Ideas for food rework

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

Re: Ideas for food rework

Postby ctopolon3 » Wed Nov 15, 2017 1:15 pm

problem of hunger at world start:
replenish energy = Attributes no grow
more hunger lvl u have = more % hunger ull get from eat 1 Attribute
more playing = less productivity


so drop your landscape & defence = go for quest & salt (but there will be alt abusers)
or build your home & w8 3days to raise your Attributes (anyway u need w8 3days for coal & tamming, and another 3d for crops, and another 7d for vinegar)
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Re: Ideas for food rework

Postby Valnar » Wed Nov 15, 2017 5:20 pm

Granger wrote:
Valnar wrote:Could have feasting be formally separated from eating.

You only get energy from plain eating food, and you only get FEP from feasting on it.

the FEPS would be coming from the ritual of eating rather than just eating the food.

Sounds broken for newly spawned non-alt characters.

If feasting would, absolute best case when exploiting everyting, provide a 50% reduction in hunger generation and a 50% increase in FEP value it would be interesting enough to still do it but no longer that completely overpowered as it currently is.


How'd it be broken for fresh characters?

If it's because of no cheap table, wouldn't a mini bark and branch table work? Could also include feasting with the tutorial quest too.
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Re: Ideas for food rework

Postby dafels » Wed Nov 15, 2017 8:09 pm

i kinda liked world 8 feasting tbh, there was no salt, no starving and other bullshit and was straight forward... You couldnt gain crazy stats. the only part i didnt like you fucked up your hunger bar when you wanted to replenish your energy. feasting on table = gives feps, changes hunger; eating straight = gives energy, doesn't change hunger.
Last edited by dafels on Tue Nov 21, 2017 11:14 pm, edited 1 time in total.
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Stats capped by food eaten (FEP system rework)

Postby Raiga » Mon Nov 20, 2017 6:21 pm

Character progression is the only thing in game that doesn't heavily rely on quality. That’s the reason why one can grind stats as high as several thousands with everything else still being few hundreds Q at max. Moreover, at some point current system grants almost no reward for eating better food (the limit of dFEP/dQ is 0). So it is more effective to spam junk food in enormous quantities than try to increase its quality, and with hunger modifier from somewhat decent tableware being able to reach 1% it is possible to gobble non-stop. As it stands for now: more food > better food. Side result is that people are forced to have huge fields which are completely dull to manage so they use bots for that. Here are some thoughts on food system in order to make character’s attributes reasonable according to world’s current progress.

FEP gain. Food eaten caps your stats.
To increase attributes you still have to fill FEP bar which size is equal to your highest stat. However, you only get food event points in certain attribute if quality of eaten item is higher than said attribute. For example, character with 100 STR and 10 AGI eats q40 cellar cheddar (16 STR+1, 8 AGI+2) and gets only 8 AGI+2 FEP. To increase STR over 100 he should find better q food.
This will lead to generally lower stats, so you would not need that much FEP from single food item. Effective x10 FEP multiplier (3x125% satiation, 300% hunger and +70% FEP bonus from table) should be gone.
Satiations. Can’t go more than 100%.
Satiation no longer can be increased by drinking. Maximum satiation is now 100%. Reset mechanism stays the same - as soon as you get your fourth food group below 50%, the most satiated one is recovered back to 100%. Junk food, i.e. low q food that doesn’t give FEP, cannot change satiations, but still gives energy and fills hunger when eaten.
Drinks. Buff the effective quality of certain food group.
Drinks no longer modify the amount of FEP gained. Instead they increase cap for a certain food group – i.e. having 120% tea will allow you to reach 120 stats by eating q100 pies. Drink quality does matter. Satiation goes up by 0.1% per gulp and is capped at 10%*sqrt(Q/10). Drinks satiation resets along with the corresponding food group. The ‘Food’ group in now depends on spring water instead of tea.
Hunger.
Naturally increases over time and by salt only to 100%. Can be increased to 300% only by completing quests. ‘Stomach relief’ quest rewards should be rarer.

Pros:
- Slow but steady progression (of course there are q300 bears day 1).
- Overall lower stats. Hunting more challenging.
- Easier to catch up for new players.
- Crafting finally capped by skills.
- Stat bonuses from credo are more valuable.
- Smaller fields and less livestock to maintain.
- Characters will have ALL their stats at the maximum level achievable by their industry – less incentive for alts.
- Drinks are no longer a yes/no question. Low q drinks are still useful.
- The headwaters can't be walled and are always worth checking. More drama.
- You won’t ruin your FEP when eating to replenish energy.
- Trading for food.
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Re: Stats capped by food eaten (FEP system rework)

Postby razfen » Mon Nov 20, 2017 7:13 pm

MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Re: Stats capped by food eaten (FEP system rework)

Postby MrPunchers » Mon Nov 20, 2017 10:02 pm

No. Every post "reworking" the food system is completely ignoring the fact that the food system now isn't too bad, other than the compounding fep multipliers making stats insane. Perhaps you should critique and build upon the already fleshed out food system instead of creating an entirely new one?
Suck me good and hard thru my jorts
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Re: Ideas for food rework

Postby MagicManICT » Tue Nov 21, 2017 4:08 am

Merged similar threads. Let's try to keep discussions on a subject like this together so that everyone can know what has been proposed and discussed already, no matter how new to the game.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Ideas for food rework

Postby Redlaw » Tue Nov 21, 2017 9:38 pm

really what need to happen, is bonfires getting another nerf, and the drink bonuses + salt poofing/changing into something else. Thats the biggest flaws I see atm.
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Re: Ideas for food rework

Postby LagannPM » Wed Nov 22, 2017 5:57 am

Make cooking something other that mass produce food.
Give food more significance, make cooking a minigame when all conditions are met create a chef masterpiece.
Make it possible to cook in big servings (set size before craft and increase ingredient amont appropriative)
And add some kitchen tools goddammit...

Every piece of food will have chances to add 1 of the attributes, and also have some effects, for example:
Increase chance of next food (bread will increase chance of meat dishes etc..), drinks will do the same.
Adding temporaly boosts to attributes(when fail to add attr ?).
Adding tempraly buff to learning time.
some more ?
Symbel increase chances and so does bonfire.
Chance depends on food quality/char attributes values

Rework energy as Maze suggested, hunger will affect rate of energy regeneration
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