Noobs should'nt suffer from hunger

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Noobs should'nt suffer from hunger

Postby Fostik » Mon Dec 23, 2019 10:15 am

As we discussed on last stream, noobs, people on world start, and also people who doing labor from main suffer from hunger.
We also discussed on another stream, that some foods gives too much hunger.

So, this thread is just reminder for Jorb's list to revisit hunger levels of different food: berries, fruits, bushcraft, and some unpopular recipes should have less hunger to be usable.
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Re: Noobs should'nt suffer from hunger

Postby Rexz » Mon Dec 23, 2019 11:51 am

Another criteria to balance this would be to consider satiation % as a parameter in the balancing act.

It would take more work and calculation, but it would definitely keep up with the theme of "variety" that the devs want to maintain in the food/eating department.
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Re: Noobs should'nt suffer from hunger

Postby shubla » Mon Dec 23, 2019 12:09 pm

Should just be like in salem, eating food without table wouldn't give hunger, feps or satiations, and eating it with table would give feps, hunger and satiations. Thus people could replenish their energy bar without worrying about ruining their hunger bar. Alts would be tackled, all problems solved, I don't see any downsides. Tables are easy to construct.
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Re: Noobs should'nt suffer from hunger

Postby ctopolon4 » Mon Dec 23, 2019 1:08 pm

here was nice feature/bug at w11 start: when you overfeeded => stamina dont drops => so you have few hours for building/mining/chopping until you overstuffed. not need drink every 5sec. not need eat every 15min
so i suggest to make it officially "stamina drain proportional to hunger lvl" .
wanna work alot = eat alot. wanna 300% bonus = be ready for shitty gameplay with alts and prepare table with food and barrel with water into mine

P.S.
imho gain stats when questing in early game is cool (just eat different food #wintersucks)
problem is when your stats reach 60+ and hunger dont drops bellow 90% efficiency (quests salt time gives less than 25 different shit eated for stat) => you have to start food production 10+FEP and eat 6+ crafted food per stat
(same as eat 36 ingridients separate, but gives less hunger)
also gain 30 stats when you start at 10 is +300% boost, when you have 60 stats - gain +30 is much harder and means only +50% develop of character... so more playing = less progress = tedium = sucks
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Re: Noobs should'nt suffer from hunger

Postby Potjeh » Mon Dec 23, 2019 3:00 pm

Hunger is a stupid mechanic and shouldn't exist at all.
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Re: Noobs should'nt suffer from hunger

Postby vatas » Mon Dec 23, 2019 4:37 pm

I wouldn't object to devs removing hunger for the rest of the world as an experiment, although if the FEP gain is set to be always 100% this will be a nerf to FEP gain of people who only eat 300% and/or 200% efficiency.
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Re: Noobs should'nt suffer from hunger

Postby Fostik » Mon Dec 23, 2019 5:19 pm

The problem is that being at 100% or lower doesn't solves any problem - you need to eat more, so you get more hunger, and faster hunger regeneration on that levels doesn't help at all.
More food also means bigger penalties from satiation, table symbel breaks faster.

If mid casual player doesn't commits eating on 300% with salt or questing - he will never achieve this game. (e.g. unable to normally hunt, mine, dungeons, or other midlevel/hight end gameplay)
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Re: Noobs should'nt suffer from hunger

Postby Actuarius » Mon Dec 23, 2019 5:37 pm

shubla wrote:Should just be like in salem, eating food without table wouldn't give hunger, feps or satiations, and eating it with table would give feps, hunger and satiations. Thus people could replenish their energy bar without worrying about ruining their hunger bar. Alts would be tackled, all problems solved, I don't see any downsides. Tables are easy to construct.


This seems nearly win-win. Also, as a new player in winter, one can't farm, and most(?) foraged foods are non-existent. Reliance is on hunted game for food, limiting variety. Less time gathering food means more time for other things like building, mining, digging, and woodcutting - and that requires energy killing hunger. Truth be told, I almost feel like logging in during Winter is much more of an opportunity cost then not logging in due to energy and hunger constraints.

Hunger and eating tied to stat gain is such an interesting mechanic the theorist in me would hate to see it disappear entirely. Anecdotally the outcry to remove hunger seems to outweigh keeping it, but this idea of choice between food as energy and food as ?nutrition? seems like it would work rather well.

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Re: Noobs should'nt suffer from hunger

Postby MagicManICT » Mon Dec 23, 2019 6:44 pm

vatas wrote:I wouldn't object to devs removing hunger for the rest of the world as an experiment, although if the FEP gain is set to be always 100% this will be a nerf to FEP gain of people who only eat 300% and/or 200% efficiency.

Which is exactly how it used to be. I've not a clue as to why they created this system. I can only guess as to the reasoning.
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Re: Noobs should'nt suffer from hunger

Postby snapko1 » Tue Dec 24, 2019 12:59 pm

shubla wrote:Should just be like in salem, eating food without table wouldn't give hunger, feps or satiations, and eating it with table would give feps, hunger and satiations. Thus people could replenish their energy bar without worrying about ruining their hunger bar. Alts would be tackled, all problems solved, I don't see any downsides. Tables are easy to construct.


Totaly agree, wont solve alt problem completely, but will for sure help those who want to play with mains without handicapping themselves.
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