by 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.