PC The eating requirement is breaking emersion

I have to chug every can I find in every kitchen, and my dude has still got belly ache.  Complete overkill and not fun.
Cans are the low end food in 7d2d.

Sure that mighta been true, but dammit, come up with a carrot reason to eat better, not a stick reason.
If i' demand: Pleaaaaaase make zombies weaker, because at gamestage 150 my unskilled stone spear is barely able to kill a radiated!

What would be your answer?

I guess something like: Dude, at gamestage 150 you should not be without skills and also not use a low end weapon anymore!

No apply the same to food. You stick with the low end stuff and complain that it is not that good.

 
Cans are the low end food in 7d2d.

If i' demand: Pleaaaaaase make zombies weaker, because at gamestage 150 my unskilled stone spear is barely able to kill a radiated!

What would be your answer?

I guess something like: Dude, at gamestage 150 you should not be without skills and also not use a low end weapon anymore!

No apply the same to food. You stick with the low end stuff and complain that it is not that good.
Doesn't matter to me whether they are @%$*#! tier or god tier, canned food is all I got, and the ratio of what I eat to my hunger is off by a lot.  The games got zombies, so I don't expect this to be a sim, but it must be partially based in reality for any kind of immersion.  That is the point the OP is ultimately making. It's not realistic to eat that much food and not be full.  As for the other bit of your quote, it irrelevant because by the time you reach radiated zombies, you have better weapons.  I'm talking about a starting position. But whatever buddy.

 
My two biggest complaints with the game at the moment is that your character has to eat like a hog to survive and stamina drain, tool usage and sprinting, is completely out of control.

Early game you can do literally nothing that doesn't reward you with food because otherwise you will starve. In higher game stages you start finding the good food in POIs and it's less of an issue but hunger is definitely not balanced for game play that feels good right now.

And on the stamina note, there is just way too much "waiting" going on. You swing your axe 5-6 times and then sit there for 15 seconds. It promotes lack of focus and breaks the player off from game play too often for too long. Whoever at the Funpimps has the hard on for the extreme stamina drain needs a good stern talking to - this is definitely not a fun way to play.

 
The being able to break through solid rock with stone axe and iron / steel tools so easily is breaking my immersion. I mean, hunger aside, what where they thinking! /sarcasm

It amazes me how much complaining goes on regarding simple hunger / thirst mechanics, when you can find the right combination of foods / drinks to establish what is called "efficient digestion" for a good period of time, slowing down your hunger/thirst. 

Now if you are going to be doing activities such as mining, that expends a great deal of energy, and I believe the system works with this in mind. Folks need to invest some time learning how the cooking system works, how to implement it with a little effort to get through major exertion, or healing.

This is a game first and foremost, so stop expecting certain mechanics be made easier when the game is a walk in the part on the most challenging settings once you understand these basics, and have some time under your belt playing and learning A19.  

 
My two biggest complaints with the game at the moment is that your character has to eat like a hog to survive and stamina drain, tool usage and sprinting, is completely out of control.
You clearly did not play the early versions of A17 :)

Compared to A17 the stamina drain is no big issue. The biggest problems have the players who lived exclusively on canned food in A18. As soon as you know at least of the better recipes, the problem with the food is over. For example, a plate of spaghetti gives you over 120 food. Gambo Stew is also extremely nutritious.

My tip to everyone is to invest a point in Master Chef right at the beginning and start planting a garden as early as possible.
 

 
My tip to everyone is to invest a point in Master Chef right at the beginning and start planting a garden as early as possible.
 
I would like to see this made easier by the return of the garden hoe/tillable soil to produce low-yield farms so that you can plant a few things that would provide basic sustenance while you go out and raid for supplies; perhaps locking yield to a single food item per plant and require farm plots for more efficient farming so that it's not a scramble to find the materials to make a farm plot, seeds, etc.

 
You clearly did not play the early versions of A17 :)

Compared to A17 the stamina drain is no big issue. The biggest problems have the players who lived exclusively on canned food in A18. As soon as you know at least of the better recipes, the problem with the food is over. For example, a plate of spaghetti gives you over 120 food. Gambo Stew is also extremely nutritious.

My tip to everyone is to invest a point in Master Chef right at the beginning and start planting a garden as early as possible.
 
It isn't quite as easy as that since you also need the seeds, and for quantities you need the recipe itself to produce the seeds. Until that time you have to eat a lot of canned food (and soon more grilled/boiled meat as animals have been boosted). I think the critics here are talking about that early time which can easily take you more than 10 days.

My advice would be to invest 2 points in living of the land if you want to shorten that duration. Because many recipes use the same few ingredients (potato and corn being the most important) those two are showstoppers. One point in Master Chef will give you the important bacon and eggs and the tea recipes, they make surviving easier the first days, but don't help you with shortening that phase.

My advice for everyone who thinks this is too hard: You probably have been playing your very first A19 world now and were surprised by the changes and had to learn to adapt. Happened to me as well. Even if TFP had not changed anything (which they have already done-> more animals) you would not have that much problems in your next playthrough because you learned what to avoid and what is important. Even small changes (not running overburdened) can make a huge difference in the long run.

Survival is part of the game. If you just want a zombie shooter and nothing else, mod it or use creative menue to give you a starting boost.

I would like to see this made easier by the return of the garden hoe/tillable soil to produce low-yield farms so that you can plant a few things that would provide basic sustenance while you go out and raid for supplies; perhaps locking yield to a single food item per plant and require farm plots for more efficient farming so that it's not a scramble to find the materials to make a farm plot, seeds, etc.
There were technical limits for removing tillable soil. Limits to do with the black box graphics engine they are using and improvements that were more important to TFP than tillable soil. Maybe a future update of Unity or who knows, other changes in the game lift that limit again, but until then...

 
I don't think anyone is saying it's impossible to deal with the food mechanics. What people are saying is that dealing with the new adjustments isn't fun. And they're right.

 
Now on Day 21. I have leveled up a few skills related to food acquisition and efficient intake. Guess what? Food isn't an issue anymore. 

Early game it is certainly a pain in the @%$*#!. Now that I am level 16 and have several helpful skills related to food (don't under estimate the power of living off the land, iron gut, and master chef) I eat/drink once a day to a bit overfull and I am good almost the entire 60min day. Longer days require more food because you can exert yourself more in the same amount of "game time."

It is how you play the game. If don't level up your basic survival skills, and mostly focus on attack stuff your game will be much harder in regards to food and drink. I personally level up Masterchef, Iron Gut, and Living off the Land with my initial tutorial quest points EVERY TIME. If you don't do this early, the game is A LOT hard in regard to basic sustenance.

 
You're probably right, but again that would feel like a waste of points to me. Especially with progression slowed down, I don't want to feel forced into putting points into survival areas rather than the areas I primarily play the game for.  If it points were easy to come by, it wouldn't bother me so much.
  
A Survival game requires some Survival skills - jus sayin'

 You swing your axe 5-6 times and then sit there for 15 seconds. It promotes lack of focus and breaks the player off from game play too often for too long.
Stop trying to use iron or steel tools before you are ready for them and you won't have that problem.

 
A Survival game requires some Survival skills - jus sayin'
I've been playing since A12, and also have literally thousands of hours in Ark, so this isn't my first rodeo, thank you.  I'm not saying those perks need to be eliminated. It's good they are there, but I shouldn't be forced to perk into them just to get by.  Perking into them should make already manageable survival easy, not unmanageable survival manageable. Food drainage needs to be toned down. This isn't JUST a survival game.  It's also crafting, shooting and looting...tower defense in a way.  It has lots of aspects which right now are being dominated by the survival angle.  Balance is what I'm asking for.

 
I've been playing since A12, and also have literally thousands of hours in Ark, so this isn't my first rodeo, thank you.  I'm not saying those perks need to be eliminated. It's good they are there, but I shouldn't be forced to perk into them just to get by.  Perking into them should make already manageable survival easy, not unmanageable survival manageable. Food drainage needs to be toned down. This isn't JUST a survival game.  It's also crafting, shooting and looting...tower defense in a way.  It has lots of aspects which right now are being dominated by the survival angle.  Balance is what I'm asking for.
Dominated? Survival was always an afterthought. Temperatures? Plenty of solutions out of the box. It is more of a small annoyance anyway the way it has been implemented. Weather? What weather. Diseases/Injuries? Nothing too threatening, plenty of materials for medicine and even if there weren't the DP is almost negligible. Food? You can just get by with meat -- plenty of animals. Will be annoying but you can make it less annoying with 1 point in master chef. Balance? How much time do you spend doing each of the aspects of the game you mention VS survival preparations? I certainly find myself spending the least amount of time for it. 

 
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I don't think anyone is saying it's impossible to deal with the food mechanics. What people are saying is that dealing with the new adjustments isn't fun. And they're right.


Without a challenge to overcome there is boredom. I have lots of fun with this challenge.

I've been playing since A12, and also have literally thousands of hours in Ark, so this isn't my first rodeo, thank you.  I'm not saying those perks need to be eliminated. It's good they are there, but I shouldn't be forced to perk into them just to get by.  Perking into them should make already manageable survival easy, not unmanageable survival manageable. Food drainage needs to be toned down. This isn't JUST a survival game.  It's also crafting, shooting and looting...tower defense in a way.  It has lots of aspects which right now are being dominated by the survival angle.  Balance is what I'm asking for.
The balance is that survival dominates your first 5-12 days, on day 25 there is no survival part anymore.

 
Stop trying to use iron or steel tools before you are ready for them and you won't have that problem.
Why is the game awarding you things you're not supposed to be using? When is one ready for steel tools? I've got two attribute trees at 10 and I still spend too much of my time standing around waiting for my stamina to return. I think your off here and I stand by my statement.

 
As I said, if you just want a zombie shooter and nothing else, mod it or use creative menue to give you a starting boost. Because this game is more than a zombie shooter
Yes they've placed an emphasis on one of the most annoying parts of the game. We're playing a food service simulator with some zombies thrown in and if you're up for it you can build yourself a nice base to rez in after you starve to death 😄

 
Yes they've placed an emphasis on one of the most annoying parts of the game. We're playing a food service simulator with some zombies thrown in and if you're up for it you can build yourself a nice base to rez in after you starve to death 😄
Exactly. And I command you to like it 😉

Why is the game awarding you things you're not supposed to be using? When is one ready for steel tools? I've got two attribute trees at 10 and I still spend too much of my time standing around waiting for my stamina to return. I think your off here and I stand by my statement.
Since the attribute trees don't help with digging you could have them at 20 and it wouldn't help you. How about telling us what your level is in sexrex and miner69? Are you drinking coffee or blackstrap while digging?

 
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If the attribute trees don't help with digging you could have them at 20 and it wouldn't help you. How about telling us what your level is in sexrex and miner69? Are you trinking coffee or blackstrap while digging?
Your question suggests that only one skill tree should enjoy being able to play the game and not sit and stare at their screen for half the time they are mining or using tools.

I'm not advocating for everyone to have infinite stamina, but I am saying that it's currently breaks immersion for too long and too often for anyone not spec'd into those skills. Without those skills, you will spend almost 50/50 on time you are actually using the tool and time that you're waiting for stamina to use the tool. That's way too much idle time.

 
Your question suggests that only one skill tree should enjoy being able to play the game and not sit and stare at their screen for half the time they are mining or using tools.

I'm not advocating for everyone to have infinite stamina, but I am saying that it's currently breaks immersion for too long and too often for anyone not spec'd into those skills. Without those skills, you will spend almost 50/50 on time you are actually using the tool and time that you're waiting for stamina to use the tool. That's way too much idle time.
Big surprise that mining depends on the mining skills. Like stealth depends on the stealth skills, who are as well under one specific attribute. If a stealther doesn't learn them or uses heavy armor because that metal looks better on him he will wake up a lot of zombies too early (actually he often doesn't because zombie detection range still needs some work) and not kill them on first shot and not have the complete stealth package. For example he can't one-hit kill a sleeper with a machete because he doesn't get near enough.

In my current game I am on day 21 and have put one point in miner69 and sexrex. I still use a stone axe for wood and stone, don't do much digging but collect resource piles in POIs. I built a small horde base that had no problem with the day 21 horde (though I died because I f** up royally at the end). I didn't even use coffee yet. Are my mining skills enough together with buying some stuff from the trader? We'll see. But at the moment it doesn't look as if I needed to spec into STR asap in that game.

If you needed to go full into STR, i.e perk up to STR 10, to be good at mining I would be concerned too. But it sounds more like 6-8 points distributed in 2-3 perks already make you perfectly able to handle steel tools. And besides, there are auger and chainsaw too.

 
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