Revamp the FEP system

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

Re: Revamp the FEP system

Postby BWithey » Mon Nov 08, 2010 1:28 pm

loftar wrote:
sabinati wrote:stat decay is bad because it would cause unnecessary grind to keep your stats at the same level, and at some point would make it impossible to have stats over a certain threshold.

It should be admitted, that, to some extent at least, that is not necessarily a bad thing. It would, more or less, make the stats of a character reflect the environment that he's living in (in terms of quantity, quality and diversity of resources that he has access to). Of course, that doesn't change the fact that it would just be tedious upkeep to keep your stats up, but a stat system that shares the former property while doing away, subjectively, with the tedium might not be a bad thing, if it exists.


I've always been a fan of stat and skill decay, requiring a combination of both food and activity to keep them maintained. The higher your stats, the faster they decay, requiring a steady supply of good food to maintain the highest stats, as well as participating in relevant activities that maintain those skills.
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Re: Revamp the FEP system

Postby TheInternetMan » Tue Nov 09, 2010 8:52 pm

Stats should increase based on what you do, not what you eat. Having stats be governed by specific food consumption is beyond silly and requires players grind in-ordinate amounts of specific food types for required stat gains to be viable.

Its kinda like Jorb is so proud of the fact that he put multiple foods in that now everyone must eat them. Foods should give temporary effects to a player, as all the nutrients from food are eventually used up. Your diet doesn't change who you are.

The current food system is not an interesting or fun game mechanic, its tedium at its core.

Another possible food system would be a certain amount of required food types. As in you can't survive unless you diversify your nutrient intake. You can't survive on purely rabbit meat, you'll die due to deficiencies in certain nutrients.

Players would be required to have a diverse upkeep of crops, encouraging trade to acquire certain types of crop.
Last edited by TheInternetMan on Tue Nov 09, 2010 8:59 pm, edited 3 times in total.
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Re: Revamp the FEP system

Postby burgingham » Tue Nov 09, 2010 9:13 pm

Back to topic. The FEP system won't go anywhere and personally I am glad it won't. People have stated over and over again that this is a pretty unique system they have not seen in any other game and not only them, but the devs as well love it. H&H is to a great deal about making food. Partly because of the FEP system, but more than that it is just how the game is designed. People play to sustain their own farm, harvest their crops and (guess what) do something with what they harvest. Eating food just for the sake of being hungry would be a much, much more tedious grind than having the gains of raising stats.

The system isn't perfectly balanced yet, as the recent nerf of tables has shown, but we are getting there. Great varieties of food and how to gather them allow for an also great variety of ways to play this game. I know TheInternetMan won't like to hear this, but again community based playstyles are favoured here. In a big town getting the food to boost your stats is easily achieved and supports teamwork. The way of how stats have to be balanced are probably harsh on some new players who didn't read up on it before, but again the game is meant to be unforgiving at times if you choose the wrong paths. You play, you learn and imho there is nothing better than to look at cupboards full of all kinds of foods you have produced yourself.
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Re: Revamp the FEP system

Postby Jackard » Tue Nov 09, 2010 9:22 pm

Finished removing most of the garbage from this thread. Keep it clean or see avatar --->
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