Game Development: Removed Grievous Damage From Ants

Announcements about major changes in Haven & Hearth.

Re: Game Development: Removed Grievous Damage From Ants

Postby Potjeh » Tue Mar 23, 2010 11:32 am

If keeping oneself fed isn't going to be a challenge, why have the hunger bar at all? Just remove hunger and lets us eat whatever we want, whenever we want.
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Re: Game Development: Removed Grievous Damage From Ants

Postby SynthesisAlpha » Tue Mar 23, 2010 11:42 am

Alternate suggestion: Remove the movement penalty for Overstuffed and the cap on fullness (or allow walk, but not run/sprint). Allow a player to eat as much as they want, but say any food eaten while overstuffed only gives 75% of the normal FEP. That way you can cram your face if you have too much food and want to gain stats, but it's less efficient and 'wastes' food.
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Re: Game Development: Removed Grievous Damage From Ants

Postby martinuzz » Tue Mar 23, 2010 11:58 am

5x is a step in the right direction.
I feel it is still way too much though. Doing normal stuff ingame, like building myself a new house, and a 40x30 pallisade, does not even drain enough hunger to let me eat enough butter-steamed bulbs, to gain 2 points in PSY. I'm our jeweler. I need my statgain :(.

I simply refuse to use some repetitive task like handplow - drink water - handplow - drink water, for more than half of my playing time, to be able to gain stats.
There's absolutely no sense, and no fun in that.
It encourages, instead of discourages macroing.

Please, the way food was, was actually fine, IMO. If you have to reduce hunger drain, I'd say 3x would be the absolute max to keep things reasonably fun.
Bring back more hunger drain please!
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Re: Game Development: Removed Grievous Damage From Ants

Postby Haba » Tue Mar 23, 2010 12:42 pm

The lamentation of the munchkin just further proves the point; the problem is not the rate that you can eat, but the fact that eating is the only way to progress in the game. Aka "eating things online".

And that food has absolutely no value - people can stockpile cupboards full of it with relative ease, but in the end they have the time (or the will) to do very little else.

I for one welcome the change, as radical it is, as it levels the playing ground between those of us who spend time exploring/prospecting and those who sit in front of their cupboard and stuff their face with food.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Potjeh » Tue Mar 23, 2010 12:47 pm

Let's just completely remove character growth while we're at it. Give everyone all skills and equal fixed stats and combat skill values.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Ayumi » Tue Mar 23, 2010 12:54 pm

I miss being at the verge of starvation when i get lost in caves. This game suddenly got a lot easier. Give me back the struggle to survive when exploring. (With that I don't mean the boars that you can't possible escape from unless you find a boat.)
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Re: Game Development: Removed Grievous Damage From Ants

Postby ImpalerWrG » Tue Mar 23, 2010 1:13 pm

Haba wrote:The lamentation of the munchkin just further proves the point; the problem is not the rate that you can eat, but the fact that eating is the only way to progress in the game. Aka "eating things online".

And that food has absolutely no value - people can stockpile cupboards full of it with relative ease, but in the end they have the time (or the will) to do very little else.

I for one welcome the change, as radical it is, as it levels the playing ground between those of us who spend time exploring/prospecting and those who sit in front of their cupboard and stuff their face with food.


Preach it Brother, seriously the hunger rate previously made doing anything other then making/pursuing/eating exceedingly hard as you had to reputedly go back to satisfy hunger. People either generally perused one of two strategies, mindless eat-grinding to raise stats or creating utility by doing useful stuff and waiting as long as possible before eating, the most extrema version being the now nerfed 'mummy' trick (almost dead but keep alive with bandages). This is why we need to allow activity itself to raise stats, not only is it logical it allows the player another method to control stat gain as well as restoring somewhat the earlier speed which was possible. You could still plow-grind yourself up but a jeweler would gain psy and dex by actually making jewelry.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Potjeh » Tue Mar 23, 2010 1:21 pm

Go play Runescape.

I've been doing pretty much nothing but exploring until a couple of days ago, and I found it quite easy to keep myself in the green with the old hunger rates. The forest is absolutely swarming with rabbits, chantrelles, blueberries and taproots. And every now and then you run into grass, which means more chicken than you could possibly eat. Or you find a river, and catch a ton of fish.

The only thing that was wrong with eating is all the damn clicking it required.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Sarge » Tue Mar 23, 2010 1:35 pm

Surely just getting the balance between hunger rate and FEP gain right, if x5 is not it, is all that is required here?
factnfiction101 wrote:^I agree with this guy.
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Re: Game Development: Removed Grievous Damage From Ants

Postby danath » Tue Mar 23, 2010 1:55 pm

Potjeh wrote:Or you find a river, and catch a ton of fish.
Not anymore :P

Potjeh wrote:The only thing that was wrong with eating is all the damn clicking it required.
QFTT. Is so annoying to walk to a bunny, it rans away, move again, reorder inventory and/or drop something for the 2x2 to keep some space in your inventory, kill it, butcher, drop bone and skin, grab 5 slots for branches, build fire, lit it, roast. Thank god meat fills a lot of hunger!
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