ThorleifCleaver wrote:Sevenless wrote:I've long argued against the hunger mechanic for various reasons, and suggested various replacements (I'm mostly in favour of removing hunger and leaning into satiations entirely). But if we're keeping the hunger mechanic and using this new implementation salt needs a minor rework.
Could salt be retooled into a hunger prevention buff? That way at least you can eat all your salt then go feast instead of having to eat 3 pieces of food, eat salt, eat three pieces of food, eat salt.
Ultimately you still want to eat salt at the very top of the food % bonus, but that's true without the change I'm suggesting too. I don't think questing needs to be changed as much since it's a fairly long time commitment to go out questing, not something you really need to do between bites.
+1
Whatever system gets implemented, it shout NOT be one that rewards tedious micromanagement of eating. The "elegant" new hunger system as now described sounds like it would encourage many smaller meals spread out, meaning tedium and wasting of time that could otherwise be spent enjoying the game. This is a sandbox game, with many different activities, the raising to stats being only one among many. Ideally, this activity would be something you do, benefit from, then revisit LATER, after time has passed and you go do other activities provided by the game. While flawed in many ways, the tiered system at least encouraged taking a break, though questing and salt impacted that. You know what? Put the tiers back and do what Sevenless says, making salt operate like a hunger prevention buff similar to the satiation buff provided by drinks. Make questing work the same way, occasionally offering a similar buff that, once applied to your character, lasts until it is used and prevents the acquisition of another one. But, please, don't reward micromanagement. Why does everything have to be so goddamn tedious?
I think you guys are min-maxing too hard. If FEP efficiency scaling is linear with the hunger then eating a food with 2 hunger will reduce the FEP efficiency of the next food by... 0.53% (266% efficiency range spread over 1000 hunger, 0.2% of hunger translates to 0.2% of 266% ~= 0.53%) of the base value.
If you eat foods for 100 hunger you will reduce FEP gains by 26% (so from 300% at 0 hunger to 274% at 100 hunger). 100 hunger - that's a length of the old 300% hunger bar.
Is it really that big difference to suddenly do those weird micromanagement gymnastics?
And even if it's not linear I think the values are still going to be too small difference to warrant all this micromanagement.
edit: if anything then the current implementation promoted such micromanagement more, where you would balance at the border between 300% and 200% ranges. As soon as hunger falls to 300% you eat something and then wait for the decay, which is faster in 200% range, to return you to 300%. Is anyone doing such stuff?
Honestly, I am more afraid that the new implementation will make the new meta to eat as much as possible, rather than dealing with hunger. And the winner party will be not the one capable of keeping hunger low (because that will be impossible), but the one able to mass produce more food.