Boredom and sane Satiation for Curiosities and Food

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

Re: Boredom and sane Satiation for Curiosities and Food

Postby Pestion » Thu Feb 07, 2019 7:28 pm

jorb wrote:Ok, requesting strong, good, and healthy incentives to keep a varied diet.


Gaining a satiation (or a new satiation) lowers the satiation of the other existing satiations by z%. Flat rate of x% to gain satiation across all foods. Foods gain y% satiation against themselves. Lower the decay of satiations.

Eat meat, gain y% meat satiation.
Eat carrot, gain y% vegetable satiation and -z% meat satiation.
Eat mushroom, gain y% mushroom satiation and -z% vegetable and meat satiation.
Etc. etc.
(Maybe drinks not included? Not sure how they work now.)
If a food is too popular/easy to produce/effect just increase y%.

The major problem with satiations is that there will always be a small portion of optimal foods within each satiation. No one is going to make barkbread as an alternative to honeybun because of the shared bread satiation. This change does not solve the problem of making non-optimal foods more viable, but it does force the need to eat more variety.
Pestion
 
Posts: 8
Joined: Mon Jul 05, 2010 8:36 pm

Re: Boredom and sane Satiation for Curiosities and Food

Postby Sevenless » Thu Feb 07, 2019 8:39 pm

Rather than replacing the current satiation system (ignoring hunger for the moment) what about a bonus or penalty for long term variety? Just make it a "variety" score, I don't think that term exists in game anywhere despite that being what players call eating unique foods per FEP bar. Anyway: The more unique items and/or the less repeated items in the past 100 eaten, the higher the score. There would need to be weighting based around the FEP amount given, otherwise people would just occasionally eat 10 different berries for 1 FEP, then go back to powerfood X until they need to refresh the variety value. Player feedback could be simplified into "unique foods eaten" and "average total FEP per unique item" which would give a rough idea of where the score comes from.

I do honestly think this would encourage eating of more useful if not quite optimal FEP foods (as opposed to just low hunger variety spam which is what we see currently for people who do bother to use it). I don't think we're just trying to get people to eat more berries with this system.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Boredom and sane Satiation for Curiosities and Food

Postby xdragonlord18 » Thu Feb 07, 2019 9:35 pm

Granger wrote:
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
I agree from a psychological standpoint that it being seen as a buff would be easier to digest.
Do you have an idea how the numbers could be made to work to that effect?

2 b honest i dont think the numbers matter 2 much personally I would do 100% to 300% for the hunger system for the satiations/cravings system i think making it on an individual food level is fine or even better i might start with making each food item improve all other food items by 2/n where n is the number of food items in the game but really i would have 2 try since 2/n might b 2 insignificant feeling its hard 2 say without testing myself
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
User avatar
xdragonlord18
 
Posts: 623
Joined: Sat Apr 16, 2016 3:25 am

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Majestic-12 [Bot], Yandex [Bot] and 66 guests