Hunger Levels and Eating

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

Re: Hunger Levels and Eating

Postby Embers » Wed May 17, 2017 12:13 pm

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


Cant really understand that. Why would anyone ever miss the 3x bonus from the food they nolifed for. Everything lower will just be seen as a waste of cooks time and resources.

The bonfire 99% hunger reduction buff just means you can eat up to 15-20 cupboards of food without loosing 300% bonus, then eat 3 salts and repeat so theres no limiting factor in hunger. The only limit is the size of your own poppy/barley/wheat/pumpkin fields, and factions bot them anyway so they can get them as big as they want, while the so called hermits get irrelevant stat gains (if any at all, since food is limited to like 10 viable options, half of those are cheese)

Can the 300% be removed in favor of another hunger mechanic, based of energy or whatever? Yeah sure, will be a setback but nothing more. Imo just look at the player created fep table and think what would you eat to make a specific character work, and then try to diversify the list. (or just nerf bonfires heheh)
User avatar
Embers
 
Posts: 100
Joined: Sat May 07, 2016 5:15 pm

Re: Hunger Levels and Eating

Postby ctopolon3 » Wed May 17, 2017 5:55 pm

subscribe+ver = x1.5
table ~= x1.5
satiations ~= x1.5 (1.25*1.25 mb *1.25 )
hemp ~= x2
pepper = x2 (hard)
hunger = x3 (3-5 salt every 3 days)

total = x40 (x20 w\o pepper)
(eat max 2 food per stat)
(~100stats per each 3-5 salt u have)
normal food ~ 20-30Fep => 2400 stat with pepper | 1200stat w\o pepper | 800stat w\o pepper & salt (hunger x2)
jorbanzola 40q 100FEP => 8000int (useless 8-) ) (production 75-150 units in 3 days)

if u r botting = u may focus on 3% hunger reduction & make alot meatpies

mb ive made some mistakes in calc, dont be violently (~= != =)
P.S. Cornucopia gives Will pls
ctopolon3
 
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Hunger Levels and Eating

Postby xanduswizarde » Thu May 18, 2017 6:11 am

I never really got to the late game, but was having lots of fun with the concepts of food variation/satiation and curve of development (currently at 60~ stats).

I get the feeling that the purpose of the food system should be, mainly dictating the pace of the character stat development. The problem lies in the fact that the "cost" for levelling a stat is linear and the benefits of reductions are not. Satiations, by design, should play the role of alleviating that, while at the same time forcing cities to be built to divide the labour of food production. My guess is that this is where the problem is currently.

Satiations force new players to either spoil the game, make an alt or have a headache in the future. It also forces hermits to both fish, hunt and plant. That assuming this "symbel exploit" didnt exist. Whats the benefit of satiation besides roleplay (which I think is cool)? None, it takes the spirit of the game away. Conceptually the game is full of choices: I can use taproot or hide straps as strings, I can eat Apples or Fishes for CON stats, I can be a hunter or a farmer. The fact that satiations exists, negates all those choices both directly and indirectilly.

Its important to ask what is nice abou this levelling system in concept, and for me it is:

You get the feeling that you can choose your diet.
You get the feeling that working together is good, but solo is fine.
You get to plan and build a strategy ( MOST important concept IMO ).
You get to plan and guess when you are getting to a milestone ( important vame design ).

So the real question isnt "how to fix the food system". It is "how to make a levelling system that present alternatives, make choices relevant and yet provide a steady feeling of development to groups and hermits alike?"

My suggestion is:

On symbels:
1) Take hunger reduction off entirely.
2) Take off bonus FEP%.
3) Make specific symbel for specific food groups or food stats. They would raise the quality of the food when present i the table, softcapped by the food item itself. (Since quality in higher values brings less benefits, make this bonus significant and implement the softcap)

* Do note that one can chose its symbel based on what they eat to bend the rng of stat levelling in their favor, instead of eating the same specific food only, which could lead to new opportunities.

On Satiations:
1) Remove satiations as a conceptual debuff, make it Cravings instead. People will ALWAYS try to avoid negative effects. It must be an advantage and it needs to be useful, otherwise it wont be worth it, and it must not be crucial as it is today when it screw you up.
2) Cravings can only present advantages for those who use them. They appear through eating and they vanish when sated or after long times without eating target food (maybe then presenting a debuff to the food that generated it?)

On foods:
1) Keep up the good work on adding recipes with variety, they can play a nice role in a system where you need variety but want to focus on a food group due to your profession of choice.
2) Make cravings random. Optimal routes will be made if they are not. Buffs will never be a reason to complain, unlike satiations. Do make some cravings (satiations) more frequent on some food types, but dont limit them into that.

This system makes it possible to a hermit to live solely off his farm. But it will help people who like to trade because they want to saciate their cravings and they want the best possible quality for that, not their average quality they made out of their secundary stat. This system would also make alts less relevant at early game and avoid power level of new ones.

Death penality would be cruel because the development curve would be steeper, but vengeance would taste better. Just keep the work on combat overhauls and diseases / infections. Make them take off your cravings, I dont know... Nobody likes to eat a soup when they got a teeth extracted, or the like.

EDIT: A system should then be modified to prevent people who would spam eat the same recipe from doing that. Maybe adding satiations to those specific cases or adding a timer where that same kind of recipe would give diminishing returns.

On drinks:
1) They wouldnt buff satiations anymore.
2) They could help you with getting a specific craving when eating.

On Hunger Bar:
1) The sole system of the bonus part of the hunger bar should be to help casuals to catch up. Make it so by improving food variation total FEP reduction, energy gains and granting some buffs to those who eat at Ravenous to make up for the smaller stat pool. Maintaining yourself at current 100% would present you with a faster progression, while those at the current 200% or 300% would have compensation temporary stats and slightly higher develop ratio.

EDIT2:

On bonfires:
1) Rework them as a social tool instead of a mechanic for development. That would just create dual accounts and botters. Maybe make it so that characters can gain exp from each other based on their charisma as if telling fireplace stories after a feast. And maybe Will could be used here aswell on the receiving side of the equation as the listener doesnt need to be charismatic. Exchanging stories with different people could help getting more and more exp but would experience diminishing returns with the same folk until you talk to sufficient other people.
2) make it useful when you have completed a quest or experienced some Exp-giving events.
xanduswizarde
 
Posts: 2
Joined: Sat Nov 05, 2016 4:36 pm

Re: Hunger Levels and Eating

Postby ctopolon3 » Thu May 18, 2017 9:02 am

imo system is nice but need some finishing (
1.auto harvest from trellis (pepper)
2. drinks to all satiations (atm noone for game, nuts, poultry)
3. super food to each stat (like MBC=str Jorbanzola=int SS=charisma)
4. !!! more uses to each stat at late game (not only str agi con) !!!
5. fighters eats psy (not profit: kill alt with 500 str agi con & get 10q skull)
)

most problem is:
if u eat only str agi con U can get every thing u need (rare resources. good stuff from players killing. resources from siege to eat more str agi con)
if u eat any another stats u cant get everything w\o hard work & u not funplay/userfull after eat all stats above 200 (for example u need only 200int for best LP/hour)
ctopolon3
 
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Hunger Levels and Eating

Postby Sevenless » Thu May 18, 2017 12:17 pm

ctopolon3 wrote:imo system is nice but need some finishing (
1.auto harvest from trellis (pepper)
2. drinks to all satiations (atm noone for game, nuts, poultry)
3. super food to each stat (like MBC=str Jorbanzola=int SS=charisma)
4. !!! more uses to each stat at late game (not only str agi con) !!!
5. fighters eats psy (not profit: kill alt with 500 str agi con & get 10q skull)
)

most problem is:
if u eat only str agi con U can get every thing u need (rare resources. good stuff from players killing. resources from siege to eat more str agi con)
if u eat any another stats u cant get everything w\o hard work & u not funplay/userfull after eat all stats above 200 (for example u need only 200int for best LP/hour)


You speak to a deeper problem than just the stat system. In general, fighter abilities/attributes scale usefully to the infinite but most crafting stats don't. 1k UA? Great to have. 1k Carpentry? Are you an idiot? All the crafting stats have a capped usefulness because nothing they do is "relative to another player". Farming is capped to how high crops can possibly be since the start of the world, gilding stats max in usefulness at ~500 but people only really bother with cha and sewing based ones due to how the equipment setup works. I guess cha is useful to infinitely max for feasting, but most people do that on an alt anyway.

It's a really tough pickle to pry apart. I've been thinking for a while how to make infini grind for crafters worthwhile and haven't come up with anything useful. I think encouraging warriors to want Psy is pretty doable though.
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: 7607
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Hunger Levels and Eating

Postby ctopolon3 » Thu May 18, 2017 1:56 pm

mb if:
int - increase LP gain, chance rare craft (+3q) less chance shit craft (-3q)
cha - increase Quest reward, some buff for party
dex- increase work speed, increase block weight
will- increase healing, less magic cost
psy - increase EXP gain, better ancestor after death

mb in that case we will have less STRAGICON characters , & more crafters (interested in infinity play), or fighters must eat not only meat pie
need some infinity profit of each stat u eat
Last edited by ctopolon3 on Thu May 18, 2017 2:07 pm, edited 2 times in total.
ctopolon3
 
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Hunger Levels and Eating

Postby Sevenless » Thu May 18, 2017 1:58 pm

I'm not sure I agree with making every stat important to fighters, but I really like a lot of your other ideas. Lets move this to a new thread, it's something I've been feeling needs discussing for a while anyway.

Put it here: viewtopic.php?f=48&t=57449&p=738653#p738653
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: 7607
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Hunger Levels and Eating

Postby xanduswizarde » Thu May 18, 2017 8:54 pm

I don't aggree with making all stats relevant because that would conflict with specializations. You can be good at everything, but that should come with a hefty cost.

I think that every skill should be relevant to the game, not to the roles. The system must be fun, not clunky. You should feel engaged in a stat, not levelling others because you need them to reach a value. With that said, I dont think there should be combat skills. They dont interact with the Quality system, they give raw power through learning points basically.

Mellee and unarmed combat should be taken out. Learning points are for crafting, exploration and interaction. Combat should be revamped to a system where your in-game skills matter less, your gear matter more and clever decisions makes up for the most part (maybe tailoring a way of interacting with enemy deck, instead of oppenings, want to use cleave? Sure but first you need to use "regain composure", because I used "knockdown", that or you use "lowblow" instead)

It should be harder to get to end-game, and the world should be riskier, which would indirectly buff bows, team hunting and balanced PvP
xanduswizarde
 
Posts: 2
Joined: Sat Nov 05, 2016 4:36 pm

Re: Hunger Levels and Eating

Postby ydex » Thu May 18, 2017 9:07 pm

It feels like these mechanics have lost their purpose.
When introduced they where ment to keep the game more lvl between casuals and hardcore players.
But after tweaks they are now just making that gap even larger.

Personaly I loved the old model because it was just simpler. In both world 5 and 6 I had 1000+ stats, last worlds 100ish at most.
I dont like systems that are complex unless they add something, this feels complex for the sake of beeing grindy and that adds little to the
sense of achievement.
bold
User avatar
ydex
 
Posts: 747
Joined: Mon Apr 11, 2011 4:08 pm

Re: Hunger Levels and Eating

Postby Avu » Fri May 19, 2017 7:52 am

I kinda miss the old plow eating. The limit was the food like it should be.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Semrush [Bot] and 66 guests