System like satiations for curiosities

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System like satiations for curiosities

Postby shubla » Thu Mar 08, 2018 9:13 pm

To add the variety of curiosities that people study. Somekind of system should be added to reduce the lp that you gain from curiosities, if you study the same thing over and over.
Something like satiations, but for curiosities.
You would have to study variety of things to maintain 100% lp gain from curios.

This would also bring a meaning to forageable curiosities.
There could be two main groups, crafted curiosities and foraged ones. So you would have to study BOTH to maintain maximum efficieny on lp gain. Thus you would have to sometimes go forage for curios to maintain the variety, even if you could craft better ones.
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Re: System like satiations for curiosities

Postby Zesto » Thu Mar 08, 2018 10:14 pm

Satiations on foods are annoying as is why add it on something else as well?
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Re: System like satiations for curiosities

Postby ArgentRhapsody » Thu Mar 08, 2018 10:32 pm

Ok, now explain how this would make the game more fun, and less soul sucking and grindy
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Re: System like satiations for curiosities

Postby linkfanpc » Thu Mar 08, 2018 10:43 pm

Eh, satiations suck anyway. If something like this were implemented, i'd like the different "satiations" to be more like Toys, Rite & Ritual, etc. The crafting menus.

Forageables should have no satiation, to make them unique. Or at least split them into Plants, for dandelions and snapdragons, Bugs, for ladybugs and fireflies, etc.
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Re: System like satiations for curiosities

Postby Lunarius_Haberdash » Thu Mar 08, 2018 10:50 pm

I approve of this idea, I've always enjoyed the food systems complexity, it would be nice to see it extended. It was a shame that the tri-quality system didn't take off properly.
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Re: System like satiations for curiosities

Postby MrPunchers » Thu Mar 08, 2018 11:05 pm

Satiations for curio(?) and food should work smth like this: Last 1000 used items are stored, when an item on the list is repeated x times (varies or not idk), the strength of the item goes down for every additional item of the same type on the list; a weaker effect coming from items in the same food group, i.e. if you eat 50 of mushroom1, eating mushroom2 will be weaker. Granger said something along these lines awhile back.

Also could be cool to add curios/foods that "clean the palette", or reset satiations.
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Re: System like satiations for curiosities

Postby Ysh » Thu Mar 08, 2018 11:12 pm

I think if curiosity system is not already with enough interest or complexity I will rather see some unique changing instead of clone system from foods.

Here is some obvious one from top of my head:
  • Add curiosity with different tetromino shapes.
  • Some curiosity will have one of his spacings colored blue. Two blue spacings from curiosity can overlap in mentory. Other color could be added, where up to two same color space can share same mentory space. This is approximation of VM packing variant of bin packing problem. These color spaces could even be determine randomly for each curiosity, so that there is always some need to choice optimization.
I will rather see some idea like this that will play to curiosity system unique strength of spatial managing.

Of course, this is assumes there is even problem with curiosity at present.
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Re: System like satiations for curiosities

Postby shubla » Fri Mar 09, 2018 7:39 am

Zesto wrote:Satiations on foods are annoying as is why add it on something else as well?

I stated on my post. To add the reason for players to study variety of curiosities. Also this would make forageables great again. Because only studying crafted curios would lower the lp that you get from them.

Ok, now explain how this would make the game more fun, and less soul sucking and grindy

Instead of endless grind in the village, you would sometimes get to go out and explore and craft different things. So it would be less soul sucking and grinding.
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Re: System like satiations for curiosities

Postby overtyped » Fri Mar 09, 2018 7:45 am

shubla wrote:To add the variety of curiosities that people study. Somekind of system should be added to reduce the lp that you gain from curiosities, if you study the same thing over and over.
Something like satiations, but for curiosities.
You would have to study variety of things to maintain 100% lp gain from curios.

This would also bring a meaning to forageable curiosities.
There could be two main groups, crafted curiosities and foraged ones. So you would have to study BOTH to maintain maximum efficieny on lp gain. Thus you would have to sometimes go forage for curios to maintain the variety, even if you could craft better ones.

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Re: System like satiations for curiosities

Postby terechgracz » Fri Mar 09, 2018 7:51 am

Satiations are stupid as hell, they are way to much complicated and annoying. It'd be much better idea to just lower fep gain based on amount of food type (diffrent sausages would be diffrent food type) eaten.
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