loftar wrote:I do agree that water draining hunger was a bad idea, though; I just wanted it to be different from tea.
Easy way to fix that is to make Tea quality matter. At the moment higher water Q begets benefits (you can drink less of it to restore more stamina; thus it lasts longer) but it relies on players being near a high Q water spot or trading for it in barrels; and it's capped at 100. (100 is the highest Q water to be found potentially; also assuming you don't implement some mechanism to increase water Q, such as leaving it in barrels and it increases by 1 every real-time day).
Now just make Tea Q matter too. Higher Q == more stamina benefit. As a farming related skill, Tea is easy to increase beyond the 100 cap and enables more players to make it to restore stamina. And then really high Q teas would mean playersonly need one sip to be at full stamina. Obviously shitty tea gives shitty stamina back. I'd see current tea (45% stamina I think it is) as being about Q50.
Then again if player Stamina increased ever so gradually the higher your stats got, higher players would also need to drink more; or need higher Q Teas.
loftar wrote:characters become hungry far too fast.
I see Hunger as something that drains naturally over time, regardless of your activity. You should be eating about a loaf of bread; one steak; a sausage or two (IE: "A meal") every eight game-hours (2 and a half real hours). "Starving" should be some kind of "I haven't eaten for a few in-game days" type value (think starving child in Africa), not "I just plowed a field". You should be able to stay at 'Full' by eating every 8 game hours. Hungry is "I haven't eaten for 8 in-game hours", Very Hungry is "I've been online for a whole in-game day and I haven't eaten a single thing during that time" and starvation begins at 2 or 3 in-game days.
Maybe higher level characters (high CON or STR) also need to eat more as their stats go up and higher Q food increases the hunger return. Obviously n00bs will want to limit the Q they eat otherwise they'll end up over-stuffed quickly, so a market will develop for low Q foods. Likewise higher players will want higher Q foods and be willing to pay a price for them or alternatively be willing to buy large quantities of low Q food, giving newer players lots to do and able to be a part of the market.
So the stronger you get, the more you need to eat (based on STR) and drink (based on CON) or the higher Q you need. Which isn't that unnatural (ever seen a body-builder demolish a meal?). It also means higher players need to work at it to stay alive at that strength. Having 3,000 Strength might seem like a great idea but now suddenly you value that high Q farm of yours and just maybe you're more willing to protect it because without it, you'll either starve to death very quickly anyway or need a lot of low Q food every couple of hours.
loftar wrote:to make the hunger easier to fill up right now would mean that people would be literally bathing in food and wouldn't ever have to worry about going hungry, ever
That's simply a fault of the current system. If people didn't have to make so much god-damned food just to stay alive, they probably wouldn't. Instead, you currently go through a couple of cupboard loads every few hours or so. That means somebody has to make those cupboard loads. Until you change that, people are still going to make large quantities of food. I didn't go out and hunt three herds of Deer yesterday because I wanted to. I had other shit I wanted to do, instead I'm forced to go feed myself because everything else in town was eaten and the Mulberry trees haven't grown yet.
Every time I logon the first question I ask is "Do I have enough food to actually get anything done today or do I need to go hunting yet again?".
Given how hunger currently is though with nomnomnom occuring every fifteen minutes, I expect you to fuck it up completely with some hideous, not-well thought through attempt at balancing it and the entire system would shit itself.
