No. It'll become another routine and an annoying one.
People are bored not because their food doesn't spoil, so they'd have to do some planning and feeling frustrated if they wouldn't be able to eat the carrot cake they've prepared.
I fail to see how your proposal compensates the trade decline (noobs normally can offer only a few things, mostly curios and food for trade), the frustration, the problem of the noobs getting hit by the nerf first. It is not fun.
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LadyGoo
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Re: About Food & Survival
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loftar
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Re: About Food & Survival
Food spoiling is one of the things we've considered, but perhaps in a slightly different light. I agree that it would probably be mostly annoying, in the decay-is-not-fun kind of way, if food spoiled left and right, but I do think it would be nice if some, particular foods were perishable. The "sizzling" buff on newly roasted meat is an example thereof, and I've considered if eg. meat salting/smoking/pickling shouldn't be implemented such that fresh meat perishes after some while, while cured meat does not, so that collected meat has to be cured if it is to be saved, and such things. In the end, I'm not sure if it would be fun or not.
I do generally agree that there should be stronger survival aspects to the game, though. Unless you're a complete newcomer to the game, dying to the wilderness is close to impossible.
I do generally agree that there should be stronger survival aspects to the game, though. Unless you're a complete newcomer to the game, dying to the wilderness is close to impossible.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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sMartins
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Re: About Food & Survival
Good news, nice.
For sure cured meat( dried,smoked or salted) and such thing should last way long as in reality is...same thing, as i've already suggested, keeping food in a cellar.
Would be really nice if you can bring some of the survival aspects of UnRealWorld to H&H.
For sure cured meat( dried,smoked or salted) and such thing should last way long as in reality is...same thing, as i've already suggested, keeping food in a cellar.
Would be really nice if you can bring some of the survival aspects of UnRealWorld to H&H.
Make friends with the other crabs or try to escape the bucket.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Adder1234
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Re: About Food & Survival
Smoked and salted food should have low FEP values, but high energy. That way people will have a reason to regularly hunt for fresh food and won't just preserve everything.
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LadyGoo
- Posts: 2767
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Re: About Food & Survival
I can imagine the spoilage (in my point of view it's the FEP decrease, rather than the meat turning to rot) should be applied to something basic like meat (if to be applied) only.loftar wrote:I've considered if eg. meat salting/smoking/pickling shouldn't be implemented such that fresh meat perishes after some while, while cured meat does not, so that collected meat has to be cured if it is to be saved, and such things. In the end, I'm not sure if it would be fun or not.
And should have some kind of additional motivation for curing it, like special storages or being able to stack meat (smoked bacon) in 1 inventory slot. So yes, in general, there should be an additional motivation for curing meat, rather than solely being scared of losing the food. That way it won't be as annoying, at least.
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Redlaw
- Posts: 1638
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Re: About Food & Survival
Thing I would love to see on the aging or like barly bread (or wheat bread) as in the basic bresd aging into soure dough bread... most bread ended up that way anyway. Begets are a crunch fresh morning bread for a reason in france after all. theres a reason also why beer makers and bread makers wear linked.
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sMartins
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Re: About Food & Survival
The main focus more of being scared to lose food should be keeping you outside in the world, interacting with it and with the community. Improving the hunting system, also...where you have to track and chaise your prey for long distances works too. So the goal is not annoying people but make the world more alive.
Make friends with the other crabs or try to escape the bucket.
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iamahh
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Re: About Food & Survival
this its a project oriented game, you can make a city expansion, a network of cities, a piramid temple, a network of mines
all these things are only possible because the game cuts off useless grind
other games tell you what to do every step of the way(Salem)...
this game lets you decide... thats why players want to add grind to it, they want to be told what to do next
when stupid grind is added big projects become unbearable and freedom of choice is gone
all these things are only possible because the game cuts off useless grind
other games tell you what to do every step of the way(Salem)...
this game lets you decide... thats why players want to add grind to it, they want to be told what to do next
when stupid grind is added big projects become unbearable and freedom of choice is gone
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sMartins
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Re: About Food & Survival
It's not simcity bro..you could still build all you want, but sometime you need to go outside of your wall, hunt and come back to work the food, or eat food from your crops...then keep building.
Also how much food/meat an animal gives should be rework...big game should be way more hard to catch, but once you got one...he should give way more meat.
Also how much food/meat an animal gives should be rework...big game should be way more hard to catch, but once you got one...he should give way more meat.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
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iamahh
- Posts: 1806
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Re: About Food & Survival
just create a character in Salem, you'll be told what to do every step of the way
stop trying to make all games the same crap
stop trying to make all games the same crap