by ErdTod » Tue Feb 19, 2019 12:01 pm
The "problem" with hunger and satiations is that people are competing, i.e. there are powerplayers whose goal is not to play game, but to have best stats on the server, and that somewhat forces others to try to catch up, otherwise they can suffer from the free PvP of the game. As for now, reducing hunger via quests to stay in 300% is obligatory for having a chance in the race. Also, you are somewhat luck-based because of chance for satiations - you might eat 1 sosig and you're at 60%, or you can be lucky to eat 10 of them and still be good. In my opinion, the correct course of actions would be limiting possibilities for power-play, since it's not fun for the majority of playerbase, who'd like to enjoy content of the game, and not to massive botting, gluttoning etc. just to be top 1 and make forum posts of how epically they rekt some makeshift fence sprucecap base.
- The 300% bonus is unhealthy for the game IMO. I suggest making it a plain 100%, but as a global satiation. I.e. for 1 in-game day you reduce your global hunger for X%, but once it reaches 100% - you can't eat at all. The % doesn't affect the efficiency of foods, just limits the amount of food you can eat per day.
- Satiations are OK mechanic, promoting variety. But it's a bit frustrating that it's luck-based. You cook yourself a great meal, of 5 different dishes 3 pieces of each, and then get satiated from just 1 piece. Not os fun. Instead, I suggest returning to how it previously was: food satiates it's category with 100% chance, but for lower amounts. So you can plan out your development. But satiations revert not when three of them are at 50%, but as it is now - over time, though I'd make the timer slower - so it takes more time for them to recover.
- In addition, removing character progression rewards from quests, replacing them with nice bonuses that would still be worth the attention, would somewhat even-out the progression of entire server.
Such changes will limit the maximum progression speed, making it somewhat even for all the players, disregarding if they are no-lifing power-playing, or just doing some few hours per day, which is usually healthy for MMOs.
However, though, those who are ahead will remain ahead. If you get killed, you will still be behind those who play longer, and without some sort of progression cap it'll be impossible to catch up. But pls don't do caps. That creates "a wall" in the game, making no sense in an ever-lasting world, which is an eventual goal, if I understand correctly.