DDDsDD999 wrote:jorb wrote:Ok, requesting strong, good, and healthy incentives to keep a varied diet.
This.
How does removing hunger increase the incentives to keep a varied diet?
DDDsDD999 wrote:jorb wrote:Ok, requesting strong, good, and healthy incentives to keep a varied diet.
This.
jorb wrote:How does removing hunger increase the incentives to keep a varied diet?
jorb wrote:DDDsDD999 wrote:jorb wrote:Ok, requesting strong, good, and healthy incentives to keep a varied diet.
This.
Huh? How does that change anything?
jorb wrote:Ok, requesting strong, good, and healthy incentives to keep a varied diet.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
jorb wrote:How does removing hunger increase the incentives to keep a varied diet?
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
jorb wrote:Ideally the game should play itself.
That's what I added in the update post in this topic.xdragonlord18 wrote:jorb wrote:How does removing hunger increase the incentives to keep a varied diet?
if u want players to eat a variety of foods then players must feel rewarded for eat a variety of foods it sounds simple but i think everyone is missing the most critical point which is that the system must feel rewarding to the player
I had also thought about something like that at first, the problem I saw was that players would quickly figure out a short circle of items that will keep the foods they're interested in at maximum effect.make it a positive reinforcement make it start at some base like 100% and make it go up the longer the player goes without eating with this u are adding efficiency when the player performs the desired action of not eating too much food i would recommend similar treatment of the satiations system u should invert it when u eat a specific food type it should slightly buff the other food types while equalizing the most eaten food type and make it so they do not go away over time they can only be reduced by eating other foods
Please see the update linked above. The suggested general mechanic in the OP should work regardless of being formulated as a nerf or a buff - though the latter might require to reduce the base effect of all food items to prevent the approach from just becoming the next 300% hunger multiplier.the numbers r obviously flexible but the point is that u should make the game systems reinforcement based instead of punishment based when possible since people respond better to reinforcements
jorb wrote:Ok, requesting strong, good, and healthy incentives to keep a varied diet.
Granger wrote:I had also thought about something like that at first, the problem I saw was that players would quickly figure out a short circle of items that will keep the foods they're interested in at maximum effect.make it a positive reinforcement make it start at some base like 100% and make it go up the longer the player goes without eating with this u are adding efficiency when the player performs the desired action of not eating too much food i would recommend similar treatment of the satiations system u should invert it when u eat a specific food type it should slightly buff the other food types while equalizing the most eaten food type and make it so they do not go away over time they can only be reduced by eating other foods
Granger wrote:the numbers r obviously flexible but the point is that u should make the game systems reinforcement based instead of punishment based when possible since people respond better to reinforcements
Please see the update linked above. The suggested general mechanic in the OP should work regardless of being formulated as a nerf or a buff - though the latter might require to reduce the base effect of all food items to prevent the approach from just becoming the next 300% hunger multiplier.
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
xdragonlord18 wrote:this should not b a problem since the circle is still a variety of foods if the circle is 2 small then they can increase the number of categories all the way down 2 b on an individual item basi jorb only said he wanted a variety of food types 2 b eaten not that he wants every food 2 b eaten
I agree from a psychological standpoint that it being seen as a buff would be easier to digest.i think it being formulated as a nerf or a buff is the mission critical difference cuz people do not respond well 2 punishments its really just not a good way to get people 2 do things
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