Currently, food poisoning chance on ANY cooked food is 0%
Canned food sits at 5-15%
Fresh produce sits at 0-20%, with, ironically, blueberries being the 0% (ironic because berries are generally considered risky to eat..)
The fresh food feels right on...unwashed, fresh off the plant or questionably old "fresh" plants in someone's cabinet probably should feel risky...
But the canned food vs. cooked food chances just confuses me.
In almost every zombie apocalypse trope, as well as doomsday preppers and just common sense in real life, canned food is the SAFEST food you can eat. You are more assured that the can you open is properly prepared and uncontaminated than almost any other source of food.
Similarly, prepping food over a fire (especially the imprecise implications of "charred meat") with meat found from wild animals (could be disease carriers) and plants found rotting (see the corn plant fields) with their produce feels like i should be rolling the dice on my health.
I really really think the food poisoning chances should be reversed for several reasons:
1) it makes sense both realistically (i know i know...) and within the tropes of zombie apocalypse and post-nuclear wasteland.
2) it gives significantly greater value to foraging for items vs. early game self-reliance and simultaneously makes air drops more appealing.
3) it gives greater value and weight to the "master chef" perk, allowing higher levels to be altered to both unlock safer recipes AND reduce the food poisoning chance of older recipes. (living off the land could possibly be incorporated into fresh produce chances too, to add value to higher levels of the perk)
This reversal of that aspect of the game's design would re-introduce the value of foraging for early food, while still maintaining the abundance of cooked meat from early animals. Raising the cooking perk would allow players to EVENTUALLY get cooked food to an abundance and consistency that canned food can't match, and match the safety of the canned food. Making early characters weigh the risk vs. reward of heavily foraging for canned food vs. the ease and safety of harvesting a field or two or a few deer and cooking up a few days worth of early cooking food. As well as allowing later game characters to use level resources to purchase "i don't have to worry about food OR food poisoning" or invest those points elsewhere and try to maintain their health with increased foraging ability due to investment of those points elsewhere.
Canned food sits at 5-15%
Fresh produce sits at 0-20%, with, ironically, blueberries being the 0% (ironic because berries are generally considered risky to eat..)
The fresh food feels right on...unwashed, fresh off the plant or questionably old "fresh" plants in someone's cabinet probably should feel risky...
But the canned food vs. cooked food chances just confuses me.
In almost every zombie apocalypse trope, as well as doomsday preppers and just common sense in real life, canned food is the SAFEST food you can eat. You are more assured that the can you open is properly prepared and uncontaminated than almost any other source of food.
Similarly, prepping food over a fire (especially the imprecise implications of "charred meat") with meat found from wild animals (could be disease carriers) and plants found rotting (see the corn plant fields) with their produce feels like i should be rolling the dice on my health.
I really really think the food poisoning chances should be reversed for several reasons:
1) it makes sense both realistically (i know i know...) and within the tropes of zombie apocalypse and post-nuclear wasteland.
2) it gives significantly greater value to foraging for items vs. early game self-reliance and simultaneously makes air drops more appealing.
3) it gives greater value and weight to the "master chef" perk, allowing higher levels to be altered to both unlock safer recipes AND reduce the food poisoning chance of older recipes. (living off the land could possibly be incorporated into fresh produce chances too, to add value to higher levels of the perk)
This reversal of that aspect of the game's design would re-introduce the value of foraging for early food, while still maintaining the abundance of cooked meat from early animals. Raising the cooking perk would allow players to EVENTUALLY get cooked food to an abundance and consistency that canned food can't match, and match the safety of the canned food. Making early characters weigh the risk vs. reward of heavily foraging for canned food vs. the ease and safety of harvesting a field or two or a few deer and cooking up a few days worth of early cooking food. As well as allowing later game characters to use level resources to purchase "i don't have to worry about food OR food poisoning" or invest those points elsewhere and try to maintain their health with increased foraging ability due to investment of those points elsewhere.