We had first 100 hunger with 300%, now we have first 100 dropping from 300% to 223%, so ~261% average.
Edit: well, this is incorrect because drop is non linear, so nerf should be even worse
That is the RAW, yeah.GamingRAM wrote:To clarify does this mean eating something will cut down the 300% multiplier by percentage? Say eating something at the full 300% would drop it down to say, 297%?jorb wrote:Thanks for all the input. We had a long discussion about hunger, recognizing your concerns about having to grind all day erry day to maintain 300% Food Efficacy and came up with this instead of what we originally had suggested in OP:
Significantly more elegant imho, and a change I am very happy with, but feel free to opine. Updating OP.
- Reworked hunger
- There is now only one tierless hunger meter, rather than one with seven distinct tiers. The new meter holds 1000 units of hunger, wheras the old meter tiers combined held 700. The hunger values on food dishes will thus be presented as ‰, rather than %.
- Rate of Decay of the hunger meter, and Food Efficacy (FEP% bonus), is determined by where on the continuum of the meter you currently are, rather than by tier.
- Hunger decays by the cube of the current effect level, rather than the square of it.
- Maximum Food Efficacy is x3, and minimum is x1/3, a FEP bonus span from 300% to 33.333...%.
- By removing the discrete tiers, since every piece of food eaten will now slow you down to some extent with no "freebies", we believe it will become a more nuanced question what the optimal hunger level is, hopefully abolishing the psychology of feeling that one has to always operate at the 300% level.
Yeah, but on top of that salt no longer reduces hunger by a flat amount, and hunger decay is much slower on lower levels. With 100 hunger will be decaying 125x (and so will salt be 125x less effective) slower than if you were at 500, rather than "only" 25x.Pickard wrote:You literally nerfed 300% to someting aroung 260%
We had first 100 hunger with 300%, now we have first 100 dropping from 300% to 223%, so ~261% average.
speak for yourselfGamingRAM wrote: I can see this being a bit annoying in the early world however, where we are all still eating blueberries and rats on sticks.
I could be wrong, but somehow it feels exactly like satiations. Leading to exactly the same problem of eating every X hours by the clock to maximize the output.jorb wrote:Thanks for all the input. We had a long discussion about hunger, recognizing your concerns about having to grind all day erry day to maintain 300% Food Efficacy and came up with this instead of what we originally had suggested in OP:
Significantly more elegant imho, and a change I am very happy with, but feel free to opine. Updating OP.
- Reworked hunger
- There is now only one tierless hunger meter, rather than one with seven distinct tiers. The new meter holds 1000 units of hunger, wheras the old meter tiers combined held 700. The hunger values on food dishes will thus be presented as ‰, rather than %.
- Rate of Decay of the hunger meter, and Food Efficacy (FEP% bonus), is determined by where on the continuum of the meter you currently are, rather than by tier.
- Hunger decays by the cube of the current effect level, rather than the square of it.
- Maximum Food Efficacy is x3, and minimum is x1/3, a FEP bonus span from 300% to 33.333...%.
- By removing the discrete tiers, since every piece of food eaten will now slow you down to some extent with no "freebies", we believe it will become a more nuanced question what the optimal hunger level is, hopefully abolishing the psychology of feeling that one has to always operate at the 300% level.