Poll should hunger tables be changed?

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

Re: feasting eliminates the hunger mechanic

Postby ElGato » Tue Mar 20, 2018 8:20 pm

Fierce_Deity wrote:I'd like feasting/tables to no longer have any impact on the hunger bar. I'd rather see it be shifted to boosting the amount of energy food gives. I don't think it should go farther than doubling the energy of any food item. As for salt, it could just be a FEP modifier, or reduce hunger of specific food items. The point here is to reduce the amount needed to maintain high energy, rather than increase the amount you can shove in your mouth without leaving ravenous.

But, energy is a non-factor beyond a certain point in development.
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Re: feasting eliminates the hunger mechanic

Postby Fierce_Deity » Wed Mar 21, 2018 12:59 am

ElGato wrote:But, energy is a non-factor beyond a certain point in development.

Maybe that fact itself is also a flaw that should be looked at. I think it would be more interesting if energy drained naturally even while on standby, and if most tasks took more energy as well. To go along with that, an energy pool of something more like 100k could be in place. Heck, could even tie maximum energy to a few different stats, like the average of constitution and will, multiplied by some constant, prob 10. So a fresh character will only have an energy pool of 1000 unless there is a higher base value set. Still, I think it'd be a neat direction to go with the food system. If energy pools were higher and tasks drained energy more to require food at a more regular basis, then the current hunger mechanic could be tweaked to work how it was originally intended to work. Correct me if i'm wrong, but due to the way the hunger bar decays it'd be more efficient to eat at content constantly than ravenous a fraction of the time. That is in the case that you can supply that much food for yourself, and on the assumption that the only way to lower the hunger bar is waiting. The hunger system always seemed like it was meant as a catch-up system for those who are not playing every day, and who cannot eat food constantly, but with the current feasting and symbel, its just there as a way to multiply all FEP's for free.
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Re: feasting eliminates the hunger mechanic

Postby DDDsDD999 » Wed Mar 21, 2018 1:15 am

Fierce_Deity wrote:I'd like feasting/tables to no longer have any impact on the hunger bar. I'd rather see it be shifted to boosting the amount of energy food gives. I don't think it should go farther than doubling the energy of any food item. As for salt, it could just be a FEP modifier, or reduce hunger of specific food items. The point here is to reduce the amount needed to maintain high energy, rather than increase the amount you can shove in your mouth without leaving ravenous.

Energy is just a nuisance to gameplay. It could be removed and the game would basically play out the same (which I wouldn't be opposed to).

Fierce_Deity wrote:The hunger system always seemed like it was meant as a catch-up system for those who are not playing every day, and who cannot eat food constantly, but with the current feasting and symbel, its just there as a way to multiply all FEP's for free.

Pretty much, yeah. I don't think that should be a reason to make symbel useless though. The values can be changed.
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Re: feasting eliminates the hunger mechanic

Postby jorb » Thu Mar 22, 2018 9:53 am

Aware.
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Re: feasting eliminates the hunger mechanic

Postby overtyped » Mon Mar 26, 2018 6:13 am

jorb wrote:Aware.

You should probably only fix this mechanic when a new world starts, otherwise.. the people with stats like this will never have to worry about being caught up with.
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Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: feasting eliminates the hunger mechanic

Postby azrid » Mon Mar 26, 2018 12:09 pm

overtyped wrote: the people with stats like this will never have to worry about being caught up with.

Hope you got a bot or a lot of free time to catch up to him in this new food system.
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Re: feasting eliminates the hunger mechanic

Postby Granger » Mon Mar 26, 2018 12:10 pm

overtyped wrote:
jorb wrote:Aware.

You should probably only fix this mechanic when a new world starts,

Nah, just fix it now and kill every character that is over 500 in anything - should make sure there won't be complaints about not being able to catch up ;)
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Re: Poll should hunger tables be changed?

Postby overtyped » Mon Mar 26, 2018 7:33 pm

I thought i would make a poll to see where people stand on this issue, and how people feel it should be handled.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Poll should hunger tables be changed?

Postby MagicManICT » Tue Mar 27, 2018 12:05 am

overtyped wrote:I thought i would make a poll to see where people stand on this issue, and how people feel it should be handled.

Not sure a poll would help much. Devs are aware of the problem, and they seem to be listening to potential solutions. I think there's just too much else to focus on at the moment with the client optimization and "object controlled objects" to make any meaningful pass over food and FEPs.

Hopefully it is something that can be worked on in between other projects. But yeah, agree it'll need to see a world reset for proper implementation and testing, as everyone with 10k+ titans will probably want to kill themselves rather than restart new character to test the system for flaws.
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Re: Poll should hunger tables be changed?

Postby overtyped » Tue Mar 27, 2018 1:25 am

MagicManICT wrote:
overtyped wrote:I thought i would make a poll to see where people stand on this issue, and how people feel it should be handled.

Not sure a poll would help much. Devs are aware of the problem, and they seem to be listening to potential solutions. I think there's just too much else to focus on at the moment with the client optimization and "object controlled objects" to make any meaningful pass over food and FEPs.

Hopefully it is something that can be worked on in between other projects. But yeah, agree it'll need to see a world reset for proper implementation and testing, as everyone with 10k+ titans will probably want to kill themselves rather than restart new character to test the system for flaws.

i disagree, there are many different ways to do this, could be 10% hunger 20% hunger, no reduction only fep, it's not as cut and dry as fix tables.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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