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p1geonman
- Posts: 94
- Joined: Mon Jun 01, 2009 7:48 am
Food System
With the current stat gains, the most simple and abundant food in the game causes Constitution to skyrocket, crippling gains for any other stat. Am I supposed to be downing 10 apples instead of a loaf of bread if I want to save my character from sluggish development just because I can't get my hands on a carrot or a boar?
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Food System
Aware of the problem. Will get better once cheese gets implemented.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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p1geonman
- Posts: 94
- Joined: Mon Jun 01, 2009 7:48 am
Re: Food System
Will there be a remedy for permanently nerfed characters?
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Food System
We never remedy any side effects changing rules or new implementation might have on the game. Sometimes that hurts, sometimes that helps.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Yolan
- Posts: 1097
- Joined: Wed Jun 03, 2009 3:26 pm
- Location: Japan
Re: Food System
While on the topic of food, a balance suggestion/question.
How do people feel currently about eating requirements? I think that it's great how working makes you get hungry faster. Keeping yourself fed is a concern that helps motivate your actions in the world. However, as for myself, I would like to see the speed at which we get hungry reduced somewhat. Perhaps even by up to 30%. I'm wondering what others think of a reduction along these lines? While a day goes by in eight hours, I'm pretty much cramming my face non-stop in this game!
How do people feel currently about eating requirements? I think that it's great how working makes you get hungry faster. Keeping yourself fed is a concern that helps motivate your actions in the world. However, as for myself, I would like to see the speed at which we get hungry reduced somewhat. Perhaps even by up to 30%. I'm wondering what others think of a reduction along these lines? While a day goes by in eight hours, I'm pretty much cramming my face non-stop in this game!
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Food System
Yeah, I too feel that hunger is a bit too fast. The way it is, while you're harvesting you eat half of what you harvest. This makes it hard to support an industrial population.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Food System
Yes, we have already considered that. ;)Yolan wrote:While on the topic of food, a balance suggestion/question.
How do people feel currently about eating requirements? I think that it's great how working makes you get hungry faster. Keeping yourself fed is a concern that helps motivate your actions in the world. However, as for myself, I would like to see the speed at which we get hungry reduced somewhat. Perhaps even by up to 30%. I'm wondering what others think of a reduction along these lines? While a day goes by in eight hours, I'm pretty much cramming my face non-stop in this game!
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Food System
Have you considered a different system, such as tying stats to actions? I mean, you don't get stronger by eating beef, you get stronger by doing strenuous work.
The main problem with the current system is that there's no obvious connection between eating fish and getting smarter. It's never a good idea to have a game element that can't be anticipated. I for one had no idea that foods did anything besides keep you alive until this point.
Further, since you don't need to eat to stay alive, and often don't have a choice in the food available, you will sometimes be forced into eating whatever is available- eliminating player choice as to what kind of character they want to play- let's say I want to play a intelligent, sickly character. In order to make that character, I must be by the sea where I can fish regularly. Nowhere else will do. If I want to play a clever old woodsman who hates the sea... I can't.
There are several alternatives that all allow for better roleplaying and accessibility:
- Tied to labor: If you are always chipping stones, you get a gradual dexterity increase, chopping trees increases strength, and weaving dreamcatchers or perhaps writing on parchment improves your mind.
- Tied to meditation: Using dreams and such allows you to introspect and gain abilities you've always had... in other words, you can use dreams to improve your stats while logged off or something.
- Point-buy: Rather trite, but new chars can spend points to buy levels in stats. If there's no other way to gain stats, then people are more constant, which isn't all that unrealistic.
I'm not sounding crazy, here, am I? I don't care what system is used, as long as it's something you can expect beforehand.
The main problem with the current system is that there's no obvious connection between eating fish and getting smarter. It's never a good idea to have a game element that can't be anticipated. I for one had no idea that foods did anything besides keep you alive until this point.
Further, since you don't need to eat to stay alive, and often don't have a choice in the food available, you will sometimes be forced into eating whatever is available- eliminating player choice as to what kind of character they want to play- let's say I want to play a intelligent, sickly character. In order to make that character, I must be by the sea where I can fish regularly. Nowhere else will do. If I want to play a clever old woodsman who hates the sea... I can't.
There are several alternatives that all allow for better roleplaying and accessibility:
- Tied to labor: If you are always chipping stones, you get a gradual dexterity increase, chopping trees increases strength, and weaving dreamcatchers or perhaps writing on parchment improves your mind.
- Tied to meditation: Using dreams and such allows you to introspect and gain abilities you've always had... in other words, you can use dreams to improve your stats while logged off or something.
- Point-buy: Rather trite, but new chars can spend points to buy levels in stats. If there's no other way to gain stats, then people are more constant, which isn't all that unrealistic.
I'm not sounding crazy, here, am I? I don't care what system is used, as long as it's something you can expect beforehand.
Surprise.
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Devour
- Posts: 326
- Joined: Mon Jun 01, 2009 10:13 am
Re: Food System
I like the idea of a combination of usage / food, since that'd close to accurately reflect real life.
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kaka
- Posts: 673
- Joined: Fri Apr 03, 2009 8:31 am
- Location: Château de Gâteau
Re: Food System
Wise men trade. :PPeter wrote:If I want to play a clever old woodsman who hates the sea... I can't.
Do keep in mind that there will eventually be lots more types of food available.
And no, you don't sound crazy. ;)
Except for a few things you said, like that there's no obvious connection between eating fish and getting smarter.
It's kind of...historical. Even proven, although in a slightly different way. (Eating seafood makes your offspring smarter)
Agility from rabbits? Doesn't sound so strange to me.
Intelligence from foxes? Sly as a fox?
And you don't get strength from eating beef, you get constitution. ;)