Re: Water/food system
Posted: Wed Apr 17, 2019 3:51 am
First Hak we implement should be better food objects in the game so we no longer must use The Bag
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Mr_Rieper wrote: Wed Apr 17, 2019 3:27 amI both like and don't like this idea. One of the most frustrating things about having "catering" at an event is people having to break apart stacks and find the item in their inventory, and eat it. It would be cool if we had a fixture we could use -eat at and it would cause a character animation and filling the hunger meter.HA GOTEM I DIDNT ROLL wrote: Wed Apr 17, 2019 1:20 am There should be eating fixtures in inns and quarters. Similar to pumps for water.
But at the same time, I don't think it should be a permanent fixture. Characters shouldn't walk into the Nomad or Logjam to feed at the public trough, it'd really odd.
The most immersive part isn't the physical action of eating or drinking. It's the need to find/carry food or drink on you, and the need to gravitate towards sources of it. Message boards and sources of food/water as well as resting areas are the heart of any settlement. And I mean that in a literal sense, as it pumps traffic to and from these locations. I'd call that really immersive, because if you think about it, literally everything we do in RL revolves around securing food and water first and foremost. It's a necessity. Most of our social functions are centered around sharing food with others. The quality of the food you eat even reflects your social class. It's really important as a social function, and helps to shape cultures . The idea for the system on Arelith is good, it's just incomplete and therefore, boring.Xerah wrote: Wed Apr 17, 2019 12:53 am Mundane is not interesting to role play all the time. That's the issue with the system. Can you RP a nice meal? Sure. But being forced to do it all the time is extremely uninteresting. It's a big reason why people don't even bother.
Does it help immersion when you toss to fists in front of you to eat? I've certainly never seen anyone eat like that. That's the visual reason why I hate it.
We should have more variants of food. What do the people of Guldorand eat? What are the traditional dishes of Cordor? What kind of food would you expect to find in a kitchen in Bendir? Let's make the food npcs a little more unique. Allow characters to express a fondness for a particular food. My character refers to the people of Guldorand as Cragsmen (Skull Crags), and would most likely have developed a deep affection for their dishes, mostly out of loyalty. That's something you can RP. Another one of my characters might really like spiced chicken. I dunno, experiment with giving things more flavor (literally and metaphorically).
This is still the case.
These aren't sold by the vendors, and have very little substance and/or reason to exist. What I was proposing is that instead of selling default food items, the food vendors sell unique food items that only that particular NPC or settlement NPCs sell. It may not make a mechanical difference, but it does make a difference in RP, and this system is intended for RP.DM Axis wrote: Wed Apr 17, 2019 2:56 pmThis is still the case.
But onto the topic of diversity in the food/drink sector. There is the ability to craft and give your food/drink flavor text both in the name as well as the description. Be mindful that these objects might stack and the way to preserve your custom creation would be to set down any other objects from that same stack out of inventory. Then pick up the newly custom crafted item, and then pick up the rest of the items that will now stack with it.
I had a similar idea, but I think it's important that there is a mechanical reason to actually perform the act of eating from time to time. Maybe characters could have some sort of default provisions they could stock up on, and it only maintained their hunger at around 20% or 25%? So you could comfortably ignore the meters until it was time to roleplay eating with others, but you still had to visit taverns and inns to restock on food supplies often.Iceborn wrote: Wed Apr 17, 2019 6:28 am If so important is the need to carry food, I have this idea -
Instead of having to consume food as an item, it automatically loses a charge every tick, simply to represent that your character has something to eat, and they may nibble at it when they feel like it - or merely to symbolize that they don't see the need to stuff their face with both fists at the time.
I am 100% with Xerah on this, but I'd genuinely be happy to have a system that feels less obnoxiously implemented. I don't log into Arelith to play as if this was the Sims.
Keep in mind the logistics of inventory space. Individual flavored items like this do not stack with even similarly visually placed counterparts or those that serve also an identical purpose. Already in inns like the Nomad there are a variety of drinks (beers and so on) that are unique. (Perhaps some of these items might be expanded to other inns?)So, to be clear, what I was proposing is this:
Currently, Nomad NPCs sell Rations and Travel Provisions. The same as the Logjam, the same as any other inn.
So for worldbuilding reasons, we give each settlement a speciality or preference for food. Guldorand doesn't have cows due to terrain, but it has goats. It has a smokehouse. Potatoes grow in poor soil. Venison from hunters.
Now in the Logjam, the Travel Provisions is renamed to Smoked Venison. It has a description about how the hunters of Guldorand like their meat. The Ration token is renamed to Goat's Cheese, and has a similar description.
Cordor likes their dairy, fruit and wine. Have their travel provisions and rations renamed to something else. The Sharps likes their rat meat. The Underdark as a whole eats rothe meat and fungi. The dwarves of Brog probably have a particular fondness for pork or spitroasted meat, and likely have a different, dark and rich kind of beer too. It's as simple as renaming the food items and descriptions. They may do the exact same thing, but for worldbuilding purposes, they DO matter.
I love this idea. I think a lot of the worries in this thread about taking away incentive for players to make food are taking the suggestion of adding more food options to vendors as jumping from one extreme to the other. Either you have one generic "Ration" item, or you have an endless amount of options and cooking special items has no point at all.Mr_Rieper wrote: Wed Apr 17, 2019 3:50 pm Currently, Nomad NPCs sell Rations and Travel Provisions. The same as the Logjam, the same as any other inn.
So for worldbuilding reasons, we give each settlement a speciality or preference for food. Guldorand doesn't have cows due to terrain, but it has goats. It has a smokehouse. Potatoes grow in poor soil. Venison from hunters.
Now in the Logjam, the Travel Provisions is renamed to Smoked Venison. It has a description about how the hunters of Guldorand like their meat. The Ration token is renamed to Goat's Cheese, and has a similar description.
Players would most likely stick to just one type of food, yes. You can't really get around that, people don't like wasting inventory space. Unless the food items weren't inventory items at all, but that's something else. The price of avoiding homogeneous items available everywhere is that they won't stack. But I don't believe it will cause many problems.DM Axis wrote: Wed Apr 17, 2019 4:02 pmKeep in mind the logistics of inventory space. Individual flavored items like this do not stack with even similarly visually placed counterparts or those that serve also an identical purpose. Already in inns like the Nomad there are a variety of drinks (beers and so on) that are unique. (Perhaps some of these items might be expanded to other inns?)So, to be clear, what I was proposing is this:
Currently, Nomad NPCs sell Rations and Travel Provisions. The same as the Logjam, the same as any other inn.
So for worldbuilding reasons, we give each settlement a speciality or preference for food. Guldorand doesn't have cows due to terrain, but it has goats. It has a smokehouse. Potatoes grow in poor soil. Venison from hunters.
Now in the Logjam, the Travel Provisions is renamed to Smoked Venison. It has a description about how the hunters of Guldorand like their meat. The Ration token is renamed to Goat's Cheese, and has a similar description.
Cordor likes their dairy, fruit and wine. Have their travel provisions and rations renamed to something else. The Sharps likes their rat meat. The Underdark as a whole eats rothe meat and fungi. The dwarves of Brog probably have a particular fondness for pork or spitroasted meat, and likely have a different, dark and rich kind of beer too. It's as simple as renaming the food items and descriptions. They may do the exact same thing, but for worldbuilding purposes, they DO matter.
The underdark also has its own unique food staple, but the typical adventurer will gravitate towards whatever is efficient. That said, the Developers could well take your 'feedback' ideas into consideration. But as the suggestion thread is locked, that is one item on a long list that is already being worked on.
But more gear is sold by vendors than "Shirt" or "Knife". There's some assortment, it just isn't a large assortment.MissEvelyn wrote: Wed Apr 17, 2019 4:45 pm Most useful gear isn't sold by vendors either. In a player-centered economy, it wouldn't make sense for vendors to suddenly start carrying a bunch of cool-themed foods, when the player character cooks are very well within their ability to make these themselves and distribute them, whether it be at social events or the taverns they work at.
There's also the inventory space, which is so extremely limited these days. Maybe adding a food bag could change everything. I'm kidding, we don't need more bags.
That's because you could tinker with it and it gave you substantial buffs for the entirety of your playtime, whether 1 hour or 200 hours in. It also wasn't a requirement to stuff your face full of baked apples every 30 minutes or Link ran slower, climbed slower, and lost damage on every hit.Let Love In wrote: Wed Apr 17, 2019 10:17 am Which games have systems we like? I enjoyed making food in Zelda Breath of the Wild, for example.
It's not a mechanical system for min maxing. It should never have anything to do with min maxing.Cortex wrote: Wed Apr 17, 2019 6:38 pm Remove meters and instead add long term bonuses. With varying qualities. Saying that its part of the experience is like saying bug bites are part of camping and sightseeing. Its a nuisance and actually takes away from the real experience.
A well-fitted and proper suit of armor can still slow you down. Not as bad as most would think, but, in a full sprint, I know I won't be going at the same speed in a full suit of armor compared to without.Subutai wrote: Tue Apr 16, 2019 9:06 pmHeavy armor movement penalties don't really make all that much sense, tbh. Armor isn't all that heavy. If there was endurance, and you lost endurance more quickly when running in plate, sure, but wearing plate armor isn't really going to slow you down that much, particularly if you've been training in it.Ozzy.nl wrote: Tue Apr 16, 2019 9:00 pm I agree full time with Jagel here.
And definitely about the armor movements penelty I wish we got that one back.
Never understood why it was remove in the first place.
Now carrying a 45lb tower shield strapped to one arm definitely would, but NWN doesn't really treat tower shields like normal DnD does anyway.
I have played on a no-hack server in the past that if your character's Hunger or Thirst reached a certain level, AND your character had food and/or water in their inventory, they would automatically consume it to prevent negative effects.Irongron wrote: Tue Apr 16, 2019 5:54 pm Honestly, it's because for good or ill the water system is very much part of the Arelith experience.
If I was making a system from scratch I might go a different route, but the water/food is more deeply woven into Arelith than one might think.
The work in fully stripping/reworking it would be huge task (removing all of that food from drops, rethinking recipes and resource distribution in hundreds of areas, the settlement resource system)
Absolutely not. There is literally no way I'm going to do all of that work to remove something that at very worse is a mild irritation. There is so much more to do for Arelith in so many places.
Also food/rest, some people love it, some people really don't. I can totally empathize with both but do not, even remotely, feel there can be any compromise there; this one really is subjective.
I don't think I'll follow this thread further, as this is not a topic I find remotely interesting. Really is one of the most banal features of the game to consider.
Honestly, for me? This.Cortex wrote: Wed Apr 17, 2019 6:38 pm Remove meters and instead add long term bonuses. With varying qualities. Saying that its part of the experience is like saying bug bites are part of camping and sightseeing. Its a nuisance and actually takes away from the real experience.