PC The eating requirement is breaking emersion

Comments/Complaints:

My character gets hungry after 1-2 POI (teir 2, clear zombies, so like at most 10 zombies) using knuckles when I've got 2 points into iron gun, after I've used 3 red tea and meat stew to get up to full before going in at level 30. 

I don't mind having to eat and manage the resource. I don't even mind that it takes me 5 peices of meat to make a steak (I laugh about this a lot tbh)

What I do mind is how fast the meter seems to deplete. I have a farm up and running and I've gotten lucky enough to get access to higher level foods like Meat stew, Sham chowder and the like. But it just seems to drain way to fast. and I haven't even gotten into mining yet so Im' expecting that to be a nightmare once I do.

Possible Solution:

It would be nice if there was something like a stacking buff. Say you keep your hunger up for X amount of time above a certain % (say 50 before you hit the you're hungry mark) For a day. You should get a well fed buff that boost the length of good foods. for a set amount of time. After that time the buff falls off and you have to stack it up again.

Spend a day getting the buff, Keep it for an extra day or two then stack it up again. This would work nicely for working around your base for a day getting thing set up before you get ready to go out PoI/Mission raiding.

But at least I have blackstrap.

 
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I took a closer look at food consumption when i played yesterday.... and yes, imho it depletes a little bit to fast. But still far far far far far away from "i became hungry after 3 minutes of mining when started full"....

And yes, i clear usually 1 POI and im down close to 50%, maybe even dropped a little below that. But i'm runing through the pois, (mostly melee) fighting, looting, jumping, or even breaking a safe when i ran out of lockpicks. So after clearing 1 POI i eat something, that's right. I especially looked at it when i decided not to eat looted cans as i want to keep them for cooking better food with them later.

 
In general things have gotten better over time/alphas, imo.

There were times I survived for days on Yukka fruit, or berries or cornbread.

Which gave what? 3, 2 or 4 food? So yeah, the eating animation was a constant companion, heh.

Maybe TFPs will consider one or two small tweaks to the eating/food/recipe bit...

Hardest, but might be possible to add a way to click on a stack of food X and select, "Eat my fill" so if grilled meat and you're at 49% it would have you consume 5 meat in a single sequence.

Don't want to really clutter up the menus, but maybe a new Recipe for 'Large Steak' which used 15 meat & gave a Steak that was worth 30 food?

Don't know if those numbers are right, but something like that.

Biggest change, and basically counter to OP, would be more 'grazing' options. Gather and munch on things as you roam. Some leafy stuff could give a bit of food and water, maybe another type of berry in smallish clusters, so say ~15-20 food at most at current? 2 food per, and adjust the 'sick' percentage so you'd really have to abuse them before anything bad happened. Wild veggie of some sort? Could have it be better if cooked on a fire, no pot required.

Note I'm saying this without having played a19 yet, and knowing it really doesn't seem to fit in with TFPs remaining to-do list. Mainly musing here :)

Also the berries making you sick bit; I seem to have horrid luck eating even blueberries with a 1% chance to get sick. If I eat three in a row it becomes 50-50. That I'd like to see toned down. Course I can also mod it myself so not a big deal in the larger scheme.

 
Also the berries making you sick bit; I seem to have horrid luck eating even blueberries with a 1% chance to get sick. If I eat three in a row it becomes 50-50.
I remember that berries made you sick from at least a15 on. That was still not food poisoning.

I don't know for all types of raw food but in A19 snowberries don't have any drawbacks anymore. In theory you can now survive by just eating snowberries.

 
The game mechanic fills you more for heavier meals. Depletion has nothing to do with what you eat, depletion depends on what are you doing.

How much a meal fills ist also just a game mechanic that is somehow balanced, mostly around availability of food. So basically you want one steak or boiled meat gives you enough food for an entire day of running, mining, fighting? That is not even realistic. If you are doing heavy activity even 3 steaks a day wouldn't be unrealistic.

And if just a grilled or boiled steak will last for one day, what do you expect from beacon&eggs, meat stew or even hobo stew? Eat one, have enough food for three days?

According to how much meat eggs and other ingredients you loot, on day 5 you have enough food for the next 100 days? And guess what: It doesn't even spoil. How immersion breaking is that? UNPLAYABLE!
One piece of boiled meat is 5 pieces of raw meat or one eighth of a Stag, one 12th of a Bear, do you really believe that a whole Deer is only about 4000 calories? or 6000 calories for a whole Bear? (I have based those calorie assumptions on a  full days work of mining, although no characters can manage a full days mining as they get exhausted after a few swings like an asthmatic pensioner. I agree there is no spoilage which is unrealistic but the constant hunting for mat is a a little unrealistic. A bear would be days and days of food for a single survivalist yet we get at best a day and a half. Oh and who runs? I had my minibike on night of day 2, don't get me started on the calorie consumption for riding around in vehicles please!

 
A bear would be days and days of food for a single survivalist yet we get at best a day and a half.
You are not anywhere close to a "survivalist", pal. You are a barely-functional former accountant with a pointy leg bone to carve with. You are lucky you can even recognize edible parts from intestines. When you are fully perked into The Huntsman, then you can talk about how much meat you get from a bear.

 
You are not anywhere close to a "survivalist", pal. You are a barely-functional former accountant with a pointy leg bone to carve with. You are lucky you can even recognize edible parts from intestines. When you are fully perked into The Huntsman, then you can talk about how much meat you get from a bear.
Former Butcher actually 😛

 
What if there was a sort of return to the wellness system, except canned goods were food that kept you full but didn't advance or even penalized wellness, while fresh foods built you up towards increasing stamina caps?

 
Former Butcher actually 😛
Ha, really? Well unfortunately that means that your opinions of how much meat can be carved from a typical deer carcass:

  • are absolutely accurate and really on the level of expert testimony
  • must be ignored when discussing how much meat the poor former accountants can get with their sharpened femurs. 🙂
You literally have too much knowledge to be helpful. I happen to be a former blacksmith* and I have a deep understanding of just how much better a person gets at crafting axes once they have done it a few hundred times, but does anybody want to listen to my expert opinion on that? Noooooo....

*I am not

 
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do you really believe that a whole Deer is only about 4000 calories? or 6000 calories for a whole Bear?




This is not a reallife simulator. That's a game mechanic.

[...]

Sorry for rant, but those "tHiS iS nOt ReAlIsTiC" grumblers not thinking one second about game mechanics/how the game would work with such changes are really anoying.


If you see it realistic, one deer will feed one single person for weeks, if not months. Would be a really boring game.

 
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This is not a reallife simulator. That's a game mechanic.

[...]

Sorry for rant, but those "tHiS iS nOt ReAlIsTiC" grumblers not thinking one second about game mechanics/how the game would work with such changes are really anoying.
Thanks captain obvious, I thought the zombies were based on real life... 

But if you want to miss the point entirely that the game mechanic is dumb so be it.

 
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But if you want to miss the point entirely that the game mechanic is dumb so be it.
It's not dumb. It's unrealistic to make the game interesting. Hunting one deer and having food for 6 weeks (42 days) JUST FROM THIS DEER would be a pretty boring game. Still not mentioned that food is not even really an issue, maybe except the first few days. If ever i have a lack of eggs, or corn and potatoes until i built a farm with 20 plots and skilled lotl. I have meat stacks in masses and you want even more meat?

 
It wouldn't be as big of a deal if it weren't for the difficulty of crafting farm plots.  I'd like to see a return of the A16 system of fertilizer, but with the 17 system of regenerating crops and fertilizer being required to get levels of food that are sustainable for small farms.
Yeah, would be nice if I could craft basic Farm Plots with small amounts of rotten flesh even if it grows very slowly or has a 5% chance for the seed to die when harvesting, then upgrade the plots on the ground later with fertilizer (recipe unlocked with perk or schematic) to make it a Fertilized Farm Plot that grows faster (normal rate) with twice the yield. The perk tree could include cheaper plot, fertilizer, and seed recipes, with double yield on normal plot harvest and triple on fertilized ones to still make it worthwhile.

I seem to have tons of seeds from Day 1 and nowhere to put them unless I obsessively harvest every bird, dog, and gore block. I'd rather have a lot of crappy plots making crappy plants than one good plot producing the same amount because at least it feels like some kind of constant progression. It's like building a base out of flagstone and upgrading it later, compared to waiting the entire game for cement blocks before you can actually build anything. It's kind of frustrating right now.

Farming also seems like the one area you need a person to heavily perk towards to sustain a group right now, whereas an equally important perk tree like Grease Monkey has three alternate ways to get vehicles that bypass it with extra time and work involved (looting schematics, looting parts, buying parts/entire vehicles). Making fertilizer a thing again means non-farming players could still farm the hard way and get as excited about the trader selling fertilizer as they are the trader selling motorcycle handle bars.

 
It's not dumb. It's unrealistic to make the game interesting. Hunting one deer and having food for 6 weeks (42 days) JUST FROM THIS DEER would be a pretty boring game. Still not mentioned that food is not even really an issue, maybe except the first few days. If ever i have a lack of eggs, or corn and potatoes until i built a farm with 20 plots and skilled lotl. I have meat stacks in masses and you want even more meat?
I didn't say I wanted more meat, I just don't think that you should burn through a whole deer in one day, I have plenty of food because I know what I am doing, I also have a lot of farm plots. If they want to make it harder, then make it less easy to catch/kill deer, not make you burn it faster. The current burn rate of food is nuts, you just spend all the time eating!

 
hmm.., some solid points you make there @Lemmers , and I like the idea-comparison to upgrading building blocks, it would fit in nicely.

Couple points I think are worth mentioning about the prior no-farm-plots system.

Required a Hoe. Some might consider not having hoes in the game a loss.. err.. this isn't coming out right... <stepping quietly away...>

anyway, one big advantage of the farm-plot blocks, are they're blocks. So they have clean edges, can readily be used for roof gardens and the ceiling below is nice and smooth. And as I recall there have been a fair number of grumbles about the transitions between block edges and ground blocks.

That said, there does seem like there's room to expand the farming mechanic as you mention. As a SP only player I'd personally like to see something along the lines you suggest. Just mulling on it for a minute I can imagine it being balanced so that for SP there's the hard way, no/little point cost, while for MP where there's the ability for players to be more specialized, the farmer/hunter/cook would want/need to perk into the more productive farm skill; like I'm guessing the perks were designed for?

 
They don't want to make it harder. They do the opposite, since several Alphas.

And if you personally want it to be harder, then say you want it to be harder, not "that not realistic".
Are you choosing to be obtuse or just trolling? Either way I have said my piece and clearly it is getting lost in translation....

 
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This is my first time posting. I have been playing since A17. 

I am now on the unstable build, and I play with my husband and friends. We have noticed that the hunger and stamina loss has been greatly increased. 

My husband has had to change his build to include hunting as he usually is the main miner/crafter and occasional looter. We choose roles to specialize in as we play. I am a looter/cook/farmer, and I am finding it increasingly hard to keep up with the food demands when there are more than two people playing on the server.

The number of canned food has been nerfed.

With one point in "Luck Looter" I can find up to a dozen eggs while searching for a base,  but we almost starved by day 2. 

We have noticed the air drops have less food and the traders offer less "Buried Supplies" quests. 

___________________________________________________________________________________________________

I fully understand that the devs wish to make it challenging but spending all the time foraging/hunting for food means less time for base prep, which spells disaster for horde nights.

I have eaten a good breakfast (eggs, home fries, bacon, and toast) at 8 in the morning IRL and done yard work until noon-1 PM before needing to stop for lunch. So, there is no sense in you being reduced to starving when chopping down a couple of trees, scrapping three blocks of a roof, or even putting up railing for fortifications.

I feel the stamina/hunger mechanics have been overtuned and need to be scaled back a bit. 

 
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