Viktoriusiii
New member
Well... I'll be your guestI kinda expect an essay explaining how much wrong your statement is now lol (not presenting my personal opinion here)

A simple system is always great for a certain type of game.
If you want to play 5 minutes of candy crush, having to know 300 pages of candycrush wiki to beat level 1 is not how you need to design a game.
But this game is a way more nieche game.
It is survival. Everything in this game is (seemingly) working against you. Food and water, zombies, ressource scarcity, (other players if multiplayer)
NOTHING in this game should feel as if its a present. BUT it should also be something that you can make to work for you.
So if we take the two different aproaches we will see something:
A16:
max hp 250,
food 100%
hp recovery 0.5 per % food
So with 0 food you basically get 50hp back.
So there was no need for food and drink if you aren't hurt.
You could go 2-3 ingamedays without food and 1 day without water without any punishment. And even after you only got slight decreases on your wellness. But even if you "saved up" your food to heal lateron, you would still only get back a small amount of hp.
It made no real sense why you wouldn't regenerate slowly over time, but it was "easy to understand".
System now:
if you do not drink(regularly), you do not get stamina/hp back as fast limiting your exploration, harvest and fighting capability.
If you do not eat (regularly), you have less stamina/health, limiting your exploration, harvest and fighting capability.
BUT on the other hand, you can get hp back without having to have any food/medical supplies on you, the overall hp resored is also larger, BUT you are slightly punished for not beeing wellfed.
So now instead of trying to trick the system by downing 2 meatstews after each other and drinking 4 goldenrodteas and then not eating anything for days, you will have to regularly feed yourself and make the choice (if you have it) to take stuff with you to be able to explore/fight better or to have an extra slot open for other stuff.
tl;dr:
old system: easy, exploitative, unrewarding
new system: complex (but not impossible to understand), realistic, rewarding
Which one wins is personal choice. But I like non dumbed down games... so I love the new system.