thank you, I hadn't seen itIt is intentional. They said it in the official announcement.
View attachment 37664
thank you, I hadn't seen itIt is intentional. They said it in the official announcement.
View attachment 37664
I didn't say the explanation doesn't make sense... at least not for certain foods. But all food? Pears? Most other canned food that isn't cooked?I explained how it makes sense, you just don't agree with it. I know many people who like it. You open the food to eat it, so the smell is in the air. It does disappear at a rate that I consider quickly. We like it and find it fun. We gave you a setting to turn it off of you don't like it.
Define "a lot".I didn't say the explanation doesn't make sense... at least not for certain foods. But all food? Pears? Most other canned food that isn't cooked?
In any case, my feedback is to listen to what people are saying rather than getting stuck on "we like it, so it's good." My view is that you spent a lot of time adding smell back to the game and I would think that you should want people to want to use it rather than disabling it. You have game options to disable it, which is better than nothing, but that just means you spent all that time on smell only to have X% of players disable it and not use it, which means that time spent might not have been worth it. Consider storms. You set them up and then gave an option to disable them, but you chose to change them. Why? People didn't like them, right? You wanted more people to use the storms instead of disabling them, I'd guess? After all, why spend time making a mechanic or feature that half the people or more turn off and never use if you can adjust it so more people will use it?
I think I understand why you want it the way it is... if it's only raw meat, people normally get that in the wilderness and once you have a bike, they can put it into the bike and smell will have no impact on them from the raw meat. So you want something that can't so easily be ignored. By adding it to food you eat, you make it so people are going to be affected by it more often and in places where it can be more of an impact, such as the middle of a quest. But that doesn't make that a good choice just because it creates an issue in more "difficult" situations. You could make it so meat products smell and most (or all) fruit or vegetable products don't smell. I don't have data to say for sure, but I think most things people cook on a regular basis use meat (including canned meat). If you made it so non-meat foods don't smell, you give incentive for people to make other kinds of food instead of only meat-based foods. That gives you decent smell mechanics while also improving the variety of foods that people cook. That's not a bad thing.
I can't tell you what percent of people like it as it is and what percent think it needs changed in some way, but there is definitely a strong response here about having smell from certain foods. And the person I play the game with has the same opinion of me about smell and I didn't prompt him for that or give my opinion until he gave his. That's a very, very small data set, I know. But I don't think just brushing off feedback is the best response. Most people aren't saying to get rid of smell. Most seem to like that smell is in the game. But a lot seem to think that it needs adjusted. That's all.
As I said, I don't have data. No one does unless TFP does. I am obviously basing this on the many people posting here about it. No, that's not a large data set compared to all players who are playing experimental, but it's still a good indication of what people think and shouldn't be dismissed without consideration.Define "a lot".
Be so kind then to weigh it to the "a lot" of people that faatal knows that like it. Or is your indication any better than faatal's? Just wondering.As I said, I don't have data. No one does unless TFP does. I am obviously basing this on the many people posting here about it. No, that's not a large data set compared to all players who are playing experimental, but it's still a good indication of what people think and shouldn't be dismissed without consideration.
You do understand that a lot doesn't mean the same thing as saying a high percentage, right? There are many people here who have said that it makes no sense with foods like pears. That fits quite well in with using "a lot", especially when qualified as I did. There isn't any making up of a crowd... there are plenty of people here who have posted the same thing.Be so kind then to weigh it to the "a lot" of people that faatal knows that like it. Or is your indication any better than faatal's? Just wondering.
Point made. Dont give any extended value to you personal preference by making up a crowd that supports you. Doesnt work. And is kind of futile.
No problem at all. As faatal said, you dont like it? They gave you a setting to disable it. (the rest of the 99% that likes it will use it)You do understand that a lot doesn't mean the same thing as saying a high percentage, right? There are many people here who have said that it makes no sense with foods like pears. That fits quite well in with using "a lot", especially when qualified as I did. There isn't any making up of a crowd... there are plenty of people here who have posted the same thing.
Do you remember faatal talking about storms in 2.0 and saying they like them and that a lot of people like them? Yet what happened? They keep adjusting them based on feedback because "a lot" of players didn't like them. If people don't provide feedback, nothing gets changed and they think everyone likes it. Dismissing feedback without consideration doesn't improve a game. Few, if any, are suggesting smell should be removed. The suggestions and feedback are about making it better. Is that such a problem?
I love it. Great addition. Thanks for making it a toggle.I explained how it makes sense, you just don't agree with it. I know many people who like it. You open the food to eat it, so the smell is in the air. It does disappear at a rate that I consider quickly. We like it and find it fun. We gave you a setting to turn it off of you don't like it.
What changes would you make? From what I've seen, the smell mechanics are fine. Vegetables don't smell unless you cook them, which makes sense. I'm still in the early days, so maybe I'm missing something.I didn't say the explanation doesn't make sense... at least not for certain foods. But all food? Pears? Most other canned food that isn't cooked?
In any case, my feedback is to listen to what people are saying rather than getting stuck on "we like it, so it's good." My view is that you spent a lot of time adding smell back to the game and I would think that you should want people to want to use it rather than disabling it. You have game options to disable it, which is better than nothing, but that just means you spent all that time on smell only to have X% of players disable it and not use it, which means that time spent might not have been worth it. Consider storms. You set them up and then gave an option to disable them, but you chose to change them. Why? People didn't like them, right? You wanted more people to use the storms instead of disabling them, I'd guess? After all, why spend time making a mechanic or feature that half the people or more turn off and never use if you can adjust it so more people will use it?
I think I understand why you want it the way it is... if it's only raw meat, people normally get that in the wilderness and once you have a bike, they can put it into the bike and smell will have no impact on them from the raw meat. So you want something that can't so easily be ignored. By adding it to food you eat, you make it so people are going to be affected by it more often and in places where it can be more of an impact, such as the middle of a quest. But that doesn't make that a good choice just because it creates an issue in more "difficult" situations. You could make it so meat products smell and most (or all) fruit or vegetable products don't smell. I don't have data to say for sure, but I think most things people cook on a regular basis use meat (including canned meat). If you made it so non-meat foods don't smell, you give incentive for people to make other kinds of food instead of only meat-based foods. That gives you decent smell mechanics while also improving the variety of foods that people cook. That's not a bad thing.
I can't tell you what percent of people like it as it is and what percent think it needs changed in some way, but there is definitely a strong response here about having smell from certain foods. And the person I play the game with has the same opinion of me about smell and I didn't prompt him for that or give my opinion until he gave his. That's a very, very small data set, I know. But I don't think just brushing off feedback is the best response. Most people aren't saying to get rid of smell. Most seem to like that smell is in the game. But a lot seem to think that it needs adjusted. That's all.
It justs need a little refining. That's all. And isn't that what experimental builds are for? To get feedback and refine the idea/mechanic/feature before it goes live?No problem at all. As faatal said, you dont like it? They gave you a setting to disable it. (the rest of the 99% that likes it will use it)
Too easy again. Define "plenty of people". You are grasping and dont answer the questions.
"the rest of the 99% that likes it will use it", saw what i did there? Hope you get it now.
TFP has made their stance about it. What do the "few" people complaining about it have weight in it?It justs need a little refining. That's all. And isn't that what experimental builds are for? To get feedback and refine the idea/mechanic/feature before it goes live?
Define "a few"? You can see where this is going, right? If you love it as it is and have no constructive criticism or suggestions for making it better...or worse...why are you posting?TFP has made their stance about it. What do the "few" people complaining about it have weight in it?
Note that not all of this is specifically directed to you, but I quoted you as I start by answering your question.What changes would you make? From what I've seen, the smell mechanics are fine. Vegetables don't smell unless you cook them, which makes sense. I'm still in the early days, so maybe I'm missing something.
Here's my suggestion. I don't know if anyone else has thought of it yet.
The smell system works as it does now, but instead of the smell lingering on the character, it works by zone. Wherever you take cooked food out of your inventory and eat it, the smell will linger within a radius of x meters for x amount of time, depending on the food.
I like both systems, and the results would be similar.
Thats what i am talking about! Good points!In any case, my feedback is to listen to what people are saying rather than getting stuck on "we like it, so it's good." My view is that you spent a lot of time adding smell back to the game and I would think that you should want people to want to use it rather than disabling it. You have game options to disable it, which is better than nothing, but that just means you spent all that time on smell only to have X% of players disable it and not use it, which means that time spent might not have been worth it. Consider storms. You set them up and then gave an option to disable them, but you chose to change them. Why? People didn't like them, right? You wanted more people to use the storms instead of disabling them, I'd guess? After all, why spend time making a mechanic or feature that half the people or more turn off and never use if you can adjust it so more people will use it?