Less complicated, actually effective hunger

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Less complicated, actually effective hunger

Postby SnuggleSnail » Fri Sep 02, 2022 4:09 pm

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Individual hunger bar/FEPs required for each stat. When you eat something that has 20 str/agi/con feps each of the agi/con/str FEP bars raise by that quantity, not a together collectively. This prevents gaining wrong stats from being harmful which removes a lot of autism min/maxing, and makes crafting on fighters more viable.

When one of the FEP bars fills you get one point of the corresponding stat, and some hunger for only that kind of stat. Remaining feps in other bars shouldn't disappear.

Ideally, hunger should not progressively go down, but rather be a static reset at the end of every day, 3 days, or however long. This prevents the same issue satiations have historically have, where it is always more efficient to feast in a specific time-frame that is usually just more often is always more good.

If the hunger gain/loss is reasonable, I think satiations could be yeeted entirely without any issues. It's just an over-complicated compounding effect, when just hunger alone should be able to achieve the same job - also satiations existing would still prevent you from eating "bad" versions of good food, which is bad.

If you really want a catch up mechanic just make how much hunger you gain when you gain a stat scale depending on your stats compared to global leader

This would:
1) Solve the issue of eating for hunger ruining energy
2) Make shit food usable
3) Allow people with shit industry/game knowledge able to keep up via pure effort, instead of having to into whale hunting/day 1 bear cheesing etc
4) Just be a lot less complicated and gay
5) Allow people to use alts less. EX: last world with salt my main had 1k dext/int, and that shit will not be reasonable to do this world without sacrificing an insane amount of actually useful fighting stats
6) Unfuck things for industry specific characters like miners, that always end up being agilets/brainlets forever because they need to push strength early
7) Make stat gain time-gates less autistic in terms of wanting to login and eat every 5 minutes
Last edited by SnuggleSnail on Mon Sep 19, 2022 8:56 pm, edited 2 times in total.
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Re: Hunger system suggestion

Postby Sevenless » Fri Sep 02, 2022 6:00 pm

I don't mind the idea of making bonuses per stat instead of overall.Idiots Larpers like me would enjoy being able to level all stats more easily. But I do like satiations, otherwise the food system becomes pointless and everyone eats 1 recipe per stat (power ingredients like whale make this worse).

Suggestion that might alleviate satiations for powergamers: Satiation resets should happen in distinct intervals. Maybe once per day or something (once per haven week, whatever you think makes sense). That way you can eat your food anytime during the day without missing efficiency at all.
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Re: Hunger system suggestion

Postby SnuggleSnail » Fri Sep 02, 2022 6:04 pm

Satiations heavily favor powergamers. The more variety necessary, the fewer people will be able to make everything.

If I enjoy hunting for sosig exclusively why can't I gain stats don't only that, even if it's a little bit less efficient than whatever else? People should be allowed to play the game in a way they find fun, and it should still be reasonably effective.

Even outside of the fun perspective, variety in general heavily favors bigger villages and more experienced players. A lot.
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Re: Hunger system suggestion

Postby Sevenless » Fri Sep 02, 2022 6:15 pm

If we were talking legacy, I'd agree. But there are so many power foods that are realistically faction only (whales, walrus, troll, bulk domestic animals, etc) that feel like randos stand a better chance in the variety version.

Honestly though, I feel like the discussion about faction vs pleb isn't the important one. I highly doubt haven could morph into an "everyone is fairly competitive" game without incredibly groundbreaking changes. Everything favours specialization and cooperation when it comes to mechanics.

I think the question about the food system for non-factions should be "Can they get enough out of this system to interact with the parts of the game they want to". Being anything other than grunts in faction fights doesn't seem realistic. I don't really know what those kinds of players want to do but can't due to the FEP system, I've been playing in an experienced village for too long.
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Re: Hunger system suggestion

Postby SnuggleSnail » Fri Sep 02, 2022 6:21 pm

ur dum
Last edited by SnuggleSnail on Mon Sep 19, 2022 8:59 pm, edited 1 time in total.
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Re: Hunger system suggestion

Postby Audiosmurf » Fri Sep 02, 2022 6:47 pm

-1

FEP system is unique and cool as it stands, making it a bunch of discrete bars is boring, seems like just trying to flatten the game out
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Re: Hunger system suggestion

Postby noindyfikator » Fri Sep 02, 2022 6:50 pm

I like the idea
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Re: Hunger system suggestion

Postby DDDsDD999 » Sun Sep 04, 2022 9:12 pm

Bump. This is way more important than that other recipe thread. The main reason experimenting with recipes sucks is because eating garbage fucks your hunger and just makes stat gain even harder. If hunger didn't punish bad foods so harshly, using sub-optimal foods wouldn't be as much of a pain.
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Re: Less complicated, actually effective hunger

Postby SnuggleSnail » Mon Sep 19, 2022 8:58 pm

Bump. I unironically don't see a single issue with OP as a system, other than hungercide(which should be fixed separately), and it could be implemented mid-world without fucking up balance

It would also be a lot easier to balance & rebalance than the current system, since there would only be 2 or 3 variables at most controlling how fast stats are gained
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Re: Less complicated, actually effective hunger

Postby WowGain » Mon Sep 19, 2022 9:10 pm

Still waiting for that hungercide fix jorb, literally all you have to do is make inheriting not fully clear your hunger to nip one of the most braindead minmax playstyles in the bud now before its far too late to care
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