Fundamentals?

Greetings Salemites,
While it is true that there is more than enough that could use development time and attention I keep finding myself distracted by what I believe to be two fundamental and core issues in Salem. So the question to y'all is would you like to see development time spread out to tackle what would be fairly monumental reworks to some core systems. While on vacation I spent quite a fair bit of time pondering two things that were primarily bothering me, and I will try to explain them as follows.
#1: Personal progression tied to 'work':
Why does Salem feel like 'work'. I know we have joked about it for some time but it is quite true that no other game quite has that same feeling of 'work' associated to it. One can log on, do 2-4 hours of 'work' for their town, log off and quite simply say to that they have 'worked' on Salem. I feel that this is perhaps a core issue with towns in general that has been missing. The idea that you can get 'lazy' townmembers who simply consume more of the 'work' than they contribute is quite simply possible because sometimes the burden of producing meaningful progress in the game itself is not worth the effort. To be honest though, I largely love the inspiration system and did not want to do a core re-work of it in any way.
So what would effort shifted to this look like? It would look like passive personal gains for 'work'. Did you chop 100 trees today and some other guy used ALL of them for board piles which went towards some building you didn't even want? Well at least you got a few levels of Hammer & Nail chopping all those trees. Did you mine thousands of boulders only to find that everybody smelted them when you returned and then sold the iron or got scammed out of the iron? Well at least you got a few levels of Mines & Mountains. Etc. etc. What would the game feel like if tasks of burden also increased a proficiency? Would it undermine the inspiration system? How low would those gains need to be to make them 'meaningful' to 'do' things but not so good that studying becomes a thing of the past for character advancement?
OR
Should work to tied to some completely different system? Perhaps one related to the unlocking of skills themselves? Want to learn Joinery and Finish? Better finish sawing those 300 boards. Want to learn Whittling? Better finish chopping 100 wood blocks.... etc. etc. The point still stands that I feel more and more like Salem requires a direct and instant gratification for 'work' to make it feel less like work and more like character advancement.
#2: Gluttony
As many of the veterans know, we adopted and inherited a 'form' of the existing gluttony system from Seatribe. We feel that we vastly improved it from its original implementation, but we cannot help but feel that Salem 1.0 (pre-providence) gluttony system was still superior. Perhaps it is nostalgia, or perhaps it is simply the complete elimination of a time-gate (full & fed up). However, I have also been very tempted to look deeper into the entire way that humour advancement is achieved. Why are there two different ways to 'consume' food? Why does a piece of food have to have 10+ data points all being relevant? Why does the average player not understand, or take advantage of the current gluttony system in its current form?
Solutions you wonder? A simplification akin to what we did with Alchemy. Something that leaves the opportunity for complexity still open but something that also focus' a new player (and a veteran) a bit more. A very rough look at what that could look like is as follows:. Players have a craving for a type of food several times an hour. Each time you eat a food for regen (of which eating food for regen becomes the only way to consume food anyway) it will see if you are satisfying a craving. If you MATCH the food group of the food you are craving with the next regen food you eat, then you gain some permanent humour gain. However, if you MATCH the EXACT food you are craving, then you would gain some permanent humours AND trigger another craving. This system would then come with all the bells and whistles of a redefined feasting bonus, a bonus for group dining sessions where players sitting at tables who trigger cravings can 'reroll' the cravings of their dinner guests to create combos, etc. etc. etc.
The point being that the system itself could be quite simple.. "Match the picture of the damn food or foodgroup you see, with the next food you consume". However, we could then build complexity from there in the way in which you eat. Players can then carry diverse palettes of food so they can maximize the gains of a craving, or alternatively just continue with 1 or two foodgroups and only 'gain' when they get cravings that match what they conveniently carry and eat anyway.
Conclusion
These are not small tasks, nor easy implementations. But they are seriously achievable in a reasonable time-frame. While I feel strongly they may very well be steps in the right direction they are far too large of investments for me to feel confident tackling without some general consensus that the community believes it is worth our time in the first place. For that reason I"m simply polling it out to see if I am a minority in the areas that I feel are lacking, or if y'all would even like to see me open this can of worms now that I'm back. You may vote for up to 2 options.
While it is true that there is more than enough that could use development time and attention I keep finding myself distracted by what I believe to be two fundamental and core issues in Salem. So the question to y'all is would you like to see development time spread out to tackle what would be fairly monumental reworks to some core systems. While on vacation I spent quite a fair bit of time pondering two things that were primarily bothering me, and I will try to explain them as follows.
#1: Personal progression tied to 'work':
Why does Salem feel like 'work'. I know we have joked about it for some time but it is quite true that no other game quite has that same feeling of 'work' associated to it. One can log on, do 2-4 hours of 'work' for their town, log off and quite simply say to that they have 'worked' on Salem. I feel that this is perhaps a core issue with towns in general that has been missing. The idea that you can get 'lazy' townmembers who simply consume more of the 'work' than they contribute is quite simply possible because sometimes the burden of producing meaningful progress in the game itself is not worth the effort. To be honest though, I largely love the inspiration system and did not want to do a core re-work of it in any way.
So what would effort shifted to this look like? It would look like passive personal gains for 'work'. Did you chop 100 trees today and some other guy used ALL of them for board piles which went towards some building you didn't even want? Well at least you got a few levels of Hammer & Nail chopping all those trees. Did you mine thousands of boulders only to find that everybody smelted them when you returned and then sold the iron or got scammed out of the iron? Well at least you got a few levels of Mines & Mountains. Etc. etc. What would the game feel like if tasks of burden also increased a proficiency? Would it undermine the inspiration system? How low would those gains need to be to make them 'meaningful' to 'do' things but not so good that studying becomes a thing of the past for character advancement?
OR
Should work to tied to some completely different system? Perhaps one related to the unlocking of skills themselves? Want to learn Joinery and Finish? Better finish sawing those 300 boards. Want to learn Whittling? Better finish chopping 100 wood blocks.... etc. etc. The point still stands that I feel more and more like Salem requires a direct and instant gratification for 'work' to make it feel less like work and more like character advancement.
#2: Gluttony
As many of the veterans know, we adopted and inherited a 'form' of the existing gluttony system from Seatribe. We feel that we vastly improved it from its original implementation, but we cannot help but feel that Salem 1.0 (pre-providence) gluttony system was still superior. Perhaps it is nostalgia, or perhaps it is simply the complete elimination of a time-gate (full & fed up). However, I have also been very tempted to look deeper into the entire way that humour advancement is achieved. Why are there two different ways to 'consume' food? Why does a piece of food have to have 10+ data points all being relevant? Why does the average player not understand, or take advantage of the current gluttony system in its current form?
Solutions you wonder? A simplification akin to what we did with Alchemy. Something that leaves the opportunity for complexity still open but something that also focus' a new player (and a veteran) a bit more. A very rough look at what that could look like is as follows:. Players have a craving for a type of food several times an hour. Each time you eat a food for regen (of which eating food for regen becomes the only way to consume food anyway) it will see if you are satisfying a craving. If you MATCH the food group of the food you are craving with the next regen food you eat, then you gain some permanent humour gain. However, if you MATCH the EXACT food you are craving, then you would gain some permanent humours AND trigger another craving. This system would then come with all the bells and whistles of a redefined feasting bonus, a bonus for group dining sessions where players sitting at tables who trigger cravings can 'reroll' the cravings of their dinner guests to create combos, etc. etc. etc.
The point being that the system itself could be quite simple.. "Match the picture of the damn food or foodgroup you see, with the next food you consume". However, we could then build complexity from there in the way in which you eat. Players can then carry diverse palettes of food so they can maximize the gains of a craving, or alternatively just continue with 1 or two foodgroups and only 'gain' when they get cravings that match what they conveniently carry and eat anyway.
Conclusion
These are not small tasks, nor easy implementations. But they are seriously achievable in a reasonable time-frame. While I feel strongly they may very well be steps in the right direction they are far too large of investments for me to feel confident tackling without some general consensus that the community believes it is worth our time in the first place. For that reason I"m simply polling it out to see if I am a minority in the areas that I feel are lacking, or if y'all would even like to see me open this can of worms now that I'm back. You may vote for up to 2 options.