SnuggleSnail wrote:The upsetting part about the hunger system being so dogshit is that several people listed every single bad thing about them within a few hours of the announcement. The only way Jorbtar didn't see the same problems is if they literally didn't think about it at all. I don't think you even need to play the game to see the problems, they're so blatant just explain the mechanics to a random person and they'll see it's bad.
As well it's REALLY OBVIOUS they have some fetish for making shit complicated and mathy for no reason. They're putting in so much work to make thingA affect thingB, to make thingB affect thingC, etc, when they could just directly change the thing they want to manipulate. "I know, I want to limit stat gain with hunger, so I'll fuck your hunger if you eat anything regardless of what FEPs it gives. This will reduce stat advantage." Actual retard shit
Hunger was particularly bad this world only because it was yet another bandaid.
I don't think there is any realistic 1 solution that makes eating equally validating for a nolifer and a noob. I don't think the answer is just "eat as much as you want with no limits" as a lot of people have suggested, I think there can be an intelligent way to implement a diminishing returns system. I think that people are offering solutions that are dishonest because they are not thinking broadly enough. PVPers and nolifers want no restrictions on food because they feel burdened by the insane amount of other chores they have to worry about. This is valid, but it's also sad and bad because it's leaning in to the assumption that the ONLY thing that will get fixed is hunger.
The entire food and eating system is just an Olympic sized swimming pool full of fluff and it needs to be reimagined. It would be very cool if there was a way to make way more foods relevant and make cooking and crafting a more engaging and fun experience, even if it was filled with weird quirks like diminishing returns, cravings? some form of hunger/energy that wasn't a bandaid mountain?
In the context of imagining a haven where everything gets made better, I think that having more than 20 out of 100000000000 foods being relevant could be fun. I think we should look at solutions that = maximum fun and then work backwards and consider how they could be implemented and all the stuff that would need to change down the ladder.
Fun eating that has some glimmer of realism in that you can't eat 1000 portions of the exact same thing and just have a bot cooking forever?
Okay, well maybe the act of crafting shouldn't be such shit, how do we do that?
Make the interaction with machines not some "stuck in place" annoyance?
Make a larger variety of bigger storage containers?
Make crafting tools like fire or cauldron have a radius around them of stockpiles/containers they can grab ingredient from?
Make crafting instant, or be able to craft in batches, or maybe even make some neat little minigame that could allow for a little fep bonus if you do it perfect?
Make table upkeep not a retarded chore, make tables replace items from inventories automatically, make symbel use be more forgiving?
Make hunting more fun and interesting?
Fix animal AI?
Make animal nodes shuffle and reset?
Implement tiers of butchering with more interesting rewards like in Salem?
Making butchering faster?
Allow us to stockpile meat, even if in restricted zones?
Make foraging more fun and interesting?
Make the world feel more alive while we are out foraging?
Make forageable nodes reset with seasons?
Making rare variations of foragables, areas where they can spawn in bunches, more variety to the shit we see while we are out and about, like random little events?
Remove hunting and foraging necessities upgrades from credos?
Make farming more interesting and automated?
Allow farm harvests to automatically fill stockpiles in a certain radius?
Remove the finickiness from quality increase in farming?
Make the retarded WWW harvesting lottery pool not be reliant on farming because nobody is foraging with a character that has 100s of farming?
Making all crop stockpiles uniform in size and how much they hold and make that number very high.
Allow for intuitive and easy and automatic ways to store, take and sort seeds by quality and grab/move them in large numbers without accidentally mixing qualities.
Make dealing with livestock not a torture?
Make livestock breeding not one of the most complicated and ridiculous tasks in the game?
Eliminate the uncertainty from livestock breeding so literally anybody can understand how the stats work and which are important?
Make swill variations more uniform and blanket increase them?
Reimagine the energy/fep balance while eating to make it less annoying?
Increase the inventories of all cooking devices like ovens and cauldrons?
Make it so mining and other hard labour is not such a ridiculous drain on stamina?
Make it so stamina management is less of a pain in the dick?
Honestly I am sure there is way more but I got bored.
This is why PVPers give bad suggestions, because nobody thinks that all these many many things are going to get fixed, so they just want the version of the bandaid that is going to help them play the way they want.
This is why I say that we should just 100% remove things that are broken, like PVP, because I also do not believe that the long and exhaustive list of things that ACTUALLY need be addressed are actually going to be, and removing shit until you have time to fix it is a bandaid that I think works for lots of people.
We are literally all just arguing over which bandaid we think is best because nobody thinks it's realistic to take 100 steps back and think about the big picture.
That is sad as fuck.