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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Removed Grievous Damage From Ants
If keeping oneself fed isn't going to be a challenge, why have the hunger bar at all? Just remove hunger and lets us eat whatever we want, whenever we want.
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SynthesisAlpha
- Posts: 98
- Joined: Tue Jul 14, 2009 3:17 pm
Re: Game Development: Removed Grievous Damage From Ants
Alternate suggestion: Remove the movement penalty for Overstuffed and the cap on fullness (or allow walk, but not run/sprint). Allow a player to eat as much as they want, but say any food eaten while overstuffed only gives 75% of the normal FEP. That way you can cram your face if you have too much food and want to gain stats, but it's less efficient and 'wastes' food.
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martinuzz
- Posts: 381
- Joined: Sat Dec 19, 2009 12:41 pm
Re: Game Development: Removed Grievous Damage From Ants
5x is a step in the right direction.
I feel it is still way too much though. Doing normal stuff ingame, like building myself a new house, and a 40x30 pallisade, does not even drain enough hunger to let me eat enough butter-steamed bulbs, to gain 2 points in PSY. I'm our jeweler. I need my statgain
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I simply refuse to use some repetitive task like handplow - drink water - handplow - drink water, for more than half of my playing time, to be able to gain stats.
There's absolutely no sense, and no fun in that.
It encourages, instead of discourages macroing.
Please, the way food was, was actually fine, IMO. If you have to reduce hunger drain, I'd say 3x would be the absolute max to keep things reasonably fun.
Bring back more hunger drain please!
I feel it is still way too much though. Doing normal stuff ingame, like building myself a new house, and a 40x30 pallisade, does not even drain enough hunger to let me eat enough butter-steamed bulbs, to gain 2 points in PSY. I'm our jeweler. I need my statgain
I simply refuse to use some repetitive task like handplow - drink water - handplow - drink water, for more than half of my playing time, to be able to gain stats.
There's absolutely no sense, and no fun in that.
It encourages, instead of discourages macroing.
Please, the way food was, was actually fine, IMO. If you have to reduce hunger drain, I'd say 3x would be the absolute max to keep things reasonably fun.
Bring back more hunger drain please!
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Haba
- Posts: 666
- Joined: Sun Nov 01, 2009 9:36 pm
Re: Game Development: Removed Grievous Damage From Ants
The lamentation of the munchkin just further proves the point; the problem is not the rate that you can eat, but the fact that eating is the only way to progress in the game. Aka "eating things online".
And that food has absolutely no value - people can stockpile cupboards full of it with relative ease, but in the end they have the time (or the will) to do very little else.
I for one welcome the change, as radical it is, as it levels the playing ground between those of us who spend time exploring/prospecting and those who sit in front of their cupboard and stuff their face with food.
And that food has absolutely no value - people can stockpile cupboards full of it with relative ease, but in the end they have the time (or the will) to do very little else.
I for one welcome the change, as radical it is, as it levels the playing ground between those of us who spend time exploring/prospecting and those who sit in front of their cupboard and stuff their face with food.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Removed Grievous Damage From Ants
Let's just completely remove character growth while we're at it. Give everyone all skills and equal fixed stats and combat skill values.
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Ayumi
- Posts: 6
- Joined: Thu Mar 18, 2010 2:23 pm
Re: Game Development: Removed Grievous Damage From Ants
I miss being at the verge of starvation when i get lost in caves. This game suddenly got a lot easier. Give me back the struggle to survive when exploring. (With that I don't mean the boars that you can't possible escape from unless you find a boat.)
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Game Development: Removed Grievous Damage From Ants
Preach it Brother, seriously the hunger rate previously made doing anything other then making/pursuing/eating exceedingly hard as you had to reputedly go back to satisfy hunger. People either generally perused one of two strategies, mindless eat-grinding to raise stats or creating utility by doing useful stuff and waiting as long as possible before eating, the most extrema version being the now nerfed 'mummy' trick (almost dead but keep alive with bandages). This is why we need to allow activity itself to raise stats, not only is it logical it allows the player another method to control stat gain as well as restoring somewhat the earlier speed which was possible. You could still plow-grind yourself up but a jeweler would gain psy and dex by actually making jewelry.Haba wrote:The lamentation of the munchkin just further proves the point; the problem is not the rate that you can eat, but the fact that eating is the only way to progress in the game. Aka "eating things online".
And that food has absolutely no value - people can stockpile cupboards full of it with relative ease, but in the end they have the time (or the will) to do very little else.
I for one welcome the change, as radical it is, as it levels the playing ground between those of us who spend time exploring/prospecting and those who sit in front of their cupboard and stuff their face with food.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Removed Grievous Damage From Ants
Go play Runescape.
I've been doing pretty much nothing but exploring until a couple of days ago, and I found it quite easy to keep myself in the green with the old hunger rates. The forest is absolutely swarming with rabbits, chantrelles, blueberries and taproots. And every now and then you run into grass, which means more chicken than you could possibly eat. Or you find a river, and catch a ton of fish.
The only thing that was wrong with eating is all the damn clicking it required.
I've been doing pretty much nothing but exploring until a couple of days ago, and I found it quite easy to keep myself in the green with the old hunger rates. The forest is absolutely swarming with rabbits, chantrelles, blueberries and taproots. And every now and then you run into grass, which means more chicken than you could possibly eat. Or you find a river, and catch a ton of fish.
The only thing that was wrong with eating is all the damn clicking it required.
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Sarge
- Posts: 2059
- Joined: Fri Oct 09, 2009 3:41 am
Re: Game Development: Removed Grievous Damage From Ants
Surely just getting the balance between hunger rate and FEP gain right, if x5 is not it, is all that is required here?
factnfiction101 wrote:^I agree with this guy.
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danath
- Posts: 93
- Joined: Tue Feb 02, 2010 10:53 pm
Re: Game Development: Removed Grievous Damage From Ants
Not anymorePotjeh wrote:Or you find a river, and catch a ton of fish.
QFTT. Is so annoying to walk to a bunny, it rans away, move again, reorder inventory and/or drop something for the 2x2 to keep some space in your inventory, kill it, butcher, drop bone and skin, grab 5 slots for branches, build fire, lit it, roast. Thank god meat fills a lot of hunger!Potjeh wrote:The only thing that was wrong with eating is all the damn clicking it required.