๐๏ธ tryashtar ยท 13 points ยท Posted at 02:53:25 on December 11, 2016 ยท (Permalink)
Hello! I'm writing this post to talk about some of the issues with the new hunger system, and I hope to be able to elicit some discussion as well.
As I'm sure many of you know, 1.11 rebalanced hunger loss, significantly reducing the exhaustion caused by various tasks. You can see the new values here. The only exhaustion value that was increased was the exhaustion induced by regenerating a half-heart, up to a whopping 6.0.
In theory, these changes are good. For an exploration update, it's very nice to not need to consume olympian quantities of calories just because you're sprinting, and I have noticed in survival that my food consumption has gone down while walking. This is, in my opinion, a good change.
The issue comes when this food buff for normal activity clashes with a huge food nerf for regeneration. When your hunger bar is full, your saturation is immediately burned to be converted to health, and then the rate slows a bit once all the saturation is gone as the three half-shanks deplete to regenerate the rest.
Eating one piece of steak to exactly fill your hunger bar (with zero saturation) is enough to heal four hearts from saturation, plus another heart-and-a-half from the normal regeneration. At that point, just a few seconds later, your steak is gone, converted entirely into that health.
And the 85% full hunger bar tends to stay that way, since there's no regeneration at that point, and every other form of hunger depletion is so slow. So it becomes necessary to eat again, wasting 2.5 food points, just so the bar can fill up and regeneration can continue.
Essentially, combat demands food to be consumed at an incredible rate compared to normal activity. I don't want to propose a fix, but share the facts and what I've observed.
oCrapaCreeper ยท 9 points ยท Posted at 09:51:50 on December 11, 2016 ยท (Permalink)
The current healing system is actually a lot like how you used to heal in beta - eat food as soon as you take damage. Now each food effectively will heal a certain amount of hearts depending on their saturation - similar to how different foods healed different amounts of health in beta.
Main differences are of course that the healing is an overtime effect instead of instantly and food stacks.
DMonitor ยท 1 points ยท Posted at 23:24:34 on December 11, 2016 ยท (Permalink)
I really like the new way. It's a good compromise between the old and new
Koala_eiO ยท 3 points ยท Posted at 11:57:52 on December 11, 2016 ยท (Permalink)
Well yes, you cannot eat food as often as before to heal. This gives more value to healing potions/tipped arrows, golden apples that you can eat without being hungry, etc...
_cubfan_ ยท 2 points ยท Posted at 00:59:46 on December 13, 2016 ยท (Permalink)
Excellent point.
JamesBCrazy ยท 5 points ยท Posted at 03:10:06 on December 11, 2016 ยท (Permalink)
The solution is to not take damage. The problem 1.10 had was that people could just chow down on food and not die because of the uber-regeneration instead of actually trying to fight.
AnOnlineHandle ยท 2 points ยท Posted at 09:26:41 on December 11, 2016 ยท (Permalink)
It's definitely less fun now imo, before there was a range of things which would result in eating, now it's basically just eating as a direct instant health potion whenever any damage is taken and for no other reasons.
Galaxy_b ยท 2 points ยท Posted at 12:20:29 on December 11, 2016 ยท (Permalink)
This. The new system is ok but not much fun, you only need food to fight now, not for anything else. It may help to run even longer distances to explore, but where is the fun without obstacles or planning? Pre 1.10 was better in my eyes. Fights were hard without potions or gapples, and exploring needed planning, or hunting