Use this topic to provide feedback and discuss announced features for the Mounts of Mayhem game drop!

11

Better Hunger System, For Parity, Balance & QOL

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    Registered User commented
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    100% agreed!!

    Especially in Java, I hate saturation boost, how fast you shrug off damage and how you always feel the need to eat, or have to randomly wait to be able to eat in order to heal. 
    And somehow Bedrock afterwards feels horrible when you're just helplessly burning and heal 1 heart every 5-6 business days.

    IMO the perfect hunger system should look like;

    Health Regen:

    • Regen every 2 seconds when near full food bar (at least 9/10 haunches). Then, every 4 seconds when above 6 haunches. It's a nice middle ground to both systems, without being as broken as Java.
    • Regen gets interrupted for 2 seconds after being hurt by fall damage or enemy attacks (anything other than Poison, Fire or Withering).

    Sprint Loss:

    • After taking damage when either at 3 haunches and below OR when you have the Hunger effect, you can't sprint for the next 4 seconds. This is indicated by the food bar bouncing (like it does when you starve). Eating would immediately reallow you to sprint.
    • At 0 haunches, you starve and you can't sprint.
    • A new potion effect for both map makers, and possibly for balancing PVP and cutting chases short; Exhaustion. When this effect is applied, the player can't sprint at all. Maybe a new item, mob or weapon could apply it to players in survival?
    • Lunge would work the same.

    Foods:

    • Stackable stews and soups, up to 16. They only take 16 ticks to eat (rather than 32).
    • Melons, Cookies, Pies, and Beets can be eaten in 10 ticks only.
    • Gapples take 48 ticks to eat (rather than 32).
  • 2
    Registered User commented
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    I never really got why people think Bedrock healing is too slow, because I think its more realistic to try to avoid a fight for a while after you're seriously injured rather than just shrugging off all the damage and charging into combat again.

    However, I get that hunger is an important part of Minecraft's combat system, so I'm willing to support this.

  • 1
    Registered User commented
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    I agree. Here's my concept:

    -Regen: Anything higher than 3 or 4 hunger bars is 1 point of health every 2 seconds (this apply to saturation too). That way you're not forced to eat every single second in a fight. Food should be off of your mind during one (unless golden apples and something new).

    -Hunger: Goes down slower when healing and sprinting / sprint-jumping so that you dont eat as much. Not a big change, just the minimum so that its less annoying

    Every food as an different eating speed (every low hunger food is half the time to eat). Examples: melons, cookies, beetroots, etc

    Mushroom stew and beetroot soup stackable to 16 (like honey bottles) as well as water bottles, but not suspicious stews (because they dont mix together)

    Glistening melon now eatable: normal eating speed, gives 1 heart of healing and better saturation.

    Red and brown mushroom now eatable, but low chance to give hunger, or one of them gives poison because wild mushrooms, idk. Both half an hunger bar, fast eating speed

    -Sprint: Im not sure what to do, but here: when you get hit, slows down slightly to act as if youre injured. Active for 4 seconds unless hit again, that way its now nauseating to get hit by multiple things at the same time

    or

    -My frostbite enchant concept from other post: Frostbite 1 to 2: enchant for swords, axes, tridents, maces and spears. When hit, apply frost

    Frost effect: slows target on hit (same as powder snow) and 1 dmg per 2 seconds. Incompatible with fire aspect. Longer frost with level