Possible ways for rebalancing feasting

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

Possible ways for rebalancing feasting

Postby Fostik » Thu Feb 14, 2019 2:10 am

People who questing get too much bonuses for feasting because of quest rewards for hunger.
In spite of this people who don't like questing and trying to eat on 300% or 200% of hunger (lets call em casuals) can only eat 12-24% of hunger food per day. This is 3-5 pieces of food or 2-3 sausages.
I dont like current feasting system at all, because it forces me to make a decision: will i eat energy restoration food today, or some stat gain food. Or i will need to spend all my day after hard work for questing in this game, and be useless for my village.

Some ideas that can help here:
1. Simply nerf food restoration bonuses from quests, and increase basic speed of hunger restoration.
2. Make it so that table will not give you bonuses from feasting only if your stats is twice more (or at least x1.5) that table symbel instead of just equal quality. Sorry but i cant even imagine how it will be possible that table symbel will be higher that stats of player that started from w11 start.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2244
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Possible ways for rebalancing feasting

Postby azrid » Thu Feb 14, 2019 2:22 am

or remove hunger
Image
Image
User avatar
azrid
 
Posts: 3315
Joined: Mon Oct 17, 2011 11:33 pm

Re: Possible ways for rebalancing feasting

Postby LagannPM » Thu Feb 14, 2019 7:07 am

Or... rebalance symbel so that some of them will reduce hunger much more but also will decrease FEP gain.
So you can eat food for energy while wasting less hunger.
User avatar
LagannPM
 
Posts: 23
Joined: Sat May 23, 2015 4:02 pm

Re: Possible ways for rebalancing feasting

Postby SacreDoom » Thu Feb 14, 2019 7:42 am

Removing hunger would be a much better solution. It's a mechanic that really only serves to create imbalance between very organised players and newbies and it's counterintuitive that it's beneficial to stay at "ravenous" for 90% of your playtime, leading to even more newbie confusion. Furthermore now that satiations have more of a role I'd say those would work fine on their own as a sort of timegate without the needless complexity and confusion that hunger brings on top of that, especially since those can be managed with items you can make reliably and consistently, rather than being reduced arbitrarily by way of questing. Hunger is just not a good system; if you add ways to actively reduce it, e.g. quests, you will create a huge disparity depending on how many quests people can feasibly do, but if you remove all ways of actively reducing it you're essentially just making another flat timegate which will make people do the exact same thing that you tried to fix with the latest update regarding satiations: set a bot to log in when you reach ravenous and eat up to a certain point. Just remove the damn mechanic already.

TL;DR Hunger is counter-intuitive as a mechanic, is made increasingly superfluous by other systems, only broadens the gap between veterans and newbies and encourages bot feasting.
User avatar
SacreDoom
 
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 3 guests