Dr.Disaster wrote:Rithrin wrote:I would just hope that they still designed and balanced the game around the system, since it's part of the core experience they are trying to provide.
I'm not sure what you mean by that. Care to explain that a bit more in detail?
Food usage is about 4000 steps from fully fed to starving which takes about 22-23 minutes of nonstop walking.
Food is used to keep health and energy regeneration running and weapon damage at full.
Starving characters do not regen health or energy and deal only halved damage with weapons.
That's part of what I'm talking about, sure, but that's just the consequences of running out of food.
Having food and hunger makes the player take many things into consideration when planning his adventuring day. Food both takes up space and has weight. Obviously, if you want to have a party operating at its full potential, you must have enough food to at least keep their hunger bars out of the red zone.
As en example, you grab a crate and load up on food. Uh oh, none of your characters can carry the crate without being encumbered. Being encumbered will hamper your party by making it harder to avoid attacks, causing you to expend your potion reserves, and possibly making it impossible to complete certain timed puzzles or doors. Alright, so I've been carrying around these Frost Bombs in case I get surrounded somehow, but if I leave them in the Hub then I can carry that crate of food. Problem solved. But, an hour later into a dungeon, I've been teleported into an ambush with three snakes and 2 medusae around me. My food crate remains mostly full - it seems I overestimated how much I needed - and offer no help against this ambush. Too bad I dropped the bombs to make room for the food. Game over. Poof, I'm back at the last crystal I touched.
Some people may run full Minotaur parties and have no problem with weight management, but I spent a large portion of my game simply trying to allow all my characters to hold what they needed without becoming encumbered. At one point, my Knight (even with the armor weight reduction!) could only hold his armor, shield, weapon, and small bag with some potions. If he picked anything up in a dungeon, he became encumbered. Even with 20+ Strength, I had to get him 3 levels in Athletics to hold swap items.
Another example, you are exploring a dungeon and have discovered that your party members are all in the yellow hunger zone and only have 4 food items remaining. You consider that you should return to the Hub to restock. However, you also realize that it will take probably a good 15 minutes to get back to the hub, will have consumed the 4 pieces of food you have remaining, will likely have to eat more food for the return journey, and might even then be low on the reserve food you keep in the Hub which would prompt another prolonged foraging expedition. Instead, despite the dangers of exploring without food, you decide to continue onward. You've been down here for days, after all, how much more could there be? Your party chomps down the last 4 sausages you brought and heads down the staircase. After some time, it's dark and you step on a pressure plate which closes the door behind you. You can reopen it with a key, but must defeat a powerful creature. He's tough, you have to retreat mid fight, and have found a ladder to climb or a secret room to hide in. Just need to wait for the Mage's Energy to regenerate. Wait a minute, he's not regenerating. Yep, the last bits of food you ate a while ago wore off already, and he's starving. Maybe that's why the boss was so hard to defeat, everyone was doing half damage. You chug your last Energy potion and step out to face the boss. Say hello to the loading screen and the last crystal.
When I speak of "balancing" the game for food usage, this is what I speak of. For instance, you'll notice that non-renewable food sources have the best satiation per unit of weight ratio. The renewable ones, like the Silver Roaches which respawn in the secret sewer room, have approximately 0.3 Satiation (of the whole hunger bar) and weigh 1.0 kg. Compare that to bread, which has a fixed supply in the entire game, and has 0.5 Satiation / 1.0 kg - almost twice as efficient! Warg meat, another "renewable" (though a bit dangerous to hunt) food has the same satiation value as bread, but weighs 50% more! The developers obviously did not want players to completely run out of food in the game, seeing as some food respawns with specific triggers, but they also wanted to incentivize intelligent rationing of food. If you are wasteful with your food use, or rely too heavily on the renewable food, you either have to sacrifice other useful items to make room for them or sacrifice your time by making arduous and time consuming trips back and forth to the sewers or Hamlet.
This is aspect of the game is what prompted me to,
out of necessity, create a system where I held a lightweight bag full of enough lightweight and highly efficient food (Smoked Salmon, those little mushroom Caps, other things that I've forgotten the name of now...) which I only intended to use in an emergency, and then also had a crate full of exactly how much heavy, inefficient, renewable food I thought I would need for my next journey. If I was somehow unavoidably delayed and forced to use all of my renewable food, I could fall back and eat the lightweight, efficient food. Then in the hub, I just had crates filled with all the food I could scrounge up in the my journeys without weighing me down during my adventures. It worked, but it required planning and some accurate forecasting.
If there was no food, I wouldn't have had this interesting experience. And, if the developers hadn't put so much thought into the renewable vs non-renewable food system, this experience wouldn't have been as fun. So, if they decide to give an option of enabling/disabling food, I would hope that they base the creation of their game off considerations of the above examples rather than creating a run of the mill RPG, then allowing a "food mode" to be slapped on without the proper considerations and balance.