Boredom and sane Satiation for Curiosities and Food

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

Re: add boredom

Postby Granger » Thu Feb 07, 2019 4:33 am

Moved merged topic.
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Re: add boredom

Postby kitsune121x » Thu Feb 07, 2019 7:05 am

finding good Curiosities is already a pain in the ass let's make it more difficult
there has to be a lot more Curiosities added to the game for early game for this even be a reasonable idea to even consider but right now hell no
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Re: add boredom

Postby Vigilance » Thu Feb 07, 2019 7:24 am

idk there's tons of early game curios that you can find on the floornow

its just that they all have double digit mental weight and im still not willing to touch half of them because of it
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Re: add boredom

Postby Granger » Thu Feb 07, 2019 7:49 am

The math determining the length of the list could easily be set in a way that it only starts to affect characters that have accumulated a certain amount of LP (or FEP when applied to food items, which have a worse top list problem), so it wouldn't necessarily impact new characters / early game.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby jorb » Thu Feb 07, 2019 7:57 am

SnuggleSnail wrote:Boredom, no matter how you balance it, is bad and unfun. Satiation, no matter how you balance it, is bad and unfun.


I'm not sure I'm sold on OP's idea, but what I find really boring is when people *only* need to make meatpies, steak & tubers, the best cheeses, and call it a day, and everything outside of that is irrelevant or actively bad.

If anyone wants traction on their own ideas on these topics, I suggest you give that aspect some thought.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby SnuggleSnail » Thu Feb 07, 2019 8:47 am

jorb wrote:
SnuggleSnail wrote:Boredom, no matter how you balance it, is bad and unfun. Satiation, no matter how you balance it, is bad and unfun.


I'm not sure I'm sold on OP's idea, but what I find really boring is when people *only* need to make meatpies, steak & tubers, the best cheeses, and call it a day, and everything outside of that is irrelevant or actively bad.

If anyone wants traction on their own ideas on these topics, I suggest you give that aspect some thought.


Satiations won't increase the variety of food consumed in the end game, but they will change the way optimal feasting is done in a way I think you'd dislike.

You plug each food in an excel sheet based on satiation type, then sort by satiation:fep ratio. Then you remove everything that's too hard to mass produce, then you mix/match the top results for each satiation type until you've something that gives the a roughly even spread of the attributes you want, for example CSM/STR/AGI/CON.

When feasting you eat the best food from each satiation group until you get ONE negative satiation proc, then you go quest to reduce your hunger while waiting for satiations to max out again. Eating cheese on anything other than 100% sats isn't just irrelevant, itt's actively bad from a min/max point of view.

Satiations make the food meta MORE strict, not less. last world, when satiations and hunger were irrelevant, if somebody handed me a chest of random Q10 apple pies I still would've eaten them, and having done so would've at least been vaguely beneficial. Now, if my villagers waste time making dumb foods consuming it would actively reduce the effectiveness of my time spent grinding.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby jorb » Thu Feb 07, 2019 9:08 am

That's an interesting point! Will give that some thought.

What would change the dynamic in the desired direction?
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Re: Boredom and sane Satiation for Curiosities and Food

Postby Granger » Thu Feb 07, 2019 9:13 am

The SnuggleSnail cheesing would only affect current (short-term) satiations as they're ticking down by themselves, not the suggested (long-term) system as items in the FIFO list need to be pushed out through consuming additional stuff. Thus waiting a little while wouldn't help at all or, in case a timegate to remove items from the tail of the list is added to cater for people who took a longer break, could be in terms of days so it wouldn't be feasible to game it in the same way as the short-term system.

This is under the assumption that the suggestion is added additionally to the existing satiations, to add a long-term effect to food/curiosity diet variety.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby SnuggleSnail » Thu Feb 07, 2019 9:18 am

My ideal would be the removal of satations...

I guess some alternatives would be:
1) Cap the minimum satiation at a high enough % to where continuing to brute force eat food results in more FEPS(make satiations irrelevant);
2) Add a buffer to where you can continue eating at 100% if you've been at 100% for a while with the same time-gate as base satiations;
3) Make satiations regenerate all at once, or in chunks.

I think all of these would result in less fun gameplay, other than removing satiations, but would make it humanly possible to feast efficiently without a bot.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby jorb » Thu Feb 07, 2019 9:28 am

The simple removal of satiations institutes the paradigm where you only eat the best foods all the time, which is what I don't want. Sure, it might allow you to eat crap without penalty, but that doesn't affect, for example, your own production logic in the slightest. You'd still be spamming the shit out of the simplest and most high yield foods.
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