BONFIRESThe first item here will be bonfires. They are amazing things to have but their benefit can also be questionably huge for very little effort/price. It's super easy for grinders and factions to get a couple of Charisma Alts up and then in a few weeks of game they can already reach ridiculously low hunger modifiers. That allows people to pump food in their stomachs like real machines and it just increases the gap between players.
Something that could work to prevent that is giving Bonfires a quality. Based, of course, on the stone used to make them. Make the quality work as a cap for the minimum hunger modifier you can achieve, in a way that one would require a q150+ bonfire to be able to have them work as efficiently as they do now, for example. That would give some time before they become that good, slowing down the early game a bit.
SATIATIONSNow, now. I understand that the whole satiation system is currently... unhappy/messy and a complete overhaul on how food works is definitely necessary. Jorb has stated already that he's not happy with how the food system currently is and so we can definitely expect major changes (possibly on new worlds). But I also think it's kind of pointless to leave it entirely broken for so long; There are things that could be done to at least slow the system down a bit so it doesn't become a boring and abusable mechanic while it is not changed.
As of now, satiations are basically a very boring mechanic where you have to spend 5 minutes drinking an unbelievable amount of drinks until you pretty much have everything at 125% and the whole system becomes irrelevant.
So here's a couple of simple suggestions that could more or less try to control this for now, until the system is revamped:
- Add bad consequences for alcohol usage. Drinking debuff (that increases in % like hemp buff but lowers stats and maybe even character speed and such). Make it last long and be really severe the more you drink. After a certain % it should definitely start giving you wounds, long lasting and incredibly stat-damaging hangover wounds that, the greater they are, could even become permanent liver damage. I want to see people drinking barrels of beer and wine at once after that

- Change how satiations reset. Make it so that drink satiations can't be resetted but rather just slowly regen back to 100% over time. Drank too much tea? Gotta wait a week or two before tea is efficient again. Make good use of your satiation buff until then.
SALT, ICE & OTHER LOCALIZED RESOURCESLocalized resources are a cool idea but it is no secret anymore that the community has more than found ways to completely go around all their intended ways of being used

Salt and ice are particularly useful for raising stats/skills and such, especially in the early world, where most of them were 'dominated' by few people - which WOULD BE FAIR AND NICE if they actually dominated it with combat and such... but that's the exception. What usually happens is:
Resource is walled and/or an alt logs in, collects it and logs out to later deliver it to their main characters.
Resource timers were added to 'promote' conflict but the truth is that when salt timer hits, for example, all you see is a bunch of alts logging in to get salt and logging out before others arrive. Things like that.
This is just stupid (not to mention the walls) so here's a couple of changes that would perhaps make the resources nodes more 'democratically fair' and engaging again.
- Instead of a hard timer, create a 'spawn window'. You inspect it and: "Spawn window starts X hours from now"
That means that after X hours, the spawn window will open and last (for example) 30 minutes - and the resource can spawn at ANYTIME in those 30 minutes. It could spawn in 2 minutes, it could spawn in 27 minutes... but what it means is that if you want to get the resource, the characters will have to be there and hang there, hoping for no one else to arrive before it spawns and actually securing the resource if someone arrives.
- Create a red-handed like buff for when you collect a Localized Resource. Doesn't need to be so severe (just like 30 minutes), but it should prevent logging out and teleporting to HF.
That would serve two purposes: First, if the person still uses an alt to collect the resource, at least the alt can be easily intercepted. Second, it requires ATTENTION to go back/protect yourself, making it HARDER to have multiple clients collecting multiple nodes with multiple alts at the same time.
SYMBEL BUILDS AND CHARISMA ALT USAGEThere are two absolute truths of symbelware that are also annoying right now:
1- Your best hunger reduction stuff will go to a table that will NEVER be used to eat. It will be opened by a high charisma character just to increase the hunger bonus.
2- There's a very boring math to symbel items that allows you to simply create "builds" of what's the best table for Hunger, what's the best table for FEP bonus, etc...
So I'd like to, again, suggest a couple of things that could 'easily' mitigate such misues of the mechanics:
1- Make symbelware a 'global' trigger around the same bonfire (as long as the table is opened) instead of a table-specific thing. That is, any opened table around a bonfire can receive wear damage to its items when people are eating.
That would have two interesting results: First, charisma alt symbel items wouldn't be eternal, also requiring maintenance/care. Second, the very usage of charisma alts would become a very boring thing since someone would have to keep an eye on their items while eating, possibly (hopefully?) making it less encouraging to use charisma alts at all.
2- Create some sort of "Symbelware matching/synergies/attuning", turn table creation a game itself, adding a lot of depth with simple changes. Yes, there would still be "builds" and such but with a lot more variety, possibilites and harder to come up with the best options.
I can think of 3 ways to implement that:
- Symbelware sets: for example, Silk Tablecloth + Silk Napkin could give a slight bonus when used together. River Pearl goblet + River Pearl cutlery could also get a small bonus, etc, etc... There are tons of different items that could form different symbelware sets, the Pottery Set, the Soft Metal Set, the Silk Set, Linen Set, River Pearl set... and so on (decorations, baskets, etc.) The set an item belongs to could be displayed on the bottom of the tooltip, and different sets could even have different, varied and interesting bonuses: For example, a full River Pearl Set could make Cheese FEPs particularly buffed
- Placement bonuses: Some items could be more (or less) efficient depending on the place you put them in the table interface. For example, there are several "center pieces" that could be highly buffed when placed on the center tile of the table but very poor when placed on the edges. This could be represented by a small bit of text in the tooltip like "+50% efficiency when placed on" and a small 3x3 square with the relevant bits highlighted.
- Similar Item repulsion: Having two items of the same 'type' in the same table could reduce their efficiency altogether. For example, having two plates or two sets of cutlery could make both less efficient.
These would make "Table building" an art on itself, with a lot more depth and potential.
ICE QUALITYI think we all know how OP Ice is.
This is both cool and not cool

(joke about ice being cool totally unintended)
I mean, it makes sense for a difficult to obtain resource to be that powerful. But it's also undeniable how much of an edge it gives on the early world.
So here's an idea for ice:
Make the quality be based on a certain skill (like Rock Crystals, that can have super high qualities the higher the relevant skills of the person collecting are) and then make the Ice quality important for something on its usage.
I don't know what, could be anything:
Q = the maximum Mental Weight worth of curios it will instantly finish, a small cap on the amount of LP gained by the curios instantly finished, etc... Tons of possibilities:
Thing is, somewhat make the "early game ice" less efficient than what Ice currently does. Not talking about nerfing ice, after mid/end game it can still work like it does now - Just talking about somehow creating a limit to its efficiency based on its Q, so it would be limited in the early world only.