Jorbtar have tried with satiations to work against that, but this system is expensive to maintain (as newly added food items need to be tagged), error prone (as there have been foods that didn't satiate themselves, short loops through only a handfull of items, ...), unlogical (as you can eath through a satiation to reset it) and pointless (as of the drinks). Also no mechanic exists for the Curiosities side of the problem.
To overcome this I suggest to make the game balance Curiosities and Food per character, based on individual consumtion history.
As the mechanic will work for both problem domains the curiosities and foodstuff will for brevity be refered to as items and their respective result on the character (LP or FEP gained) as their effect.
Core mechanic
- The game tracks the all consumed items in two FIFO lists, one for what went through the mentory and the other what went through the stomach
- When an item is consumed its effect is reduced according to the amount of identical items already in the respective list
- The length of the lists scales with highest base level (ability/attribute) of the character
- The length of the lists scales with the total amount of existing eligible items, this makes the system easy to maintain as new items won't reduce the maximum difficulty this mechanic imposes - though enough variety in available beginner items need to be ensured to not choke newbies
- To avoid the exploit of long-term studying without spending any LP any unspent amount is projected onto the highest ability for list length determination
- Drinks are no longer reducing satiation but are also not tracked as consumed food items (as tracking sipping would be exploited to empty the list quickly) but kept in check by getting overconsumption downsides (Knocked out cold equivalents for all of them, like Kidney Stones for Tea, Diarrhea for Milk, ...) - thus they should give a big enough buff to make them worthwhile and when overconsumed a debuff stiff enough to keep them in check
- Salt eating removed and it turned into a spice, overconsumption downsides of High blood pressure for salted, Stomach burn for peppered foods
- This needs to come in concert with overdue nerfs and fixes (alt symbel wear, charisma feasting/questing, 'hunger' bar renamed 'Appetite', ...)
- Works for both Food (Satiation) and Curiosities (Boredom) in an easy understandable manner
- Ends the top-x list meaning of only these and nothing else by ending the viability to endlessly spam only these
- As of this restores interest in currently not used food and curiosities, simply as they'll be needed for variety
- Good items will continue be good while 'worse' items will get a use
- The more evolved a character gets the more variety it needs both in mental and physical sustinence to improve further
- Would turn having 100% effect into a bonus for beginners (and for new/seldom consumed items) and lower average effect being the new normal
- The current approach of force-feeding a very narrow selection of foods being *cough* reduced *cough* in effectiveness
- According to ringofbrodgar.com we currently have 391foods and 205 curiosities, so there's enough variety to select from
- This suggestions viewpoint is from stimulus satiation (leading to Boredom and reduced Appetite), not a nutrition perspective
- Yes, the idea is to reduce character development speed from a certain point on and to make building specialized titans unfeasible
The effect reduction factor and the formula for list length are the two knobs to adjust this mechanic, I suggest the following settings:
- A flat 10% reduction per identical item in the list, but a minimum payout (by clamping the amount of found items using max(identical_items, 9))
- List length being highest_level*(eligible_items/100) (highest_level modified by unspent LP for abilities), resulting in the ability to consume fully unhindered (by cycling though every food/curiosity in existance to push the one item ouf of the list before you'll have to consume it again) ending at level 100
An update: It's a bit dated of an post as satiations can't be eathen through anymore (as of world 11), but the general idea should still be sound.
This is bumped because of the discussion about hunger as a long-term companion to short-term satiations having shortfalls that lead to making alts viable (or a must) for hard labor. So please take a peek at the idea so see if the suggested general mechanic could fit as a replacement for the hunger bar multiplier.
As we all like being positive the pig should be dressed up nicely by turning the labels around, making it a buff to stuff that's rare to the character.