I think regarding this, it was kind of already put into the main post where
So if having it permanent is such a story breaking issue, then it should be fine just having it be temporary store/Dilbert warp item then? If anything most of these perks feel more close to a Quality of Life (QoL) side of things rather than the “OP perks” section to me
Let’s say we were to compare perks to Minecraft’s main balancing
- No hunger loss
- Regeneration 1 at all times
These are fine to me, if you were to think of it in the Player Versus Player (PVP) aspect. (This is assuming that for no hunger loss, food = 20, saturation = 0 at all times possible)
No hunger loss means no eating for saturation. And with how saturation can work in a PVP aspect? That can be a significantly strong weakness! Sure not as many people yum on a funny steak in the middle of a fight, most do it with golden apples (+2
absorption and 0.4
/s, +2
+9.6 Saturation) and Instant Health 2 potions (+4
on use). But look at Regen 1, that’s a whole whopping game changing 0.2
per second! wowee! Compare that to saturation giving a full
per second! This is 5x of Regen 1 and can be a significant fight changer.
Well, everyone can eat golden apples no matter the hunger, it can always be eaten. But say we were to compete it with golden carrots (+3
+14.4 saturation) which can only be eaten when hunger bar isn’t full? By unbinding yourself from the realm of sustenance, you miss out on the enlightenment of true recovery.
And if it’s really, really such a huge issue with having it in fights, just bind it together with how /fly works in /pvp. /fly gets funnily disabled when damage is dealt in /pvp, bind them together and disable Munched (name patent pending) when in /pvp. And if it’s used in Championships? Add them to the disabled perks category and disable them too! Just like how almost all, if not all, ranked perks are already disabled in that mode.
In terms of main survival gameplay it’ll mostly just be a QoL where “oof ouch owie my bones from falling a little too far” and etc would be less of a hassle. If there was anything at a much worse level (falling into lava, extreme high heights without feather falling, funny blast mining with friends), it’ll either have been at a non survivable level or a level where they might die after a little bit (eg. fire deals damage at 0.5
/s > 0.2
/s from Regen 1). Sure, gives them a smidge of a chance to survive it, but it’s not wholly significant.
- No damage caused by drowning
Which, from my understanding, is just permanent Water Breathing. We already have potions of Water Breathing easily made that give 3 or 8 minutes of Water Breathing easily. Add that with Respiration 3 (+15 seconds of bubble time/level) along with normal bubble time, that’s 4m to 9m of drown time. Then there’s crate with Respiration 4 (+60s of bubble time total). Then there’s the inherent effect of Respiration, giving a [level/(level+1)] chance of not taking drowning damage per second.
With Respiration 3 or 4, there’s a 75% or 80% chance to not take damage from drowning respectively, per second. Instead of dying in 10 seconds (1
/s), there’s a chance to die in almost 40 to 50 seconds instead (im too lazy to do calculations here), just from purely drowning without starving or regeneration from food. And if your health gets low? Just eat. That aforementioned Saturation from the prior argument for PVP will just fill that health bar up in an (almost, incomplete) instant. (1
/s > (0.25 or 0.20) * 1
/s). In a way of speaking, being able to eat is already a form of permanent Water Breathing, albeit annoying with the slap every few seconds.
In total? Along with 15 seconds of natural water breathing, that’s 125 seconds of drowning with Respiration 4, without using water breathing. With Water Breathing? That’s 10 minutes and 5 seconds of pure drowning before the player dies. Won’t shatter our current in real world record of held breath, but it’s a long amount of time, almost enough for most underwater dives in general for little portals or sunken ships. Still not enough Water to Breathe? There’s always the (albeit weirdly hard to get in this current build of Munchy Survival) conduit for literal permanent conduit power (+Haste, +Water Breathing, +Night Vision) as long as you stay in water around the conduit. With how Vanilla Minecraft already has a permanent form of Water Breathing and an almost permanent alternative to it, I don’t see why “No damage caused by drowning” would be such a big deal other than removing the slaps from drowning every 4-5 (theoretical) seconds.
And, for my final argument:
With meta-ness (and I’m sure most of surv’s grinders mostly only gear themselves towards how to meta /mctop and /bal and the funny farms vs manual) argued above and how it shouldn’t really break the game much, now’s the story. Though anecdotal, I’m sure a significant amount of players just right click spam the quest givers to get to the next quest and get on with it. I won’t deny that I myself do read the quests a bit and collect all quest books under my own player’s name (yum yum troll hungry), but also mostly skip all of it after the first run through or after the many times quests have reset on their own due to bugs. I mean, I like the whole story and design of spawn, I like the stories it has and the stories it’s made with the players that play. But if story is such an important aspect of Munchy Survival this season, then why not theme around it? The staff team (gg guys btw on s4) came up with names for all of the crate items, though I can’t name them all since I’ll likely butcher the language, so I’ll just (Survival S4 Crates). A name can be made up for this too, if Munched is really unfitting of it. Like “Allfather’s Banquet/Eternal Banquet”, " Andhrímnir’s Feast", “Hircine’s Pact”. Just a few examples from Nordic names, and maybe one from Skyrim
(maybe don’t use that one).
Lore wise? I don’t know how there’ll be a problem with it. We have magic hoppers, sheeps that kill me with dance, a teleporter elevator in a mall powered by magic or something, giant animated rocks that want to smash me into the next McDonalds hotcake for $5.29 a set (in Canada according to Lotus303 Web Prediksi Sepak Bola Terbaru Hari Ini), a person who can eat 256 pumpkin pies and then 64 full cakes within the same day according to the story and quest from Frikka. What’s wrong with a Norse God blessing the player with a full belly in exchange for a small tribute?
And if it really, really doesn’t fit into the story, what’s wrong with it just being a QoL Survival Category rank? There’s already Vanilla alternatives that are almost as good as or better than the rank that @Vicvi came up with, all this does for players is less micromanagement of an eating mechanic so they can focus on other stuff instead, like building or grinding /mctop or /bal, or, the most important aspect of Munchy Survival to me, just having fun with friends. I mean, there’s Prison with the whole (really expensive) MAFIA Rank for never losing hunger, on a PVP gamemode that has natural health regeneration indoors INSIDE of PVP areas and no natural health regeneration beyond /warp exit. What’s wrong with Survival having it?
Other sources:
https://minecraft.fandom.com/wiki/Food#Foods
https://minecraft.fandom.com/wiki/Regeneration#Effect
https://minecraft.fandom.com/wiki/Healing#Saturation_healing
https://minecraft.fandom.com/wiki/Fire#Burning_entities
https://minecraft.fandom.com/wiki/Respiration#Usage
https://minecraft.fandom.com/wiki/Water_Breathing#Causes
https://minecraft.fandom.com/wiki/Conduit_Power#Effect
tl;dr it’s really not that much of a game breaking perk. i dont get why there’s so much of this and that wrong about it man. i get it, dev time would have to be dedicated to make this or similar, but come on, read above for why literally everything about this rank isn’t really that big of a gamemode killer 5000.
this is an edit: end of the day this is a game. there’s a likely not insignificant amount of daily players who come online just for the community. Don’t make this hard for them, we all just want to have fun.