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Posted: Mon Jun 10, 2013 1:43 pm |  |
It's something that could be looked into if/when the wasteland is gradually redesigned. We didn't want to do that before as it seemed more important to just get the damned game up and running, but it's probably something people will work on little by little. We've already remade or at least retouched a few of the old areas, and there's a whole zone being built at the moment.
However, I think it's important to preserve the fact that the gameworld is dangerous and that it takes risk to obtain anything of value. If we do rebuild the wasteland, players seeking the good scavenge will probably still have to venture into dangerous territory. Anything better than things like largescrap and casetools should be considered relatively rare and valuable.
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Posted: Mon Jun 10, 2013 2:07 pm |  |
The wilderness problem is too fold for me.
1. You need large 10+ groups to do anything which is hard to achieve at some times of the day.
This is a give in issue because by needing a number that is generally 35% of the mud except for peek times, you are severely limiting the ability for people to go out and do stuff. Now I've seen at least 2-3 large scav trips go out a day in the evening EST which is good but its still hard to get numbers.
2. Huge numbers of lagatos and assorted wildlife allow for a crazy amount of food to be produced.
My record for the number of tubs breathed from a scav trip in the last week was 35 tubs. 350 packets worth of food. That can feed alot of people.
Of course its my theory that armor will become more wide spread and PC combat skills will get better which will allow the group numbers to get significantly lower. So its possible this is just a matter of everyone needs to work together now so that we can all split up later on when we catch up to the difficulty of the wilderness.
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Posted: Mon Jun 10, 2013 3:03 pm |  |
There were two extremes in the last implementation: One, where everything attacked and you had to have 12-20 people at the beginning (then like 5-8 well armored badasses as the game went on). Leather and food were more easily obtained.
Then came the time when everything twink fled from groups except vines, and you couldn't hardly get a skin to save your life, and food was rough to get. Everyone spamming to guard exits and stuff...hunting became horrible. However, scav trips took less time, because dealing with 10 lagatos on the way is timeconsuming.
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Posted: Mon Jun 10, 2013 3:48 pm |  |
To address too much food I think lagatos should flee at half health rather than low two stars making it harder to finish them off unless you block them into a 2-3 exit area rather than a wide open wilderness room. It would slightly reduce the danger lagatos pose by making them stop murdering you sooner but it would cut back on the prolifeation of hides and food. On top of that if a lagato flees from a group at 3 stars it will give us a reason to shoot at it and use up some bullets to take it down.
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Posted: Mon Jun 10, 2013 4:36 pm |  |
Eh, just make a food sink into fuel for lanterns/stoves/portable generators/(DESERT MOTORCYCLES) and you'll have it used enough.
I really want big black-smoke belching engines powering windmills out there.
Addressing the gold concerns: It's just a name, really. It could easily be changed to lead or some other autoalchemagical substance. IIRC gold was chosen because the real moon has more gold than lead and it was a
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Posted: Mon Jun 10, 2013 5:55 pm |  |
Is too much food really a problem?
Now, I'm not opposed to some kind of interesting food-sink; turf related activities, vnpc "salaries" for invisible clan members, etc. But I'm not entirely convinced that we need to take action on an egregious excess of food (mind you I haven't done any kind of an inventory, people keeping track of these things can feel free to wail at me about how packet creep is slowly taking over their bases.)
Okay, I'm a little groggy, so bear with but my thinking is this:
IMHO an abundance of food is a very good thing. Mats are nice, money is nice, clothes and toys and drugs and cigarettes and all are fun... but you don't really need any of them to survive. You need food.
The gritty struggle to survive is all well and good, and I know that some people want nothing more than to scav, hunt and craft. -Some- people. There are others, though, who enjoy the opportunity to sit around doing various things with their thumbs and/or rping, and frankly I think that should be encouraged.
I would love above all else to see Parallel host a genuine diversity of character types. The trouble is, with food scarcity there develops a Situation wherein every lounge singer and scientist is obliged to go hunting, which begins to blur the distinctiveness of an otherwise very interesting concept. The pro-hunter/scavvers then suffer too, because rather than being 'the food-getters' they drift toward being simply 'that guy who doesn't craft'.
You need food to stay online, and I'd hate for people to feel like they could only stick around when they were being "productive" because anything else is just allowing satiety to tick away, and they can't afford that.
I worry that indies in particular, would feel discouraged from spending long periods engaged in things like plot and character development if food was hard to come by, because -talking to people- might be perceived as a fast-track to starvation.
Now mats and money, that should be hard, and especially so for indies who don't have a Family to rely on to provide for them. All the hardscrabble desperation you want, right there.
Food on the other hand? Please no. I'd rather not feel guilty for devouring ten packets in one session because there was a lot of something interesting going on.
Going for coffee now, flame away.
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Posted: Mon Jun 10, 2013 6:06 pm |  |
| Blue wrote: |
Now mats and money, that should be hard, and especially so for indies who don't have a Family to rely on to provide for them. All the hardscrabble desperation you want, right there.
Food on the other hand? Please no. I'd rather not feel guilty for devouring ten packets in one session because there was a lot of something interesting going on. |
I'm sure it's unsurprising that I agree with this, but I will throw in my two cents because I think it's something that people might not want to hear, but is important to discuss seriously.
I realize that balancing this is very difficult, and I realize that the relative scarcity of food has the potential to make things really immersive. I also realize that Back Then stuff, including food, became extremely overabundant and that's something that needs to be kept in check.
From a playability standpoint, though, I have to completely agree. It's not that I think that people should find survival to be the complete no-brainer it was on, for instance, SOI, nor that the sort of canonical IDEA of food scarcity ought to be changed.
But you really have to balance those concerns with the fact that we're all here to RP and RP takes time and people will be discouraged from RPing if the passage of time is too deadly. I'm pretty sure we want to encourage, rather than discourage, RP, so I think it's something that needs to be looked at carefully.
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| I would prefer not to. | |
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Posted: Mon Jun 10, 2013 9:10 pm |  |
I really don't want food to be any harder to acquire. I don't want going out and hunting lagatos to be required in order to scrape by. Sometimes....... well, USUALLY just being able to relax and RP is more fun.
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Posted: Tue Jun 11, 2013 12:55 am |  |
We never really intended for food to be literally rare, it just needs to take an effort to stay fed. There isn't really such a thing as "too much food," and paste can be used for other things than just eating. In fact, the intention was that people would prefer to eat meat and use paste for crafting purposes.
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Posted: Tue Jun 11, 2013 1:07 am |  |
| Throttle wrote: |
| We never really intended for food to be literally rare, it just needs to take an effort to stay fed. There isn't really such a thing as "too much food," and paste can be used for other things than just eating. In fact, the intention was that people would prefer to eat meat and use paste for crafting purposes. |
The problem here appears to me to be that paste is vastly more efficient, for how much you get of it compared to cooking something. From what I've seen so far, you could chop up and cook a relatively large animal, and feed a single PC for a few hours of log-in time, or paste it, and manage a few PCs. I may be mistaken.
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