With the server reset coming and active tech talent being available it's possible for things to change and for the better. Before traits we had to grow food to feed our factions. One of my early memories of Massive is roaming the old market and seeing shops that sold only food. Then traits came and with it FeedAlways. I suggest we disable/remove the FeedAlways trait. Factions will have to grow crops to survive again. Farmers will be needed and farming will be a useful role again. Of course, we'll have McMMO herbalism to assist, but I say FeedAlways should go. Are you with me?
I'm personally against this. I'd like to be able to do other things and not have to eat every 10 seconds.
I agree with this mainly because I believe feedalways is OP and means that there is almost no reason to use any of the other feed traits.
I think this would be good for the economy. The fewer economic things people can bypass with traits the better for the flow of everything.
Something I'd like to mention is that Food comes with something known as Saturation Value. It's how long a food item will keep you full. Basically, think of it as a second hunger bar. Some foods will give tons of saturation, Beetroot Stew being one that instantly fills the entire bar. People who don't like eating often can eat saturation dense foods, leaving them taking nearly twice as long to go from full to starving. The official Wiki gives a lot more info on this.
I'm pretty sure regalia is a lowest difficulty server. ( Can't remember name, only play survival with massive overhaul mods )
I dont know if its technically set to anything other than "Normal" but hunger doesnt go down and regen is high. That can be done through World Guard regions though. Eating in Regalia is not an issue.
When I initially read this I was basically "nuuuu, my feedalways is a godsend" but the arguments against it are pretty solid... I can take a hit to my chillaxed lifestyle, and roleplayers can use Feedmeditate or Feedlight to sustain themselves during longer roleplays.