by Aerona » Wed Nov 22, 2023 10:31 am
I mentioned this in another thread on the topic, but if hunger isn't reset to 300% after death that's bad for everyone, especially those who didn't want their hearthlings to die. It's not targeted at those who use massive amounts of food and fine dining sets to exploit the system, so it's not a good fix. What seems appropriate is something that adds risk and consequence to rapidly consuming food while at extreme hunger values, since only players who exploit the system, particularly by deliberately killing their own hearthlings, will be interested in maintaining extreme hunger values, consuming vast amounts of food very rapidly, and especially both at once.
Last time I played H&H there were 'black FEPs' caused by eating certain foods, which would resolve by deducting HHP (there were no wounds yet) instead of raising attributes.There could be a chance to gain black FEPs (associated with a wound related to indigestion) from eating rich food items, which was more likely with higher-quality foods, more dangerous at high satiation values, increasingly more likely to trigger when hunger values are over 200% or below 100%, and that stacks with itself in a magnifying way when triggered repeatedly, similar to beestings. It could increase over time before fading, or have another sort of delayed effect, to help with moderation even more. Instant feedback helps to figure out how to make "optimal plays" without risk and cost, which is good for systems that help the player interact with the game world, but not so much for those that enable power-levelling.
This would have many benefits: Attribute growth from binge-eating would slow down since some of the 'level ups' would inflict wounds rather than raising attributes, cramming would be a risky game to play and not necessarily optimal, and there'd be less motivation to have "titans" who single-handedly monopolize food resources for themselves, since distributing it to other hearthlings would reduce the amount of wounds its consumption would inflict in place of attribute increases. While overstuffing a hearthling would become a way for their own player to kill them deliberately, it couldn't be perfectly planned or predicted, and following the death they'd have to slow down for a while until their hunger returned to a moderate value.
It wouldn't affect most players very much, both because most players tend to stay around 150% hunger, and because most players above 200% either don't have enough resources to spare to cram themselves to death, don't spend enough time online that wound recovery is a headache for them, or when playing a newly inherited hearthling, weren't expecting they'd be in that situation, probably didn't stockpile food in advance in anticipation. and have other matters to attend to besides just trying to rush up their attributes.
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I like the new waterfalls, though I have a similar comment that it's a bit uncomfortable seeing a river flowing down from its headwaters, then up, and then down again. (Was considering pointing that out before the update.)
Regarding bows: The main thing they should be good for but aren't is hunting small animals. Somehow, using a horse is an efficient way to catch moles, rabbits, and even birds. I don't think this should be the case. Sure, they might be able to trample non-flying small animals (maybe not ones that can just burrow or hide behind terrain horses can't pass through, I guess) but catching bullfinches in seconds at no cost just by galloping up and snatching them in mid-flight feels even more unfair than the rabbits that just waited patiently for players to grab them in Legacy.
Last edited by
Aerona on Wed Nov 22, 2023 2:11 pm, edited 1 time in total.