This is their answer to food spoilage.
Then they have learned nothing from A17.
There is. Vitamins.
there isn't. Prevention (especially when so expensive) is only good for major risks (like rotten meat or sham sandwiches. Otherwise it feels wasted.
Forced slowing with periodic forced stun lock and losing all stealth during a 20 minute period? You think nobody would complain about that?
I am not talking about the slow of A17. And yes, while you are unhealthy, you should avoid fights. You mostly eat at home. And if you have the antidote it is even less severe, lasts shorter and the "stun" happens even rarer.
Or just eat a vitamin before you eat. Or just eat. It happens so rarely that it really isn't worth the worry.
I've just given the team so much credit for finally implementing all the stuff I have argued for nearly a year...
And it starts again.
Let me, without making any specifics that you can pick apart, tell you what is wrong with it from a gamedev standpoint:
1. It is a self containing gameplay loop. It is a closed system. Eat -> get foodpoisoning -> eat again -> ...
2. It has no viable counterplay. (precautions yes, but no way to combat it after you have gotten it)
2.1 The counterplay is wasting ressources for something, that might not even happen and should be used for rotten meat and the like
2.2 The only viable counterplay is putting 4+12 points into fortitude and iron gut. So only a part of the players will be able to use this.
3. Its only existance (if true) is so that the player wastes food. This is punishing the player with rng numbers.
4. There is no "value" in this mechanic. Every mechanic should open up another gameplay element. But eating more is nothing new, it takes ages (25-100 takes >1minute of just eating) and does not interact with any other mechanic in the game.
Now you mentioned food spoilage right? Lets say electronics were now actually balanced and more fleshed out (as a prerequisite because currently electronics is free on singleplayer servers and on multiplayer you need solarbanks otherwise a generator doesnt last a RL day).
Food spoilage:
1. It is a self containing gameplay loop. It is a closed system. Eat -> get foodpoisoning -> eat again -> ...
Well building something to store your food is already something new, you can't carry around a lot of food otherwise it goes rotten AND once it spoils you actually gain rotten meat (or compost or whatever) which is actually something players want already because crop plots need so much rotten meat.
2. It has no viable counterplay. (precautions yes, but no way to combat it after you have gotten it)
early game is harder, but building like an icebox where you have a huge box that you can put snow in (with a big'ish tank) that helps a little and lateron the refridgerator (low power, foor x100 time) and a deep freezer (extreme power, no spoilage)
2.1 The counterplay is wasting ressources for something, that might not even happen and should be used for rotten meat and the like
you still "waste" snow and electricity, but you basicially prevent it as long as you take the time to farm it (you can't farm vitamin pills, its just luck)
2.2 The only viable counterplay is putting 4+12 points into fortitude and iron gut. So only a part of the players will be able to use this.
you still need the perks to be able to build the freezer... or you find a schematic, but not much changes here
3. Its only existance (if true) is so that the player wastes food. This is punishing the player with rng numbers.
players still lose food over time, but with careful planning they can counteract that.
4. There is no "value" in this mechanic. Every mechanic should open up another gameplay element. But eating more is nothing new, it takes ages (25-100 takes >1minute of just eating) and does not interact with any other mechanic in the game.
It introduces another need for electricity, spoiled meat can still be used and even early game has a counter to it, namely good planning and snow farming.
Do you see a difference?
Player fun should always be the first agenda, the second should be the varation of gameplay elements and after that somewhere should be trying to withhold features and content from the player to "dangle the carrot".
Never introduce something to punish the player just because you made the game too easy. Find a way that is interactive instead of punishing.