The current hunger system seem to function somewhat like stamina, that also heals you when, at least, nearly full.
To be honest, I don't really like that system, so will propose something different, that hunger should purely serve to finish off players that are lost, without the player risk losing all their stuff. Here is how it should work:
- Food- and health points, normally, drain/recover at a constant rate; taking 10 min to deplete food from full, and restore 1 heart every 30 sec, both pausing as long a mob is aggroed on the player.
- Raw food items (except for rotten flesh), no longer apply the hunger debuff, and eating any non-dangerous food removes the effect.
- Raw food restores 4 food points, cooked food restores 8 food points and applies a short duration buff, and (new) "meals" fully restores your food points and applies multiple long duration (10 min) buffs, one of which would be the saturation buff.
- Eating rotten flesh; now clears saturation, while always applying the hunger debuff, and does not restore any food points.
- Dying from hunger, spawns a container, with the glowing effect, that holds the player's items, and the player will respawn with a recovery compass, that breaks when the container gets opened.
There could perhaps be also be added a new craftable beacon-like block, which just applies saturation.
The point of this system is not as much to tax the player for being active, but to send them home, if they get lost, with an improved chance to recover their items.
Please sign in to leave a comment.
0 Comments