An original idea for Nourishment in Minecraft, Part 3: Explanation
The reason that my Nourishment system (described here in Part 2) would appeal to players who want a challenge but without bothering those who do not is because exhaustion does not affect all tasks equally.
- Look again at the chart in the wiki link: which actions increase exhaustion the most? Attacking, sprinting, sprint-jumping, taking damage, and especially regenerating health - perhaps you've noticed how fast hunger decreases sometimes when you are regenerating health. In contrast, which actions increase exhaustion the least? Breaking blocks, jumping, and walking (which doesn't even increase exhaustion).
- As you can see, the actions that increase exhaustion the most are also the actions that pro-nourishment players are more likely to perform. As a result, keeping a healthy nourishment level would be important to them. However, players who simply want to build peacefully are less likely to do any of these things regularly. As a result, they would not need to worry nearly as much about maintaining a healthy nourishment level.
- In summary, the players who want nourishment would be more likely to be affected by it, while those who don't would be less likely to be affected by it. That is as good a compromise as I think is possible.
Thank you very much for reading my idea!
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