You like hunger? Fine then, use it. Don't ***** about something that is completely ****ing optional whether or not you use it.
I really don't see what's the big deal, I mean, you can mod the game or make plugins for it. I mean, seriously, when the finalize version is completed, there will be a whole modding/plugin community that will create the toggle for you instantly, or make the regeneration faster.
True, adding a boolean test is easy if you were to code it for an applications. Adding a boolean test for gaming is a bit different imo, since you want to use the least amount of resource, running quicker and smoother in the most efficient manner is a bit different. Adding a boolean test to constantly see which option is enable or not might probably end up taking more resources. If I were to code it in c/c++, I would go around this using function pouters. An initial test on login and reassign the address of the corresponding functions once, and call them using function pointers without any further testing.
I don't know too much about java, but I'm sure java have pointers, like c#, as well. It is discourage though, especially since they have their own garbage collection to deal with memory cleanups. But keep in mind, just adding a simple boolean check to a game engine is not as simple as it looks.
I really don't see what's the big deal, I mean, you can mod the game or make plugins for it. I mean, seriously, when the finalize version is completed, there will be a whole modding/plugin community that will create the toggle for you instantly, or make the regeneration faster.
True, adding a boolean test is easy if you were to code it for an applications. but adding a boolean test for gaming is abit different imo. you want to use the least amount of resource with the efficiency which is abit different. Adding a boolean test to constantly see which option is enable or not might probably end up taking more resources. If i were to code it in c/c++, would go around this using function pouters. An initial test on loggin and reassign the address of the corresponding functions once, and call them using function pointers without any further testing.
I don't know too much about java, but i'm sure java have pointers, like c#, as well. It is discourage though, especially since they have their own garbage collection to deal with memory cleanups. But keep in mind, just adding a simple boolean check to a game engine is not as simple as it looks.
A boolean is just one bit. 1 or 0. It wouldn't be that hard, and its not like its using any meaningful amount of memory. Pressing the button flips it from true to false, or vise versa. Make sure all calls to the function that changes hunger has an if statement before it, checking the variable.
Granted, its more complicated than that, but it isn't terrible hard, just tedious to find every function call. I'm glad you aren't one of the people that thinks that their way is the only way .
I can appreciate your thought process however- true SKILL involves never getting hit in the first place. There's an old Chinese quote I'm paraphrasing "If man throws spear at head- move head"
Drinking and healing quickly while running away isn't skill it's weakness extended long enough to win the fight.
I would never disagree with an OPTION to do anything in any game, sure if you WANT hunger off- why should my play style steal YOUR freedom to play? It shouldn't I would support Notch making 'hunger' toggle-able
HOWEVER
I would rather see slow healing stay, and give us better PvP gear- like shields with separate durability so you can block and live long enough to spot an opportunity.
I would also like to see Horses /w mounted combat and jousting spears.
A boolean is just one bit. 1 or 0. It wouldn't be that hard, and its not like its using any meaningful amount of memory. Pressing the button flips it from true to false, or vise versa. Make sure all calls to the function that changes hunger has an if statement before it, checking the variable.
Granted, its more complicated than that, but it isn't terrible hard, just tedious to find every function call. I'm glad you aren't one of the people that thinks that their way is the only way .
I guess. Not every language/script makes a boolean 1 bit, but rather the same size of an int byte size as well which ends up wasting any minor resources =/ Constantly doing a boolean check on a single player does not amount to much, but when you're doing it many times for a magnitude of players, it all adds up. Lucky most minecraft server doesn't get too huge for that to be an affect =p
When you are looking for consistency and coherence within a game you have to look at the game itself, not at what people can make of it. A flawed game is a flawed game, no matter how much mods can solve its problems (i.e, TES Oblivion). By your logic Notch could just deal with the modding support up to completion and and lean back under the sun on a nice Jamaican beach for the rest of his life and the community would take care of the rest.
Also, don't forget that mods and plugins tend to make servers harder to setup, lag more, and maybe other inconveniences I'm not aware of.
I agree with the consistency and coherence of the game, but I don't believe they decided to slap on the hunger system on impulse. I mean they probably did some research on their part, at the same time trying to keep true to the game as well.
I also agree with the mods and plugins statement. Although, the game is balance on the interested of both the developers and the consumer, the game itself is slightly more focus on the developers' creativity whereas the mods and plugins are more focus on what the consumer wants.
The old Minecraft PvP had absolutely no skill, strategy, or thinking involved. Simply spam the left click, and chug soup when needed.
The new way forces you to actually care about your character's safety a bit more. You have to keep well fed, or that chance encouter could become deadly. This shifts focus over to planning beforehand. Instead of who has the best connection, along with armor, weapons, and food, you need to have some type of tactics worked out.
The idiots using the exscuse of "You've obviously never PvPed before" as their only rhetoric really are quite dumb. I would laugh at you, but your attempts at reasoning are even too pathetic for that. If you have problems adjusting to a new way of playing, fine. Keep the complaints to yourself. But most of you sound like the only reason you don't want the hunger bar is because you are too lazy to even think. And to those I say, begone fail trolls.
And, for the record, I am against any sort of form of hunger bar removal outside of mods. The game does not need to be a giant box of checklists, just because you are too wimpy to play the game the way it was meant to be played.
Why not have both... Like hunger gives the 1/2 heart heal and food gives maybe half what it used to heal. This way both sides are happy, and also there should be a enable/disable button for it for those people who absolutely like/hate it.
It's not that hard to make the toggle button but I guess it's hard to:
-remove sprinting
-remove blocking
-remove dashing
-put the food back to the way it was
-make the food nonstackable
and implement all of this into that button because some retard didn't want to try the new thing.
The new hunger system is actually an ingenious enhancement of PvP combat because combat will now be less about killing the other person and more about GAINING TERRITORY and thereby either gaining a better position from which to attack or defend against the other person, or thereby gaining a position from which to disrupt the supply lines of the other group.
Let's imagine a group trying to storm the castle of another group.
Let's say one of the attacking group players manages to get into the castle somehow. How will the defenders respond?
In the old system, the defenders would just heal up and come charging in there and maybe take a few hits but, no matter, insta-heal and kill the intruder.
In the new system, if the defenders got wounded during the initial skirmish, it might be too risky to go charging into the area where the attacking player has gotten entrenched. Instead, the defending group has to wait for slow regen of health before doing that. In the meantime, the attacking group is also regenerating health, but the attacking group is also filtering into the entrance made by the first attacker to get in there, with that first attacker laying down suppressive fire with the bow--suppressive fire that carries a real threat and must be hidden from until the defending group has regenerated health because 1 hit could possibly kill if any of them are badly wounded.
The net result is, after both groups pause to regenerate health, the battle resumes, but this time the attackers are attacking from a better position (maybe a spot they have walled off on the ramparts while everyone was regenerating health), which is a good reward for battling skillfully in the first round of combat.
Perhaps the next leg of the battle would consist of the attacking group trying to cut the defending group off from their stores of iron or diamond (so that the attacking group could use their materials to craft more armor and wear the defending group down by attrition). Let's say an attacker gets between the defenders and their treasure chests of iron or diamonds. The defenders might not be able to just rush in there and hack the defender while insta-healing. The defenders might be wounded, and might need to fight cautiously while their health regens (and in the meanwhile the attacking group is reinforcing that strongpoint under the cover of suppressive fire from the leading attacker).
See? Real PvP just got a whole lot more interesting with hunger. The first players to adapt their thinking in this way to the changed mechanics will be more successful, I predict.
Actually, I'd say you are wrong about no skill required. Being able to select and right click food and heal several hearts doesn't require skill. With the hunger system, players are encouraged to back off when injured in order to restore lost health, which I'd say is far more balanced and requires far more skill.
No one is the victim if a toggle is added. Not only PvPers are in support of this, lots of people are, even people that play Singleplayer. We're not asking to disable chargeable bows or sprinting or anything, we never said that. We don't care if you think disabling hunger makes those unbalanced. Play it the "balanced way" then. No one is affected if a toggle for hunger is invented and therefore I don't see a reason to not include it.
On a more realistic note (no, that above wasn't mean to be sarcasm, I really am anti-hunger), I think a perfect fix to the system (not sure how much this would work for PvP but it would work for me on SP) would be if they added something like bandaids, that healed your health immediately or if they made it so that if you eat when your hunger bar is full, your health gets restored.
Also, to everyone saying the game isn't meant for PvP. Shut up. You obviously don't remember that the game was built off of Creative Mode but only expanded to Survival because of what the fans wanted. So theoretically, if you ever crafted anything, you aren't playing the game like how it was meant to be played. Hunger was added to increase the survival-aspect. He also added blocking and chargeable bows to increase the PvP-aspect. He knows the PvP community exists, where the hell do you think he got the idea of making chargeable bows and blocking and other aspects soon to be implemented? To make PvP better.
EDIT: Oh yeah, if you think that it increases skill, great for you. Many people disagree and it's not like implementing a toggle would only benefit PvPers. It benefits everyone that simply doesn't like the hunger system.
Rollback Post to RevisionRollBack
I am currently beating Minecraft Forum's silly & stupid limits. This signature will definitely be more than 2 lines long. Who da fudge even came up with that silly rule?
Ha ha MCF
Minecraft is definitely a lot worse now.
I'm serious
I don't see how anyone can legitimately play this game and have fun
Wanna know why I think it's so bad?
It took Mojang over 2 months to finish 1.8
My reaction when 1.8 came out?
LOL is this some kind of joke?
Then I sadly figured out that it wasn't a joke.
1. Less updates, much less frequently.
They are implementing features that suck
Example?
Hunger system.
The hunger system sucks.
Do I have to explain why?
No seriously, do I really have to explain why? Look at the many threads about it on this forum.
I'm against the hunger system
2. They add in pointless updates, even some that make the game worse.
I don't feel like finishing this post with more reasons, maybe I'll do it later.
Anyways, at the end of the day, Minecraft has been sucking lately.
Oh yeah!
Take this Minecraft Forum! My signature is longer than 2 lines! HA HA HA HA HA.
Actually, the more I think about it, the more I think this new hunger system is really cool.
It might even make sense in battles to designate certain members of a team as "berserkers" who only get leather armor (durability will not be an issue, as they won't have enough time to pause to regen health during attack), who get diamond swords, bows, and maybe lava buckets, flint&steel, and/or TNT, and whose job it is to distract the defenders, wound as many of them as possible, and generally cause as much mayhem as possible so that the longer-term attackers can gain a better position from which to attack (such as scaling a wall to get up onto the ramparts or something).
Once again proving you probably have no pvp experience. Any true pvper would know spam clicking is a lot more effective.
True, adding a boolean test is easy if you were to code it for an applications. Adding a boolean test for gaming is a bit different imo, since you want to use the least amount of resource, running quicker and smoother in the most efficient manner is a bit different. Adding a boolean test to constantly see which option is enable or not might probably end up taking more resources. If I were to code it in c/c++, I would go around this using function pouters. An initial test on login and reassign the address of the corresponding functions once, and call them using function pointers without any further testing.
I don't know too much about java, but I'm sure java have pointers, like c#, as well. It is discourage though, especially since they have their own garbage collection to deal with memory cleanups. But keep in mind, just adding a simple boolean check to a game engine is not as simple as it looks.
A boolean is just one bit. 1 or 0. It wouldn't be that hard, and its not like its using any meaningful amount of memory. Pressing the button flips it from true to false, or vise versa. Make sure all calls to the function that changes hunger has an if statement before it, checking the variable.
Granted, its more complicated than that, but it isn't terrible hard, just tedious to find every function call. I'm glad you aren't one of the people that thinks that their way is the only way .
Drinking and healing quickly while running away isn't skill it's weakness extended long enough to win the fight.
I would never disagree with an OPTION to do anything in any game, sure if you WANT hunger off- why should my play style steal YOUR freedom to play? It shouldn't I would support Notch making 'hunger' toggle-able
HOWEVER
I would rather see slow healing stay, and give us better PvP gear- like shields with separate durability so you can block and live long enough to spot an opportunity.
I would also like to see Horses /w mounted combat and jousting spears.
I guess. Not every language/script makes a boolean 1 bit, but rather the same size of an int byte size as well which ends up wasting any minor resources =/ Constantly doing a boolean check on a single player does not amount to much, but when you're doing it many times for a magnitude of players, it all adds up. Lucky most minecraft server doesn't get too huge for that to be an affect =p
I agree with the consistency and coherence of the game, but I don't believe they decided to slap on the hunger system on impulse. I mean they probably did some research on their part, at the same time trying to keep true to the game as well.
I also agree with the mods and plugins statement. Although, the game is balance on the interested of both the developers and the consumer, the game itself is slightly more focus on the developers' creativity whereas the mods and plugins are more focus on what the consumer wants.
KEKDOT Highways & Freeways in Minecraft - Stack Interchange
Snipe or gtfo
Nuff said.
The old Minecraft PvP had absolutely no skill, strategy, or thinking involved. Simply spam the left click, and chug soup when needed.
The new way forces you to actually care about your character's safety a bit more. You have to keep well fed, or that chance encouter could become deadly. This shifts focus over to planning beforehand. Instead of who has the best connection, along with armor, weapons, and food, you need to have some type of tactics worked out.
The idiots using the exscuse of "You've obviously never PvPed before" as their only rhetoric really are quite dumb. I would laugh at you, but your attempts at reasoning are even too pathetic for that. If you have problems adjusting to a new way of playing, fine. Keep the complaints to yourself. But most of you sound like the only reason you don't want the hunger bar is because you are too lazy to even think. And to those I say, begone fail trolls.
And, for the record, I am against any sort of form of hunger bar removal outside of mods. The game does not need to be a giant box of checklists, just because you are too wimpy to play the game the way it was meant to be played.
Ya but don't worry pigs have snouts now.
trolololololo
Let's imagine a group trying to storm the castle of another group.
Let's say one of the attacking group players manages to get into the castle somehow. How will the defenders respond?
In the old system, the defenders would just heal up and come charging in there and maybe take a few hits but, no matter, insta-heal and kill the intruder.
In the new system, if the defenders got wounded during the initial skirmish, it might be too risky to go charging into the area where the attacking player has gotten entrenched. Instead, the defending group has to wait for slow regen of health before doing that. In the meantime, the attacking group is also regenerating health, but the attacking group is also filtering into the entrance made by the first attacker to get in there, with that first attacker laying down suppressive fire with the bow--suppressive fire that carries a real threat and must be hidden from until the defending group has regenerated health because 1 hit could possibly kill if any of them are badly wounded.
The net result is, after both groups pause to regenerate health, the battle resumes, but this time the attackers are attacking from a better position (maybe a spot they have walled off on the ramparts while everyone was regenerating health), which is a good reward for battling skillfully in the first round of combat.
Perhaps the next leg of the battle would consist of the attacking group trying to cut the defending group off from their stores of iron or diamond (so that the attacking group could use their materials to craft more armor and wear the defending group down by attrition). Let's say an attacker gets between the defenders and their treasure chests of iron or diamonds. The defenders might not be able to just rush in there and hack the defender while insta-healing. The defenders might be wounded, and might need to fight cautiously while their health regens (and in the meanwhile the attacking group is reinforcing that strongpoint under the cover of suppressive fire from the leading attacker).
See? Real PvP just got a whole lot more interesting with hunger. The first players to adapt their thinking in this way to the changed mechanics will be more successful, I predict.
On a more realistic note (no, that above wasn't mean to be sarcasm, I really am anti-hunger), I think a perfect fix to the system (not sure how much this would work for PvP but it would work for me on SP) would be if they added something like bandaids, that healed your health immediately or if they made it so that if you eat when your hunger bar is full, your health gets restored.
Also, to everyone saying the game isn't meant for PvP. Shut up. You obviously don't remember that the game was built off of Creative Mode but only expanded to Survival because of what the fans wanted. So theoretically, if you ever crafted anything, you aren't playing the game like how it was meant to be played. Hunger was added to increase the survival-aspect. He also added blocking and chargeable bows to increase the PvP-aspect. He knows the PvP community exists, where the hell do you think he got the idea of making chargeable bows and blocking and other aspects soon to be implemented? To make PvP better.
EDIT: Oh yeah, if you think that it increases skill, great for you. Many people disagree and it's not like implementing a toggle would only benefit PvPers. It benefits everyone that simply doesn't like the hunger system.
It might even make sense in battles to designate certain members of a team as "berserkers" who only get leather armor (durability will not be an issue, as they won't have enough time to pause to regen health during attack), who get diamond swords, bows, and maybe lava buckets, flint&steel, and/or TNT, and whose job it is to distract the defenders, wound as many of them as possible, and generally cause as much mayhem as possible so that the longer-term attackers can gain a better position from which to attack (such as scaling a wall to get up onto the ramparts or something).