Vesena wrote:The first could be fixed with simple number tweaks narrowing the raw bonus and maybe applying a weighting to the higher parent's stat, for the second my idea would be that instead of dying, an animal enters "emaciated" status, where it miscarries, loses any wool and milk, refuses to breed/truffle hunt and only gives 1 meat when butchered. This status could be removed by spending ~3 days with access to a food source. Meanwhile instead of food applying a permanent quality malus, products could simply be hardcapped by average quality of food eaten over the last week.
Breeding can 100% be made easier for a person to understand what any of the numbers mean
The breeding quality stat just serves to confuse people, remove it and make it easier for people to progressively increase the animal q without having to juggle a million different stats that all have to be separately prioritized to effectively increase them at any significant rate
I also kinda like that emaciated state tbh
Things that don't encourage you to play more because it's fun but force you to play more so you don't just lose everything should probably be changed, since all they do is just make it even more likely some hermit nab won't come back to the world once they spend more than a few weeks away since they know they basically lost all their infrastructure