This is not an inherent flaw in the design of the mechanic, but one aspect of the implementation: The Ravenous (300% food efficiency) hunger level. The developers have mentioned before that it is intended as a catch-up mechanic to help players who play less to gain stats faster (relative to time spent) than more active players. However, there are several flaws with this:
- Characters start out at 300% hunger. This means the 'bonus' is available to all players, including more active players, from the start.
- Careful management of food intake can keep players in the 300% range. In particular, very efficient food, which requires a lot of effort (activity) to obtain, allows for quick stat gains at little hunger cost. Active players have readier access to these top foods than inactive players, allowing them to stay at 300% easier despite being more active.
- Should players be at risk of slipping out of 300%, salt crystals can be consumed to push you safely back into the 300% range. Salt crystals can be obtained either directly (requiring exploration to find them and playing at the right times to harvest them) or through trading (for which you need valuable items to trade). Both methods strongly favor more active players.
- Questing can also push you to a better hunger level. This requires either constant significant time expenditure or setting up road systems. Both strongly favor more active players.
What this also means is that, for sufficiently active and skilled players, 300% is the real base value, not 100%. 'Ravenous' does not provide a 200% bonus; instead, 'Content' inflicts a 67% penalty to FEP gains. Anybody eating food at 100% is doing it wrong. Furthermore, with going from Content to Ravenous taking several literal days, the problem is self-reinforcing:
- The 67% penalty means you need to consume about thrice as much food for the same stat gains.
- This means it costs you thrice as many food items. Because of this increased quantity, it becomes far harder to still eat efficiently (as you need to expend roughly thrice as much effort or spend thrice as much value in trading to retain the same level of efficiency).
- Except not even the above is true. You see, consuming thrice as much food means you also get thrice the hunger impact. That means you had to spend 3x the value or time, to get only 1/3 of the efficiency you would have gotten at Ravenous.
The solution I see to this is simple: Delete the Ravenous (300% food efficiency) hunger level. That step would already massively nerf food optimization and make eating less of a crucial decision that screws you over hard if you do it wrong. Rather than eating at Content costing 3x for 1/3 efficiency (i.e. 9x difference), compared to the top level it would cost 'only' 2x for 1/2 efficiency (i.e. 4x difference). That, of course, only reduces the problem but does not eliminate it; as such, I think Famished (200% food efficiency) should also get the axe. This would leave Hungry (150% food efficiency) as best tier, making Content relatively cost 1.5x for 2/3 efficiency (2.25x difference). With Hungry allowing for reasonable automatic recovery, it could be a feasible option for less-frequent eaters. The difference is significant but not completely dominant, and the speed of recovery allows players to stay on that level by simply not consuming that much food. (Of course, recovery times may need to be tweaked a bit to balance for the new situation; arguably going from Content to Hungry is too fast, though at the same time it must be kept in mind that advanced players just circumvent recovery times in general.)
With 300% and 200% gone, people can eat more casually without crippling their stat growth, and autistic spreadsheet management for optimal food consumption is only needed for truly optimal progression, rather than being a strict requirement to not completely ruin your stats as it is now. Eating could be fun again, much more food could be viable (because depending on the style of play, high hunger values may not be that much of a problem anymore), and you wouldn't have to worry about that food item you can now easily make with the resources on hand being too suboptimal.