Food system and diversity

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

Food system and diversity

Postby ZeraTustrA » Tue Mar 14, 2017 4:02 pm

I love this game mechanic. It is unusual and pretty nice.
However, now feast looks like grind, because of bad balanced and small amount content.It's not a secret that the most demanding of food are fighters, where competition is the highest.
What does the ration of fighters look like now? It is salt + bonfire+wine/beer/milk/tea+ spam eating cheese or meat/apple/pumpkin pies, in most cases.
It is worth noting that the implementation of the mechanics of variability of dishes significantly makes the process better.
How about to diversify more in general?
That's what I think about it:
1)Seafood. Fish - food available from the first days of the world, diverse in its FEP, but its relevance falls quickly enough.After an only one or two month of playing, practically no one eats fish. What dishes do we have with fish? Fishpie int+per+con(mostly) FEP food, it’s fine, but maybe its need more variety? Fishstics, i dont know it. Fish-specified dishes are fine. And what about fish stew, soups, balls and some more fish-specified dishes? Also in certain seasons the fish is a source of delicious and nutritious caviar. Boiled River Mussels - great food for crafters, but how about stopping spam eat/throwing them after searching for pearls and use as an ingredient in salad, baking, soup or even sauce.
2)Cheeses. Excellent mechanics of high-end, an interesting production process, a lot of +2 FEP of your choice, but their balance leaves much to be desired (especially for intermediate cheeses). I would very much like to see them in more complex dishes. Fish baked in the oven with cheese, or sandwiches, пreek salad with feta, cheese balls..?
3)Fruits and berries. Fruit pies is not enough! I like curd with fruit, milkshakes, fruit purees, dried fruits, i forget about a duck with apples and pork with a pear? Approximately the same applies to nuts.
4)Mushrooms. They are perfectly combined with any meat, and with cheese, the traditional ingredients of many stuffings.
5)Sausages. It is near of the edge of acceptable. Perhaps they need some kind of buff, de facto, they are much inferior than steaks, pies, but doing them is not easier.
6)Bread. You can diversify it, whole wheat bread with seeds and nuts, onion cakes, сiabatta,baguette with cheese etc.
7)Wild herbs and spices. Chivas, kvann, nettle,clover,thistle , and yarrow - this is not enough, herbs are an important ingredient in early cooking and herbal medicine of the peoples of the world.
8)Sauces. How about adding mechanics of sauces that are somewhat similar to pepper, but raising a certain fep in a dish by percentage, for example sour cream for constitution, or olive oil with vinegar to dexterity, or maple syrup, or other....
9)The hearthlings who knows how to build windmills and make steel will be able to guess to the stationary smokehouses (barn with the mechanics of steelmaker on the bark / woodchips).This is for smoked fish, cheese and for buff sausages for example.
10)How about stewing / languishing dishes in the oven, and not just baking bread and pies.
11)Cooking soups in a pot over a fire - another cooking mechanic.
12)Well, in order of delirium - pickling/souring/marinating vegetables and not only (I'm sure jorbtar loves Surströmming - https://youtu.be/wmu7bHj81WI?t=1m11s)
13)Drinks. In addition to introducing apple or pear cider, juices, mead, as well as herbal infusions/tea, I would suggest transferring from tea replenishment of the satiation type Food to all drinks, but significantly reduce the buff from the throat, forcing us not to eat dry food, but to wash down the food Something at our discretion.
Thank you for attention.
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Re: Food system and diversity

Postby Pupsi » Tue Mar 14, 2017 4:12 pm

Would love to see fish food in late game!
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Re: Food system and diversity

Postby Headchef » Tue Mar 14, 2017 4:55 pm

You list a lot of good points and would like to see developers their thoughts on them.

Perhaps fishing boats would be cool then later as well, knarr-like but slower, storage specifically for fish and high rope cost-nets required to operate which influence viability and q. Net breaks from time to time such as rods do.
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Re: Food system and diversity

Postby dafels » Tue Mar 14, 2017 7:02 pm

Pupsi wrote:Would love to see fish food in late game!

this
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Re: Food system and diversity

Postby apoc254 » Tue Mar 14, 2017 9:24 pm

dafels wrote:
Pupsi wrote:Would love to see fish food in late game!

this

Ditto
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Re: Food system and diversity

Postby jorb » Wed Aug 30, 2017 10:41 am

So... more foods, basically? Agree.
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Re: Food system and diversity

Postby 2d0x » Mon Sep 04, 2017 5:31 pm

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Re: Food system and diversity

Postby Granger » Mon Sep 04, 2017 10:28 pm

I think the food system is broken by the satiations (which completely don't make sense in the current incarnation) in combination with the drinks (which make satiations irrelevant as soon as you have them) and salt (that enables endless FEP intake after having scaled the drinks wall).

Currently there are foods that you can stuff into your character without reducing the satiation bonus on that specific item, drinks effectively disable the satiation system completely and the amount of FEP that can be stuffed into a toon is just limited by how many salt nodes you can harvest on a regular basis.

IMHO eating in H&H is currently broken and unfun.

-> Satiations should work by reducing future benefit of the food item (and the type) you are currently eating while at the same time encouraging the player to pick a different dish (both different item and type), without tight loops (so you can't cycle half a dozend dishes and be done with that).
-> Drinks could give a slight buff when eating but should neither be able to effectively disable the satiation system not be consequence free.
-> Salt needs the feather function (roman orgy style, to vomit yourself empty so you can devour more) removed and instead be turned it into something similar to pepper (can be applied to or optionally crafted into certain dishes to reduce generated hunger a bit) with a mechanic to backfire in case one overdoses it.
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Re: Food system and diversity

Postby ydex » Mon Sep 04, 2017 11:07 pm

Granger wrote:I think the food system is broken by the satiations (which completely don't make sense in the current incarnation) in combination with the drinks (which make satiations irrelevant as soon as you have them) and salt (that enables endless FEP intake after having scaled the drinks wall).

Currently there are foods that you can stuff into your character without reducing the satiation bonus on that specific item, drinks effectively disable the satiation system completely and the amount of FEP that can be stuffed into a toon is just limited by how many salt nodes you can harvest on a regular basis.

IMHO eating in H&H is currently broken and unfun.

-> Satiations should work by reducing future benefit of the food item (and the type) you are currently eating while at the same time encouraging the player to pick a different dish (both different item and type), without tight loops (so you can't cycle half a dozend dishes and be done with that).
-> Drinks could give a slight buff when eating but should neither be able to effectively disable the satiation system not be consequence free.
-> Salt needs the feather function (roman orgy style, to vomit yourself empty so you can devour more) removed and instead be turned it into something similar to pepper (can be applied to or optionally crafted into certain dishes to reduce generated hunger a bit) with a mechanic to backfire in case one overdoses it.


I somewhat agree to this, having just started a noob char again (and therefor noticed how annoying satation is when starting up).
Both hunger and satation system puts a huge limitation on character growth at the early stages of the game, I am able to make far more food then what the hunger system can keep up with and eating at 25% gain and with 40-50 meat satation just feels frustrating. The system needs to be something else, that makes early grow easy and later growth hard. Don't punish fresh chars, punish old chars that love the grind.
Cheers.
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Re: Food system and diversity

Postby Fierce_Deity » Tue Sep 05, 2017 3:13 am

Fierce_Deity wrote:Currently the satiation system works more off of punishment than anything else, or it tries to. I think that rather than ever receive negative satiations for things, we just start to desire other foods more when focusing too much on anything. It would be an overtime thing that increases the FEPs for a given food type. Could be random, like as if from craving. A limited amount of food types can be craved at once as well. Something along those lines seems like a good direction to me. So for clarification, each food type would be at 100% always (disregarding hunger). Food cravings would increase it in varying amounts, 25% being being the base amount. Strong cravings and small cravings perhaps. Drinks could be repurposed to serve as another modifier for a certain food types, giving a temporary FEP boost to the right types of food. Craving meat? Drink beer to maximize that craving bonus. As you eat more of of a food, the craving buff would decrease in a similar way to the current satiation system works.


I posted this awhile back in this thread, viewtopic.php?f=48&t=57669
While I didn't put much effort into expressing the idea, I stand by the core points of the idea that the satiation system should work not on punishment but rewards and incentive's to eat different foods. Yes, more foods would be a good thing, but I also feel we need better reasons to make those different foods.
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