Hunger Levels and Eating

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

FEP system idea

Postby ricky » Fri May 19, 2017 8:01 am

So i was pondering the food system and i had an idea:

currently, you eat 1 or two specific foods to gain 100% chance to gain 1 specific stat. roast pork, piglet wurst for str, etc. it is bad to have too much variety or else you get the wrong stat.


what if instead of a %roll on which stat you recieve, it rolls each stat % against 100 and checks to see if you get it

for instance, if you had 100% str, you get your str.
if you have 10% int, 30% str, and 60% cha you would have a chance to earn each of the three stats, but at 10/30/60% chances


pros: you must weigh the reward of multiple stats per event against gaining specifc stats.
cons: im sure there are some, please discuss
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Re: FEP system idea

Postby Headchef » Fri May 19, 2017 8:27 am

ricky wrote:it is bad to have too much variety, ''roast pork, piglet wurst for str, etc. it is bad to have too much variety or else you get the wrong stat.''


''Too much'' already indicate an excessive amount obviously but aside of that when you've got all the skills you're not interested in anymore above a certain point then there is no ''wrong stat''.

Varied baked goods beat cheese in terms of effort/stat gain.. So.. Wheat/barley.. Con/Agi... Combined with bear meat pie or moose or whatever makes it so there's no wrong stat.

Soooo..

Making the % of certain stat roll for getting +1 is insignificant to me, because it will always add up to 100% and if only eating base attributes you want I don't see how the end result is different ? Or just supposed to be another way to look at it.

People with higher stats don't eat to get 100% on 1 stat because it's not efficient to do that with huge bars, varied food makes bar way shorter and things like that :D
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Re: FEP system idea

Postby Fierce_Deity » Fri May 19, 2017 8:37 am

I guess it would of been too crazy to put your idea here: viewtopic.php?f=48&t=57424

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Last edited by Granger on Fri May 19, 2017 11:12 am, edited 1 time in total.
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Re: Hunger Levels and Eating

Postby Fierce_Deity » Fri May 19, 2017 8:41 am

It would be interesting to see the way leveling up attributes works from food changed in general. My thought is that each attribute could have its own progress bar to being leveled up, and when you max out the FEP bar, each stat gets a bit of their progress bar filled based off the percentage of FEPs they had. Not explained very eloquently but I think you'll get the idea. Less RNG, more geared to giving you the stats of what you eat.
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Re: Hunger Levels and Eating

Postby yakitori » Sun May 21, 2017 11:35 am

MagicManICT wrote:
yakitori wrote:I remembered the quest now
But boring

I capture a bear and a walrus and wait for Hunger to decrease

I eat 3 meat pies, one for the status
Keep it with Hunger 90 ~ 200%

Cheese is rare
When only eating cheese 200 - 300%

Rather than wait without doing anything, I think that it is efficient to acquire a lot of food get and eat a lot

This is my opinion. One would have to do some rigorous math to prove it, though. Satiations are the only thing that discourages me from going lower than the 100% bonus level. The volume of food and drink to manage it all just gets too high.


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.


My forecast was wrong

I Looked at this page.
I came to wait until 300%

The answer has now been unveiled
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Re: Hunger Levels and Eating

Postby Fierce_Deity » Thu Jan 24, 2019 5:42 am

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.
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