healing food

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trexdino
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healing food

Postby trexdino » Mon Oct 15, 2007 8:46 pm

I think healing food should be able to be eatten. All the healing food in the game is ediable so as a last resort when you are completly out of food you should be able to eat your healing food.
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Cantryjczyk
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Postby Cantryjczyk » Mon Oct 15, 2007 9:04 pm

There are many foods like that already. Both healing food and normal food at the same time. And there is food which only is good against hunger. And there is food which can only heal. There are no plans or need to change that system.

Yes, thats way you char can die from hunger in forest, with hands full of nuts and apples. But which food is good for what is common knowledge. Just ask other chars in location about what is good for eating there and how get some. Or read wiki.

It is one of "cantr logic" situation. :)
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Postby T-shirt » Mon Oct 15, 2007 11:05 pm

Good suggestion.
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Cantryjczyk
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Postby Cantryjczyk » Mon Oct 15, 2007 11:21 pm

Bad suggestion. There are already in game systems of delivering food to places where there is no food, in exenge for other raws. Or there are jobs like hunters on which some villages depends fully. Making all healing food duall food will ruin many things. Beside of other arguments. Do you really want to make everything so simple? Almost in every place food just to gather and eat? In so many places it is just that easy now, no need to make that almost everythere.
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Postby sanchez » Tue Oct 16, 2007 1:49 am

So if you run out of nutritional food on a road headed to a town where there's food but it's dangerous, would you rather arrive a little hungry or with no onions?
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Postby SekoETC » Tue Oct 16, 2007 2:05 am

It should be a matter of choice. Either you could use the eat button to eat healing foods to quench hunger or then you could toggle auto-eating for regular food, dual action food and healing food. (Or maybe even specify on/off status for particular foods you have in your inventory, but that would require far more room in the database.) The second option would go together well with the suggestion of healing foods changing your healing rate instead of bringing an instant cure. If they could only be eaten as a part of your daily meal(s) then the eat button could be removed altogether and the inventory page would be one step neater.

It would be nice if dual action foods did their healing magic also when eaten as daily food. Then they would be truly dual-action.
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Postby tiddy ogg » Tue Oct 16, 2007 7:45 am

Or maybe, (shock-horror squeals of protest!) cut out the auto-eating function. Then you could choose what to eat, rather than scoffing all those potatoes you were taking home to make fuel for your car.
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Postby Cantryjczyk » Tue Oct 16, 2007 10:06 am

With Burlap sack that is no more problem.
A sack made from hemp cloth and string. You can store divisable material like food, bones or coal in it, but not items like weapons or tools. The sack is transportable and preserves the items stored in it.

If you transport potatoes in sack, not at hands, you dont need to worry.
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Postby SekoETC » Tue Oct 16, 2007 10:32 am

That takes what, three days to make? I think the sheer workload is imbalanced compared to the poor capacity it gives. I find it hard to believe that Cantrians don't have enough self-control to limit their eating, that they would have to put the food out of sight to be able to avoid eating it. Or that they would not take food from a portable container if they run out of food in their main inventory if they're very hungry.

But removing automatic eating totally would be a poor move. It would mean everyone would have to log in at least once a day or their characters would starve. It just just increase clicks but I doubt the benefits would be enough to make people enjoy the freedom of choice. One option would be being fed by other people but this sounds like something that would have to be a matter of choice, you could select individuals as "allowed to feed me", "never allowed to feed me" and unmarked individuals could be marked allowed or disallowed on default. Or maybe you could have a percent of hunger you need to have before accepting food from others.
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Cantryjczyk
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Postby Cantryjczyk » Tue Oct 16, 2007 10:55 am

OMG. Three days to make indestructable, good for rest of chars life, pretty nice, visible for others, great for roleplaying item, with very usefull function. Indeed, becose of these three days it shoud be forgetted and never mentioned. Shame on me.

Scene one: char go to town and say "I have four full sacks of potetoes. Now we can make that fuel we plan."

Scene two: "I have potatoes with me. I meditate and hipnotize myself to not eat them when I travel back. It is complikated, but I can lteach how to make that if somebody is interested"
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Postby T-shirt » Tue Oct 16, 2007 11:10 am

The problem with storage items is their weight. Why carry a sack which weighs over a quarter of the goods stored in it?

It is off-topic though. The suggestion is that food has both nutritious and healing potential. Potatoes could maybe heal 1% per 10.000 grams eaten. And nuts be eaten at 1000 grams a day.

The problem is indeed that you have no choice which food is eaten and which isn't. Maybe you should be able to 'equip' food, somtwhat like clothing. And only eat food that is 'equiped' (or the other way around; eat any food in your inventory except what's 'equiped').
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Cantryjczyk
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Postby Cantryjczyk » Tue Oct 16, 2007 11:22 am

T-shirt wrote:The problem with storage items is their weight. Why carry a sack which weighs over a quarter of the goods stored in it?


I agree. Mayby if there all will be weightless after finishing it? The same as with all clothing right now? That will make them more popular.

T-shirt wrote:The suggestion is that food has both nutritious and healing potential. Potatoes could maybe heal 1% per 10.000 grams eaten. And nuts be eaten at 1000 grams a day.


But why? It means only troubles and almost no good effect to the game. Newspawn who eat whole (like 200.000) town supply of potetoes becose wolf bite him? Or you char who eat all boiled eggs becose you forget to pick potatoes from storage on time? What we have already in game isnt so terrible to bother ProgD with even thinking about questionable changes with healing. And system we have already makes existed duall food problematic, no need to make that problem bigger.
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Postby Doug R. » Tue Oct 16, 2007 12:29 pm

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SekoETC
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Postby SekoETC » Tue Oct 16, 2007 1:04 pm

There should be some limit to how much healing food a person can eat in an hour, it's just insane that you can eat many kilos at once without splitting your stomach. Although that's what the eating sickness does. But it's pretty insane.
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Chris
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Postby Chris » Tue Oct 16, 2007 3:17 pm

SekoETC wrote:There should be some limit to how much healing food a person can eat in an hour, it's just insane that you can eat many kilos at once without splitting your stomach. Although that's what the eating sickness does. But it's pretty insane.

Game play always trumps realism. :) In some places, years can go by without seeing combat. Then, in an instant, you can be kidnapped and hit by several thugs. If you are active and have the foresight to have a lot of healing foods on you, you should be able to take advantage of that.

Game play trumps realism for the original suggestion too. Many of the healing-only foods have calories and could in RL sustain a person. But there is already a good balance between how readily things are available and their uses. You aren't always going to have what you want at any given location, so you will have to travel or trade for it.

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