toores
New member
I've been checking out some "The Long Dark" and now I'm convinced that 7 Days needs food spoiling and fire lighting mechanics for increased enjoyment of the game.
This would add so much to the survival aspect of the game. Lighting a campfire shouldn't be automatic. It should require matches, lighter or firebow if you have neither of the previous. Then you would consider when to light fires and wheather to keep them going for multiple tasks in a row to optimize your time.
On the same note, torches should run out and putting them in your inventory should extinguish them. But you should be able to use torch to take and carry fire from any campfire/furnace to any other source.
Food spoiling would make food managing interesting part for the entire game not just for the beginning. Crops should also go bad if not harvested at a right time to prevent easy "always fresh" food source. Refridgerating and processing for longer food preservation should be a thing.
Different biomes would provide different gameplay:
Snow biome - slow and hard (chance - % determined by skill) to light fire; endless drinking warter via smelting snow; easier to preserve food by dropping it in the container in the snow (this would be the first real benefit to otherwise inferior snow biome)
Desert biome - faster, easier firemaking; no abundant drinking water; food spoiles faster without electricity and refridgerators.
Forest biome - middle ground
All this extra work for lighting fires and managing food should be balanced by actually getting decent amounts of meat from deer (big animals) and gaining more food from one piece. This way it would not be so bad if each piece of spoilable food item took 1 inventory slot - which i'm guessing is needed with food spoiling mechanics. Also more complexe recipes would be beneficial because more food value per 1 slot instead of separate items. Some items could still stack though...
Anyways, just thinking out loud here...
This would add so much to the survival aspect of the game. Lighting a campfire shouldn't be automatic. It should require matches, lighter or firebow if you have neither of the previous. Then you would consider when to light fires and wheather to keep them going for multiple tasks in a row to optimize your time.
On the same note, torches should run out and putting them in your inventory should extinguish them. But you should be able to use torch to take and carry fire from any campfire/furnace to any other source.
Food spoiling would make food managing interesting part for the entire game not just for the beginning. Crops should also go bad if not harvested at a right time to prevent easy "always fresh" food source. Refridgerating and processing for longer food preservation should be a thing.
Different biomes would provide different gameplay:
Snow biome - slow and hard (chance - % determined by skill) to light fire; endless drinking warter via smelting snow; easier to preserve food by dropping it in the container in the snow (this would be the first real benefit to otherwise inferior snow biome)
Desert biome - faster, easier firemaking; no abundant drinking water; food spoiles faster without electricity and refridgerators.
Forest biome - middle ground
All this extra work for lighting fires and managing food should be balanced by actually getting decent amounts of meat from deer (big animals) and gaining more food from one piece. This way it would not be so bad if each piece of spoilable food item took 1 inventory slot - which i'm guessing is needed with food spoiling mechanics. Also more complexe recipes would be beneficial because more food value per 1 slot instead of separate items. Some items could still stack though...
Anyways, just thinking out loud here...