healing food
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- trexdino
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healing food
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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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.
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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- T-shirt
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- Cantryjczyk
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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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- sanchez
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- SekoETC
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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.
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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tiddy ogg
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- Cantryjczyk
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With Burlap sack that is no more problem.
If you transport potatoes in sack, not at hands, you dont need to worry.
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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- SekoETC
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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.
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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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"
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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- T-shirt
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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').
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').
Time flies like an arrow, fruit flies like a banana. - G. Marx
- Cantryjczyk
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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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- Doug R.
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- SekoETC
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- Chris
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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.
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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