jorb wrote:People who know the game far better than I do inform me that the optimal eating scheme consists of eating solely at 300% food efficacy, i.e. when "Ravenous". I don't dispute this, but I'm curious as to why, more precisely, that is so. Prima facie it would seem -- and that was our reasoning in implementation -- that you would get more FEPs per unit of time while eating at the less hungry levels.
This is a bit of an old topic to dredge up but it seems like the most relevant hunger thread considering the rework and adjustment to the satiation system for World 11.
Obviously it is optimal to eat at ravenous currently since its absurdly easy to maintain that state and getting 300% food efficacy on top of the other multiples is a no brainier. For the new world I think the bonuses for eating at the various forms of hunger should be altered to make it less advantageous to remain in those states. In my opinion eating at Hungry or Content should be the most efficient state if you can support that much food intake. Ravenous and Famished are states I originally viewed as a sort of catch-up mechanic for those that can't be on so often that they are staying well fed. It needs to be drastically harder to remain in those states, and they should likely give smaller multipliers as well. Salt should be adjusted so that its not good at making you ravenous or famished, but is good at making you content or hungry. ie if you are full, stuffed or overstuffed then salt can come into play there. (or even better, salt can get a new purpose and just not affect hunger at all)
I also feel that questing should not be able to put you into ravenous or famished, its just not a healthy to the hunger system.
Another approach to nerfing eating only when famished or ravenous is to have it affect stats by applying hefty debuffs(but maybe not for new characters?). Or wounds. Jorb loves wounds.