by kirione » Thu Sep 12, 2019 3:44 pm
We remove satiations.
-If we remove satiations i feel the character progression in hafen would become a space race to thousands stat man and mass production factory of the mathematically best food for a certain build/attributes instead of a well designed village with a variety of roles,crops,animals and cooking methods.
Satiations also work hand in hand with hunger to put a greater emphasize on quality of food rather than quantity,as well as bonfire feasting and symbels and furniture.
I think the reason why most players dislike the current satiations system despite its role in discouraging the stat race is because its a negative feedback loop and its rng nature.
Instead of decreasing fep gain from increase in satiation perhaps it could be turned into a positive feedback loop by buffing fep gain from low satiation and decreasing the standard amount of fep gain from the food.(im not advocating for higher fep gains from eating,the fep gain from eating the same food for the first time for that day at 0 percent before and after the change should be the same,just flip the formula around if you get what i mean)
Lastly the rng nature makes early game character/stat building unfun as first day progression can vary wildy due to a series of bad roll,and in the long run hurts a crucial aspect to character progression in hafen,planning your meals and stat building due to the unpredictable nature of it.simply remove the chance and make it a fixed integer.
Drinks are changed to buff particular food categories, rather than heal satiations.
-Would be good in promoting quality over quantity mentality which is important in my opinion because from my experience playing back in 2014 was feeling this thrill in building better symbels and cooking better food,getting ready the drinks and smoking pipe,lighting a bonfire and calling my mates to come online for a feast and jumping over all those hoops just to see the huge fep and hunger reduction i manage to stack instead of a grind to get as much food on the table as possible.
The formula for calculating HP is presently 100*√(CON/10). Combat damage, demolition damage, Agility comparisons, and HP calculations all use a square root. We rework the scaling of combat damage, demolition damage, Agility comparisons, and HP, to use a 4th root, rather than a square root, i.e. your HP would be 100*∜(CON/10). By way of example, 5k con would give ~472 HP under the suggested paradigm, rather than ~2236 HP as presently. We heal everyone on first login under the new system.
-like one of the forum member said i dont see a goal in this.im not sure why you feel a need to decrease the overall numbers,but one of the problems i might see is that new characters might feel discouraged from increasing constitution from not seeing much difference in hp from adding con.and in early game where numbers are small and formulas for damage etc. That rounds up,it might cause some balance issues.
We do something similar for additional HP from dungeons.
-not sure if that means bonus hp from clearing dungeons or being healed after completing one but perhaps differe t kind of buffs for clearing different dungeon could be looked at .