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Spatz

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  • Gender
    Man
  • Interests
    Project Zomboid
    Don't Starve
    Kerbal Space Program
    FTL: Faster Than Light

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  1. Yes, of course there are. Especially in natural medicine, there are tons of! But in my oppinion, the balancing of the game has to come before the realism. If my proposal would be balanced, is another question...
  2. Hm, to be honest. I'm not so sure, if bugs should get you some depression-points, at all. As far as I've heard, roasted insects are a delicacy in some countries... Maybe the negative bonus for your morale should vanish when you get ranks in foraging... (because you get used to it..) I think, worms should give you same hunger reduction as berries, shouldn't they?
  3. So, as mentioned above, from my information, I would suggest 90% water percentage for earthworms...
  4. It seems that as more an insect does have "armour" (chitin) in it's body, the less water it has inside (percentual). It goes from 50% (wheat weevil - some kind of bug) to 90% (some caterpillar). That is what I found in some german course book to entomology, which I did found per google.
  5. In my last game, I had a Scout-character which was quite good at "foraging". Since I found a mass of "hammers" in the town, I had no use for the non-sharp stones after a while. Nonetheless, I found tons of it. Soon later, I had around 50-100 twigs and other wood-stuff. That was the time I wished, there was a "destroy item"-button in the game. Of course, you can let the stuff right there where you found it (on the ground). But I don't want to litter with the stuff all of the world. I can imagine, this will lead some time to problems with stability of the save file, since the data of the world gets bigger and bigger. Or maybe you could make it possible to check individually, what items get foraged, so you uncheck with a click, if you don't want to search for non-sharp stones any more. So it shows you only the stuff, you didn't uncheck in a foraging-menu...
  6. I like this idea. I don't play online, but with my offline-non-Doctor-characters, I never got beyond a first aid skill of Level 1 (and they had a few maxed out skills...). So I imagine the doctor-profession is not very attractive to most players. If you would get a "normal" scratch from time to time, it would make medicinal profession much more usefull, I think. Additionally, they should make the "herbal" skill only available to doctors (although not automatically including it). In that way, doctors would be the only ones who would be able to help people with scratches without alcohol, desinfectants and such.
  7. I must compliment you all for your willingness, I have to say at first. And I welcome the fact that the next build will deal with the food system. Although in my oppinion, it looks like you are going to go beyond the necessary, a bit. The main problem is: Players do not care about feeding themselves in a unhealthy style. But that's not the real problem. The real problem is, that a whole profession and one or two of our skills seems to become useless because of that. Who needs cooking, if he can raise strawberrys and survive because of them beeing food and raising the mood? Is it even necessary to cook OR farm if you can go to town and scavenge some conserves or even chips? So, the question is now, how to deal with that problem. 1.) You could remove the availability of conserves. 2.) You could make it harder to farm. Since there would be a lot of conserves (in a real apocalypse case) and farming is already quite unrewarding (from a fun having point), I wouldn't recommend both methods. 3.) You could do it your way. By making the nurturing system more complex (and realistic). 4.) You could use the secondary system (mood) to force the players to keep a good diet. Regarding 3.): It would work for sure. But in my honest oppinion, I am not sure if it really will improve our game experience so much, in review of the time which will be necessary to make it work. I would really rather like you guys, to make us more recipes for cooking and to give us some recipes with strawberrys and radishes (which are quite useless at the moment). I really love the work you did for us with this awesome cool game. But there is still a lot of work to do. Use the time wisely. With all respect. (Maybe I'm wrong. I'm trying to be realistic and not too pessimistic.) Regarding 4.): Good cooked meals give you some bonus to your mood (against sadness and depression). How about giving a negative bonus (malus ?) to the players if they keep repeating to eat the same stuff over and over? So, if I cook a soup with, let's say carrots and eat it, it may give me -15 sadness etc. the first time. Ten times later (the same meal) I get -10, maybe 20 times later, i may even become sad because of it. The game would simply need to take care of what ingredients you ate, let's say the last 7 days. If they repeat, the meals cooked with them would get a malus furthermore. If they were not eaten the last 7 days they would "regenerate". In this way, we would not need to create another whole system (calories, lipids, etc...) because we could use an existing one.
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