Food rots

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

Food rots

Postby Ascendre » Sat Mar 13, 2021 4:36 am

Most food will start rotting after a certain amount of time and eventually decay.
Salting and pickling food will make it last much longer without rotting.
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Re: Food rots

Postby strpk0 » Sat Mar 13, 2021 4:43 am

Don't forget smoking and drying
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Re: Food rots

Postby Ascendre » Sat Mar 13, 2021 8:10 am

strpk0 wrote:Don't forget smoking and drying


Great idea, can't forget those two!
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Re: Food rots

Postby vatas » Sat Mar 13, 2021 10:42 am

IIRC Salem devs announcing a mere heads-up, that they consider introducing food rot, was received with extreme negativity.

Of course it would be "realistic" but that doesn't automatically make the game better.
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Re: Food rots

Postby Rebs » Sat Mar 13, 2021 3:21 pm

always been 50/50 on this.

It would be nice to discourage the mass production of food if you can't eat it all in time.

I think maybe a quality decay to base Q would be the best implementation. IE every 24 it goes down by 1 Q, if you smoke it or salt it, that timer increases.
it would add a level of preparation on food which I think would be fun. instead of having your raw meat laying around, you might think about preparing it to not lose its FEPS before you actually need to eat it.
however, it's just as likely to lead to more production with just more shitty q food.

There needs to be a reason to implement it really, and atm I can't see a reason for it except maybe to stop people from mass storing food? What really is so bad about mass storing food? and why do we need a food sink?

and how do you decide the decay timer? Too slow and it's pointless, and too fast It's damaging.
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Re: Food rots

Postby shubla » Sat Mar 13, 2021 3:48 pm

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http://i.imgur.com/CRrirds.png?1
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Re: Food rots

Postby VDZ » Sat Mar 13, 2021 5:50 pm

shubla wrote:https://www.havenandhearth.com/forum/viewtopic.php?f=48&t=53564&p=709929&hilit=spoil#p709929
please use search function

even has a comment by jorb!


Then why did you repost it on one of your alt accounts, shubla?

As for the suggestion itself,

Farmville is not a good game. While Caillois tells us that games offer a break from responsibility and routine, Farmville is defined by responsibility and routine. Users advance through the game by harvesting crops at scheduled intervals; if you plant a field of pumpkins at noon, for example, you must return to harvest at eight o’clock that evening or risk losing the crop. Each pumpkin costs thirty coins and occupies one square of your farm, so if you own a fourteen by fourteen farm a field of pumpkins costs nearly six thousand coins to plant. Planting requires the user to click on each square three times: once to harvest the previous crop, once to re-plow the square of land, and once to plant the new seeds. This means that a fourteen by fourteen plot of land—which is relatively small for Farmville—takes almost six hundred mouse-clicks to farm, and obligates you to return in a few hours to do it again. This doesn’t sound like much fun, Mr. Caillois. Why would anyone do this?

One might speculate that people play Farmville precisely because they invest physical effort and in-game profit into each harvest. This seems plausible enough: people work over time to develop something, and take pride in the fruits of their labor. Farmville allows users to spend their in-game profits on decorations, animals, buildings, and even bigger plots of land. So users are rewarded for their work. Of course, people can sidestep the harvesting process entirely by spending real money to purchase in-game items. This is the major source of revenue for Zynga, the company that produces Farmville. Zynga is currently on pace to make over three hundred million dollars in revenue this year, largely off of in-game micro-transactions.[10] Clearly, even people who play Farmville want to avoid playing Farmville.

(The Real Reason You Are Addicted To Farmville (And Zynga Is A $5 Billion Company))

The players log in regularly to live out a virtual farmer’s life. Such games are designed such that it demands lots of time and dedication on behalf of the user. The crops on Farmville grow on real time and tend to wilt if not taken care of in a proper manner. I have heard people saying that they wake up in the middle of the night to tend to their crops.

(Farmville: Virtual Farming Or Addiction?)

Now that I think of it, I can’t believe I chose to plant virtual crops and wait for hours (or days) for them to bear fruit instead of slaying dragons or taking a virtual McLaren for a spin. Sure I did those too, but none of those games kept me on a leash with timers and promises of more rewards for consistent play. It’s a pity that these chains form the foundation of a good chunk of videogames today. The advent of mobile gaming ushered in a tide of games that tried to replicate what Zynga did, with varying degrees of success. After the success of FarmVille, most of Zynga’s games were merely cosmetic reskins with the same tricks underneath, racking up millions of dollars in the process. The same can be said for most of its competitors.

2009’s Facebook was a very different place. Few platforms have gathered such a wide audience, one that had very little to do with gaming. And with tactics that seem downright predatory, Zynga found itself at the brunt of criticism every now and then. Engineering a sunk cost fallacy while offering paid options that gave players a competitive advantage didn’t exactly sit well with gamers. Nonetheless, it's surprising to see a game subvert expectations: an escape from reality soon became one of dread over missed obligations.

(Farewell FarmVille)

Negative 'spend time to use this or you will lose what you have' mechanics trigger loss aversion bias and result in compulsive playing; players will play longer than is fun for them, and play in ways that are not fun to them, just to avoid the loss of the virtual resources they've acquired. It's extremely unfun (not just as a matter of opinion, it's proven to cause people to continue playing even when not having any fun) and, if significantly impactful, potentially genuinely unhealthy as people will choose to sacrifice sleep so as not to have to sacrifice their virtual resources. Especially for something as common as food, this should never be implemented.
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Re: Food rots

Postby ZDV » Sat Mar 13, 2021 9:21 pm

Good idea! Top players should be expect to put effort into keeping their foods.
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Re: Food rots

Postby maryamalawais » Sat Jul 02, 2022 11:52 am

I have read lots of reviews and felt that anybody does not want more time to cook the food. So I have a good suggestion to all that they should use caviar as the best food option it can take with many simple, easy, and not time-consuming recipes. Although, caviar has different types like Russian osetra caviar, Iranian beluga caviar, imperial osetra caviar, bearii caviar, and the unique hybrid caviar. If you want to know more about caviar and caviar price in Dubai then please visit this site.
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Re: Food rots

Postby WowGain » Sat Jul 02, 2022 6:21 pm

This is a real good thread
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