About Food & Survival

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: About Food & Survival

Postby LadyGoo » Sun Oct 09, 2016 4:22 am

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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Re: About Food & Survival

Postby loftar » Sun Oct 09, 2016 4:25 am

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.
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Re: About Food & Survival

Postby sMartins » Sun Oct 09, 2016 4:39 am

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.
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Re: About Food & Survival

Postby Adder1234 » Sun Oct 09, 2016 4:52 am

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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Re: About Food & Survival

Postby LadyGoo » Sun Oct 09, 2016 4:54 am

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.
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.
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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Re: About Food & Survival

Postby Redlaw » Sun Oct 09, 2016 6:14 am

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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Re: About Food & Survival

Postby sMartins » Sun Oct 09, 2016 2:33 pm

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.
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Re: About Food & Survival

Postby iamahh » Sun Oct 09, 2016 3:03 pm

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
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Re: About Food & Survival

Postby sMartins » Sun Oct 09, 2016 3:07 pm

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.
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Re: About Food & Survival

Postby iamahh » Sun Oct 09, 2016 3:19 pm

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
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