Hunger Levels and Eating

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

Re: Hunger Levels and Eating

Postby Potjeh » Tue May 16, 2017 4:20 pm

For satiations I'd like to see different drinks that reduce satiations so there's a drink for every one of them, to give players control over resetting them. I'd limit it by making drinking cost hunger.
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Re: Hunger Levels and Eating

Postby Sevenless » Tue May 16, 2017 4:22 pm

Potjeh wrote:For satiations I'd like to see different drinks that reduce satiations so there's a drink for every one of them, to give players control over resetting them. I'd limit it by making drinking cost hunger.


</3

You want to keep the hunger mechanic? *cries softly*
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Re: Hunger Levels and Eating

Postby NOOBY93 » Tue May 16, 2017 4:42 pm

hunger mechanic and satiation mechanic are both dog shit, DOWN WITH THEM!1!11!
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Re: Hunger Levels and Eating

Postby XXPX1 » Tue May 16, 2017 4:57 pm

jorb wrote:ITT: We explain why eating at 300% food efficacy is correct.


I'm mostly a lurker on the forums but I thought I'd throw my two cents in.
edit: I am mostly voicing my opinion in this situation because I disagree pretty heavily with other posters here. (see post above this one)

Let me start by saying I love the food system for being so unique - the stat gain, the food diversity (through satiation) and the whole table mechanics.

In my mind, the biggest issues with the 300% Food Efficacy (and hunger bar) is that it doesn't make much sense (thematically or gameplay-wise). The survival element of the game should promote proper nutrition of a character, whereas currently it promotes being as close to starvation as possible. And since food is hardly a problem once established, there is no risk involved with running a character ravenous 100% of the time.

While I haven't given any deep thought on the mechanic; I would think that rather than making stages of hunger, it would just be a value on a scale -- where hunger grants additional food efficacy like it currently does but also negatively impacts players stats. Then on the other end of the scale, the food efficacy goes down but there is a slight buff to stats.

I can see this promoting two different types of interaction with food. Those that want rapid character growth will stay towards the hungry-side but be impacted by the negative buff the further into hunger they go. While other characters would rather have a buff and therefore need to maintain very high levels of food consumption (thus creating more demand on food production making it more scarce).

I envision this system lending itself to a giant feast before a battle/hunt as everyone wants top notch stats.

On the topic of satiation and food diversity; No matter how complex of a system it is, there is always going to be an optimal route for the meta/hardcore players to take. By having satiation though, it removes the simple act of "make the one true food" and makes the food selection feel more diverse and interesting. For this reason, I like the system.

Sorry for the wall of text and I hope it provides food for thought.
Last edited by XXPX1 on Tue May 16, 2017 8:16 pm, edited 1 time in total.
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Re: Hunger Levels and Eating

Postby tirioll » Tue May 16, 2017 5:36 pm

Here is a casual's perspective.

In our small and not very active village, we gathered to eat at bonfire once per week. Stocking with food through the week, then eating to the full 300% bar in one sitting. Next week the bar will be empty again.
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Re: Hunger Levels and Eating

Postby sMartins » Tue May 16, 2017 6:03 pm

I think that satiations should work simply lowering itself and raising the others....something like this:
You eat 2 piece of meat that give you 10% each, so you have 80%, then you eat 1 piece of fish...so now you are at 90% meat and 90% fish, now you eat 1 piece of fruit and you are:
90% fruit, 95% fish and 95% meat....something easy like that should work to encourage food variety.
Of course % and whatever should be meditate a bit.
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Re: Hunger Levels and Eating

Postby qoonpooka » Tue May 16, 2017 6:06 pm

XXPX1 wrote:While I haven't given any deep thought on the mechanic; I would think that rather than making stages of hunger, it would just be a value on a scale -- where hunger grants additional food efficacy like it currently does but also negatively impacts players stats. Then on the other end of the scale, the food efficacy goes down but there is a slight buff to stats.

I can see this promoting two different types of interaction with food. Those that want rapid character growth will stay towards the hungry-side but be impacted by the negative buff the further into hunger they go. While other characters would rather have a buff and therefore need to maintain very high levels of food consumption (thus creating more demand on food production making it more scarce).


I actually kind of like this, it reminds me a bit of the sliders from Legacy, but without the 'oh god days and days' between incremental changes that you had to log in for.

XXPX1 wrote:I envision this system lending itself to a giant feast before a battle/hunt as everyone wants top notch stats.


"Siege commander, we should ping our forces to login!"
"You have a reason for this course of action, Scout?"
"Yes, sir! They lit a bonfire and have begun feasting!"
"God damnit. PING THE TROOPS AND GET ME A SANDWICH!"

More seriously, especially if the top level benefits were short lived and/or dependent upon the quality of the dining equipment, siege defenders would get some measure of benefit since they'd have established mess halls and the like, and could be in tip-top shape, while a sieger would have to bring all of that equipment out to the field with them, and/or settle for having a buff disadvantage unless they were damned close by.

tirioll wrote:Here is a casual's perspective.

In our small and not very active village, we gathered to eat at bonfire once per week. Stocking with food through the week, then eating to the full 300% bar in one sitting. Next week the bar will be empty again.


I like this interaction. It gives a sort of 'village life' feel that I would expect would help y'all feel like there was actual community.
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Re: Hunger Levels and Eating

Postby CSPAN » Tue May 16, 2017 6:44 pm

[qu
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Re: Hunger Levels and Eating

Postby Granger » Tue May 16, 2017 7:44 pm

When it comes to satiations: I don't get them.
I would understand them if eating cheese would raise my craving for a glass of wine while at the same time reducing pleasure from eating more cheese.
Additionally I would understand if over time I would feel an increase in wanting to eat cheese again, what I don't understand is that I can eat through the gained distaste for cheese by eating more of it.

The hunger bar should be renamed as it dosn't represent hunger, Appetite would fit better - And the 300% (and even 200%) levels should be removed or only be available on a new spawn (not inheriting) to speedup very early game and not raiseable by salt.
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Re: Hunger Levels and Eating

Postby CSPAN » Tue May 16, 2017 7:58 pm

Sa
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