If you asked me the one thing I’d hope gets improved in the game, out of everything in it, I would have to say the hunger system, for both versions.
- In Java, regen with saturation boost is way way too fast, and leads to having to eat so much. PVP wise it’s a big factor in fights taking forever.
- Bedrock has the opposite issue, where damage is impactful; slow regen discourages combat and encourages building, but it’s too harsh, especially when dealing with fire or status effects. Often it leads to hiding in a hole while waiting to heal up.
- Neither really make sprint loss impactful or interesting. Both are designed in a way such that you only lose sprint outside of combat, and regardless of if you take damage. But sprint loss should be a factor in combat, rather than as a punishment while building casually. I feel like it should be a temporary penalty for taking damage while having low hunger.
- Both systems also only really use the last two haunches of the hunger bar. If players had more leeway, the system wouldn’t be so intrusive while building.
- Foods should have varying eating speeds. And food points should matter more; make the pumpkin pie worthwhile! Farming only steaks or porkchops gets old, if I’m honest.
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