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.