hotpoon
New member
I've tried many different survival games because it's my favourite genre of game, and for the most part, they all tend to keep Health, Stamina, Food and Water pretty logical and straightforward.
How most other survival games do it:
Stamina
You start out with a modest pool of stamina (but enough to chop a few trees down) and you grow it with attribute points. The pool of stamina is never gimped by any other effects. Your stamina is only affected by you drawing from it to do specific things that require stamina, and then immediately starts to refill when you stop or slow down to a walk.
Health
You start out with a modest pool of health and you grow it with attribute points. Your health is never gimped by anything other than actually taking damage, or true starvation/dehydration (i.e. when food and water levels actually reach zero).
Food
You start out full and as you perform tasks, your food drains. Some tasks, biomes, or states (e.g. being injured) may drain food quicker. You never start starving to death until your food falls to zero.
Water
You start out fully hydrated and as you perform tasks, your hydration drains. Some tasks, biomes, or states (e.g. using a lot of stamina on high intensity tasks) may drain water quicker. You never actually dehydrate until your water level falls to zero.
How 7DTD does it:
Backward and unnecessarily convoluted. Your health and stamina pools start shrinking as soon as your food and water levels start dropping. It's also not obvious that this is what is going on, or how to fix it. If drinking fixes your max stamina cap, then why shouldn't eating fix your damaged health cap. Why bandages now? Am I bleeding? I don't know why 7DtD are trying to reinvent the wheel on mechanics that should be so simple and logical.
I've seen MadMole defend this system by saying something along the lines of "Oh you haven't played Scum then have you". Yes, I know about Scum - where it's apparently even more involved. I haven't and will not play it. If I wanted to spend time balancing my macros, I'd rather do it in real life where it will actually benefit me, not waste my leisure time. My point is that most other survival games follow the most logical route because it is user freindly, easy to understand, and not grindy.
Personally, I think the previous wellness system was more straightforward, with the added bonus that it gave you an actual incentive to make and eat more complex dishes. It also wasn't constantly punishing you like the new system where you have to make sure your food and water are always full. Isn't it enough that we will eventually starve to death or die of thirst if our food and water falls to zero? Why make it a constant nag for the player to be glutinous? It's not fun, Fun Pimps. It's not fun.
How most other survival games do it:
Stamina
You start out with a modest pool of stamina (but enough to chop a few trees down) and you grow it with attribute points. The pool of stamina is never gimped by any other effects. Your stamina is only affected by you drawing from it to do specific things that require stamina, and then immediately starts to refill when you stop or slow down to a walk.
Health
You start out with a modest pool of health and you grow it with attribute points. Your health is never gimped by anything other than actually taking damage, or true starvation/dehydration (i.e. when food and water levels actually reach zero).
Food
You start out full and as you perform tasks, your food drains. Some tasks, biomes, or states (e.g. being injured) may drain food quicker. You never start starving to death until your food falls to zero.
Water
You start out fully hydrated and as you perform tasks, your hydration drains. Some tasks, biomes, or states (e.g. using a lot of stamina on high intensity tasks) may drain water quicker. You never actually dehydrate until your water level falls to zero.
How 7DTD does it:
Backward and unnecessarily convoluted. Your health and stamina pools start shrinking as soon as your food and water levels start dropping. It's also not obvious that this is what is going on, or how to fix it. If drinking fixes your max stamina cap, then why shouldn't eating fix your damaged health cap. Why bandages now? Am I bleeding? I don't know why 7DtD are trying to reinvent the wheel on mechanics that should be so simple and logical.
I've seen MadMole defend this system by saying something along the lines of "Oh you haven't played Scum then have you". Yes, I know about Scum - where it's apparently even more involved. I haven't and will not play it. If I wanted to spend time balancing my macros, I'd rather do it in real life where it will actually benefit me, not waste my leisure time. My point is that most other survival games follow the most logical route because it is user freindly, easy to understand, and not grindy.
Personally, I think the previous wellness system was more straightforward, with the added bonus that it gave you an actual incentive to make and eat more complex dishes. It also wasn't constantly punishing you like the new system where you have to make sure your food and water are always full. Isn't it enough that we will eventually starve to death or die of thirst if our food and water falls to zero? Why make it a constant nag for the player to be glutinous? It's not fun, Fun Pimps. It's not fun.