Exactly. I nerfed healing from meds some, so you might use more food to survive. Eggs and feathers are getting a nerf yet too.
so very sad to see this.for me I do like to "manage" (not micromanage) stuff.
I liked the weaponparts so maybe I'm just crazy, but I feel a bit of depth is really good for a survival game.
If everything is come by easy and doesnt need some careful planning, its way more arcady than I'd like it to be.
Yes, it's a shame MM sees it as "micromanagement that will add nothing to the game". In fact, without spoilage, hunger management is the thing that becomes plain micromanagement because when one gathers and stockpiles huge amounts of food, it becomes nothing more than "regular interval clicking", killing farming, hunting and scavenging for food.
Micromanagement is a negative-sounding word everyone throws around ignoring the fact that most of the game already boils down to micromanaging different elements.
Adding another sink or removing some of the supply is practically equivalent.
It isn't as simple as adding and subtracting sinks and sources, like it would be with currency, because independently from how abundant or scarce the source is, spoilage will always "reset" the player's supply.
Also tuning the supply would have a very different effect than tuning a "currency-type" supply. In a healthy microeconomy sinks are always greater than the source. In the case of food:
-You can't make the source (supply) smaller than the sinks because the game would simply be unplayable.
-If you make the source greater than the sinks, the same thing would happen that would also happen in a currency-type economy - inflation and depreciation.
Therefore you need a special sink that normalizes the supply by resetting it, instead of a typical sink that just subtracts from the pool.
Additionally spoilage adds a timing element so you have to space out the food gathering activities, making it (and possibly cooking) into a daily action instead of say once a week. It might also add micromanagement which some might like, some might not, but I can't imagine it ever getting complicated enough to really need higher brain functions after you found the right routine to use.
So IMHO the timing element is the only real reason to want spoilage. People would find a dish (without meat) where they can harvest all ingredients, get just the right amount from the garden every morning and cook it. A daily routine. Is that worth the effort of implementing it?
As a big fan of spoilage in games, the timing reason is not within the list of reasons that I want spoilage. Roland pretty much summed up all the reasons in the dev diary thread - it is a matter of keeping activities alive, creating urgency, adding gameplay progression elements. Also the routine doesn't have to be daily, the timing of cooking can be very lenient and the "management" part can be flexible.
That kind of points out a problem with food spoilage though.
Assuming the crops don't spoil over time, I could just build a big ol' farm and then only harvest as and when I need food to consume. Voila, food spoilage worked around (at least, for meals that can be assembled entirely from harvested materials).
This is a problem with 100 obvious cost-free solutions. Spoiled yield with more lenient expiration would work like a charm, but my favorite would be balancing fertilizer/seeds so that it simply becomes even more inefficient to do such a thing.