'Belief' Slider:Metabolism

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

'Belief' Slider:Metabolism

Postby Chakravanti » Tue Mar 02, 2010 4:35 am

Yeah, that's right, Make it a belief slider. Energy restoration rates should not change but the amount of hunger consumed to regenerate that would be affected by this slider. The middle would reflect the current metabolism.

Abstracting this as a 'belief' shouldn't be much of a stretch.

This would give noobs greater survivability and reasonable rates of development to more advanced players. Given this, make water preform as tea, and tea preform as Pacho suggested (Reduced stamina consumption for activities as a 'status' effect) and given this I can buy not having a rapid consumption method.
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Re: 'Belief' Slider:Metabolism

Postby sabinati » Tue Mar 02, 2010 4:48 am

i don't get it, usually there's a trade off?
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Tue Mar 02, 2010 5:00 am

Survivability versus character development.

Maybe there should be another aspect to this?
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Re: 'Belief' Slider:Metabolism

Postby theTrav » Tue Mar 02, 2010 5:12 am

Sounds like another tradition vs change slider... How many people are playing with trad on anything but full change now days?
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Re: 'Belief' Slider:Metabolism

Postby ImpalerWrG » Tue Mar 02, 2010 5:26 am

To physiological to be considered a belief. Also the game lacks any kind of "Basal metabolism" aka you don't expend energy when resting, only when performing actions. Your effective metabolism in game is how quickly your performing energy draining activities (which have all kinds of balance issues) and refueling with food. People don't actually get more or less calories from their food when we say their metabolism is high or low. The general principle though of have newbs eat less isn't bad though, perhaps if Constitution or some of the other stats created a very small Basal metabolism, newbs would hardly notice it but as your stats rise you'd have to eat a bit more which at higher level would be no trouble.
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Tue Mar 02, 2010 5:44 am

theTrav wrote:Sounds like another tradition vs change slider... How many people are playing with trad on anything but full change now days?

Chakravanti wrote:Maybe there should be another aspect to this?


ImpalerWrG wrote:To physiological to be considered a belief.

Chakravanti wrote:Abstracting this as a 'belief' shouldn't be much of a stretch.


It's not unrealistic for people to control their metabolism via mental focus.

Also, Realism FTL.
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Postby Jackard » Tue Mar 02, 2010 6:11 am

If devs were to add something like this, it might be more appropriate to just merge it with Tradition slider. The existing Beliefs could use fleshing out before they add new ones.

dunno whether its a good idea overall though
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Tue Mar 02, 2010 6:14 am

meaning one would have a higher metabolism at tradition?

Jackard wrote:dunno whether its a good idea overall though

me either tbh. I was mulling it over and thought I might get some input/feedback onthe concept.
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Postby Jackard » Tue Mar 02, 2010 6:24 am

No idea. Trad might be more balanced with a slow metabolism - considering that the typical Tradder quickly raising stats with little risk sounds somewhat unpleasant. (Another reason not to have a separate slider.)

Change remains a 'playing with fire' mechanic. Also more fitting to see rapid growth fall under it.
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Tue Mar 02, 2010 6:42 am

but most nubs want to play at full change. Having a high metabolism at full change sounds more life threatening than that for noobs. Even with autofishin.

I would think that having trad making it so difficult to adjust belief means that only a change can really take ful advantage of having a dangerously high metabolism because he can slide back when he's done consuming his excess foodstock. And/or adjust the slider based on his desired activities.

Whereas a trad would choose not to have a high metabolism unless all he wanted to be locked into food or had a good sized village feeding him their excess. The typical tradder would, by nature of long adjustment cycles, stay at about middle metabolism. THis allows him to consume foods and preform normal activity. Having too high of a metabolism means that the tradder can barely conduct a raid even well stocked on WWWs and even then....

I should think that there might be a way to add depth to this but it's just not hitting me. I don't think i like linking it to trad/change tho.
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