Parsalian wrote: » As most other commenters mentioned, food does exist in MMO RPGS as an alternate buffing mechanism (nothing new), but not in a survival or necessity capacity. And like others mentioned, it could be tied to a quest or quest-line in which you do need to manage hunger and thirst, but over the lifetime of the game I can only see it being a net negative and tedious for most players. Since you mention "quest after quest" I feel I should point out that just because that's how games within the MMO RPG genre have historically done things doesn't mean it has to be done that way. I'm not saying that it will be any different in Ashes (obviously there's going to be a lot of questing), but it should be noted that a genre doesn't define how a game actually plays, only the style of game (or the focus of the content, if you will).
Strevi wrote: » If the raw food: fish, crops, milk, eggs... are meant to prepare buffing food and potions, to be used before and during combat... then how about a buff effect which has long duration and builds up over 4 seasons? For example if you are a thief and you want to increase your agility, you would use naturally more often such kind of buffing dishes. Those could give an additional buff of up to 10% by the end of the year if you consumed products made from fresh raw materials. The short time buffs would be the same, only the long term buffs would be different. That means, gatherers or intermediate traders would have to chose if they build up a reserve to last a few years or if they ship them with caravans right away to places where dishes are prepared. Another possible variation could be that these long lasting effects to start appearing after a season. Then the player would not be able to determine right away the freshness of the buffing food. This way, some players will stay as loyal customers because they trust the chef who prepares those dishes. Imo that "trust" relationship would a nice thing to happen. What do you think about this game mechanic?
Parsalian wrote: » This is an interesting concept, but leaves one major problem I can see which is effectively making new players in the future unable to ever actually catch up to veteran players (buffs have been built up over years that are only attainable via the same time investment).
Strevi wrote: » Oh no, I meant to reach a maximum of 10% Could become only 5% of max player health next year if the player consumes dishes made from old grains or smoked fish... That means the new players or returning players would catch up in a few seasons if they have the right suppliers.
Dolyem wrote: » Leave food and drink as typical food buffs and recovery items imo
Parsalian wrote: » Having hunger and thirst in those games makes sense as it pushes the player to seek out ever-more-efficient means of procuring those items.
Mag7spy wrote: » I'm sure food will play an important role in ashes, with buffs and such which will make a big difference in fights. It just wont let you die of hunger is all.
Sunboy wrote: » Never punish players for NOT doing X.
RottenStray wrote: » That's a hard no from me. I don't need my character to need to sleep, eat, or wipe his butt. Should we have a breathing mechanic for running or a shower mechanic for baths? XD
Sapiverenus wrote: » Sunboy wrote: » Never punish players for NOT doing X. Platitudes are peak stupidity. You get punished for not dodging, not killing, not et cetera. And you're being punished by playing a game when you could be doing something else lol. Lose lose Sunboy. Nobody wins.