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    Originally posted by Hazeree View Post
    Now, spoilage would not destroy the game. It would force the player to maintain a little discipline. Dont make 20 stews at once. Make one stew a day. That is a mechanic that doesnt punish early game, but lasts through to late game.
    So you only make 1 stew a day. So that just means your raw ingredients are what spoils instead of your stack of stew. How is that any different or disciplined?

    Comment


      Originally posted by JCrook1028 View Post
      So you only make 1 stew a day. So that just means your raw ingredients are what spoils instead of your stack of stew. How is that any different or disciplined?
      In a serious survival situation you'd think you'd want to preserve what food you can if you know it will spoil before you can make/consume it. Hence why it would make sense to add in the option to preserve food by drying/salting some raw ingredients (such as raw meat), and jaring/canning others. Eggs could be come pickled. Raw meat could become salted jerky. Fruit could be preserved, or turned into jams. Stews could be frozen if they added that as a feature for the Fridge? You could make a very dynamic food system that isn't just "oh now it's spoiled, turn it into fertilizer".

      If they fixed water in the future and introduced fishing long term, you could set up worm boxes to harvest bait every few days out of composted food. Or make fish Jerky. There a lot of ways to go on this.

      Comment


        Originally posted by Hazeree View Post
        The reason early game is difficult is because you have nothing. Late game is 'easier' because of the diligent work put in to stock enough food in the first place.
        You know, this actually agrees with what I said and supports my statement that the current way food poisoning works is uninspired and only a burden/anxiety provoking in early game and doesn't even matter in mid to late game.

        Example: I started a new game with a friend and got the food poisoning debuff around day 10. It was not "oh my God, what am I going to do", but rather "..... great....*goes to trader and buys more food*.... Okay, back to what I was doing".

        I don't think about if I will or won't get food poisoning when I eat cooked food, because it doesn't matter.

        Comment


          Originally posted by guardianangelmp View Post
          You know, this actually agrees with what I said and supports my statement that the current way food poisoning works is uninspired and only a burden/anxiety provoking in early game and doesn't even matter in mid to late game.
          I'm sorry to say that you don't need to be Einstein to realize: Early game isn't hard but a challenge.

          Comment


            Originally posted by guardianangelmp View Post
            It was not "oh my God, what am I going to do", but rather "..... great....*goes to trader and buys more food*.... Okay, back to what I was doing". I don't think about if I will or won't get food poisoning when I eat cooked food, because it doesn't matter.
            To the maximum extent possible I've been playing traderless. Being forced to _buy_ food feels like a loss, an admission, I can't hack survival. And reducing myself to some NPC's errand-boy? No Thank You. Then, by the time I've lost my RNG religion because my prayers have gone unanswered so long, a run to the trader restores my faith and rebalances my supply situation nicely because I'm getting well paid for what I produced, not for what he told me to play fetch-theres-a-nice-doggie with.

            Too bad the poll didn't have a "I don't know yet" option. I kinda like Roland's basic idea, all foods add 1% per day spoilage chance, combine stacks and I think the result should get the max-of-each chance on the one-bad-apple example. But in any game there have to be areas that are left as just raw stubs, stuff where there's no mechanic at all because it just never got to the top of the implement pile. Factorio doesn't do food at all. Warband has spoilage for some foods, not others. I kinda like the notion of salting meat and pickling vegetables and maybe even having cooked wet meals do really good things but spoil very very fast, but at some point you have to stop adding verisimilitude, there will always be a next step they could take and there'll always be plausible-sounding arguments that They Really Should Have Taken It. I mean, in a survival game shouldn't the goal be to make a world in which you can raise children? Why is there no sex and pregnancy and protect-the-children loop?

            Comment


              Originally posted by Bloodyvixen View Post
              In a serious survival situation you'd think you'd want to preserve what food you can if you know it will spoil before you can make/consume it. Hence why it would make sense to add in the option to preserve food by drying/salting some raw ingredients (such as raw meat), and jaring/canning others. Eggs could be come pickled. Raw meat could become salted jerky. Fruit could be preserved, or turned into jams. Stews could be frozen if they added that as a feature for the Fridge? You could make a very dynamic food system that isn't just "oh now it's spoiled, turn it into fertilizer".

              If they fixed water in the future and introduced fishing long term, you could set up worm boxes to harvest bait every few days out of composted food. Or make fish Jerky. There a lot of ways to go on this.
              Well duh..... That however has absolutely nothing with what I responded to... Maybe you should go back and catch what the conversation between he and I was actually about? Or did you just not mean to quote and respond to me?

              Comment


                Originally posted by quyxkh View Post
                To the maximum extent possible I've been playing traderless. Being forced to _buy_ food feels like a loss, an admission, I can't hack survival. And reducing myself to some NPC's errand-boy? No Thank You. Then, by the time I've lost my RNG religion because my prayers have gone unanswered so long, a run to the trader restores my faith and rebalances my supply situation nicely because I'm getting well paid for what I produced, not for what he told me to play fetch-theres-a-nice-doggie with.

                Too bad the poll didn't have a "I don't know yet" option. I kinda like Roland's basic idea, all foods add 1% per day spoilage chance, combine stacks and I think the result should get the max-of-each chance on the one-bad-apple example. But in any game there have to be areas that are left as just raw stubs, stuff where there's no mechanic at all because it just never got to the top of the implement pile. Factorio doesn't do food at all. Warband has spoilage for some foods, not others. I kinda like the notion of salting meat and pickling vegetables and maybe even having cooked wet meals do really good things but spoil very very fast, but at some point you have to stop adding verisimilitude, there will always be a next step they could take and there'll always be plausible-sounding arguments that They Really Should Have Taken It. I mean, in a survival game shouldn't the goal be to make a world in which you can raise children? Why is there no sex and pregnancy and protect-the-children loop?
                Nice that you found a playstyle that works for you. I like to utilize all resources available.

                You also do know that food poisoning on cooked food is a newly implemented item, just in the last alpha or two, right? So they found the time to make that change, deemed it worthy....so why wouldn't it be worthy to make the experience of the food poisoning more worth while?

                The whole reason they added it to cooked food anyway, and nerfed living off land, was to lead people more towards looting and spending dukes for food rather than becoming self sustaining in early to mid game.

                Food poisoning is on cooked food to be a resource drain...nothing else.

                Comment


                  Originally posted by guardianangelmp View Post
                  Food poisoning is on cooked food to be a resource drain...nothing else.
                  C'mon, it's much more than that. Run the numbers or just try everything and pay attention, higher-quality cooked meals _dramatically_ cut the danger and loss. Which, I should have noticed, plain old spoilage would not do. A flat per-meal chance does: reduce the number of meals, reduce your losses-per-stamina-cap-point, even if you run minimum-stamina that'll only lower the cap you maintain, not how many meals you have to eat to reach it. Running minimum-stamina might let you live on charred meat and never risk much, I guess that might work for the gunzerkers.

                  Comment


                    Originally posted by bobrpggamer View Post
                    Early on putting points into Iron Gut seems like a unlikely choice to bother with until you are level 80 or 100 and the early more beneficial skills are chosen, then that skill would make sense I guess.
                    I'd argue it makes no sense at all. Early on you cannot afford to spend point on stuff like iron gut and by the time you could think about it, you have so much food that you couldn't care less about vomiting once.

                    Comment


                      Originally posted by JCrook1028 View Post
                      So you only make 1 stew a day. So that just means your raw ingredients are what spoils instead of your stack of stew. How is that any different or disciplined?
                      Not to mention that any food still unharvested in your farm should also spoil. I mean if our amazing Farm Plots can grow crops from seed to ripe in 2 days, then by rights they should spoil on day 3 if not harvested, right?

                      What a PITA spoiling would be if added to the game, huh? I reckon all it would do is push most players towards using canned food predominately (hence getting it from the trader first and foremost) and just skip farming / cooking altogether as they will just no be worth the hassle. That would be a shame.

                      Comment


                        i wished that some Foods gave better effects so you can go


                        Hey i could uses a HP boost! (eats Pumpkin pie)


                        so it gives you a reason to make complex recipes much like Sham Chowder and how it gives you a foruted boost

                        and im ok with the food poisoning now
                        but for me there's no reason to say cook meat stew , veg stew , pumpkin anything. aside from just having it! IMO

                        Comment


                          Originally posted by Ghostlight View Post
                          Not to mention that any food still unharvested in your farm should also spoil. I mean if our amazing Farm Plots can grow crops from seed to ripe in 2 days, then by rights they should spoil on day 3 if not harvested, right?

                          What a PITA spoiling would be if added to the game, huh? I reckon all it would do is push most players towards using canned food predominately (hence getting it from the trader first and foremost) and just skip farming / cooking altogether as they will just no be worth the hassle. That would be a shame.
                          I'd like to see a little randomness to growth times etc with a "dead state" at the end of crop cycle. 1-2 days of time to harvest for optimal yield. Maybe even little randomness for the growth time, so one got ripe on day 3, the other on day 5. Would make farming a little more involved.

                          For the canned foods, you're basing your logic on keeping the canned food economy as is. That side of the equation should be tuned as well. How? Depends on the entirety of the system tbh.. rarity, expense, maybe have traders sell cheap food and the machines sell at high prices.. remove all vending machines, having people can their own chili or looting it from cupboards? Etc etc.

                          Comment


                            Originally posted by theFlu View Post
                            I'd like to see a little randomness to growth times etc with a "dead state" at the end of crop cycle. 1-2 days of time to harvest for optimal yield. Maybe even little randomness for the growth time, so one got ripe on day 3, the other on day 5. Would make farming a little more involved.

                            For the canned foods, you're basing your logic on keeping the canned food economy as is. That side of the equation should be tuned as well. How? Depends on the entirety of the system tbh.. rarity, expense, maybe have traders sell cheap food and the machines sell at high prices.. remove all vending machines, having people can their own chili or looting it from cupboards? Etc etc.
                            I hope you mean real time days and not game days.

                            Comment


                              Originally posted by AtomicUs5000 View Post
                              I hope you mean real time days and not game days.
                              No, I meant game days, but right, you're referring to servers.. Thanks Most of my experience with the game is single-player or "a friend joins my game", which means game days go by exactly at the speed I'm playing. For that the "couple days to harvest" would work. It'd be a couple hours game time window.

                              Server populations didn't even cross my mind; I'll admit, it would make farming completely pointless on servers. I guess it should only tick when a chunk is loaded, although that would have its own host of issues... yeah no, not going to work like that.

                              Comment


                                Originally posted by theFlu View Post
                                No, I meant game days, but right, you're referring to servers.. Thanks Most of my experience with the game is single-player or "a friend joins my game", which means game days go by exactly at the speed I'm playing. For that the "couple days to harvest" would work. It'd be a couple hours game time window.

                                Server populations didn't even cross my mind; I'll admit, it would make farming completely pointless on servers. I guess it should only tick when a chunk is loaded, although that would have its own host of issues... yeah no, not going to work like that.
                                I was thinking about servers, but I was also thinking about the 10 min days as the current shortest day setting... and how growing opium poppies would then have to be added in order to do crack-level speed farming.

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