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Great ideas for the new gluttony system [Not a wall of text]

PostPosted: Fri Aug 16, 2013 12:43 pm
by ZtyX
The new gluttony system should revolve around changes to invariance, but it will be called variance instead.

The new variance can be negative or positive depending on whether you eat different foods or not. Positive variance will work somewhat like a purity multiplier and it will be possible for players in gluttony to get good results and somewhat substitute high purity foods by eating lots of different food. Negative variance will drain gluttony process (like it does now).

Every new type of food eaten during gluttony will yield 1 variance and every already eaten type of food will take away 1 (or 2) variance. How much do you think it should take away (1 or 2?)?

The tricky part: How variance works together with purity. Discuss and decide what you think is best (I like option B).
(Different options)

A) Purity does not integrate with variance because variance considers all foods to be 0% of purity when it multiplies. Purity foods work normally and the benefit of eating them is that you don't have to raise up variance to get good results.
B) Purity integrates with variance by a diminishing returns formula to prevent insanely unbalanced results by using legacy foods. Variance is not subject to diminishing returns in the equation, only purity is.
C) Something else. (Present your own idea.)

Someone who is willing to plan his gluttony extra carefully will get some advantages. He would have to gather a lot of different ingredients, store them, cook them and eat them according to a plan in order to build up a nice variance. This puts an additional stress on a player, which gives a good reward. Investing your time into purity foods is still a great and worthwhile benefit that nicely supplements variance.

What do you think Darwoth, Chief, Binks, Khaz, Claeyt, Darknacht, Pirates, ex-pirates, CG and others?



ZtyX

Re: Great ideas for the new gluttony system [Not a wall of t

PostPosted: Fri Aug 16, 2013 7:24 pm
by DarkNacht
Its an interesting idea, but people would just eat a bunch of different garbage foods to get a high variance multiplier and then mainline a single food item, so it would not really fix that problem.

Re: Great ideas for the new gluttony system [Not a wall of t

PostPosted: Fri Aug 16, 2013 8:12 pm
by Darwoth
best thing they could do to fix it overnight regardless of purity issues is to implement the FEP type system from haven

Re: Great ideas for the new gluttony system [Not a wall of t

PostPosted: Sat Aug 17, 2013 1:02 am
by Dallane
Darwoth wrote:best thing they could do to fix it overnight regardless of purity issues is to implement the FEP type system from haven


Would be nice. I hate how you eat to regen but get nothing else out of it.

Re: Great ideas for the new gluttony system [Not a wall of t

PostPosted: Sat Aug 17, 2013 10:03 am
by Thor
Well best suggestion by far I think.

Re: Great ideas for the new gluttony system [Not a wall of t

PostPosted: Sat Aug 17, 2013 11:08 am
by Kandarim
just as long as we aren't burdened with the hunger system.

It would take away a large part of the challenge getting to higher biles though: without invariance, the amount of food needed scales only linearily, rather than the weird steep curve we have at the moment.

Maybe FEP's with some kind of invariance built in ? Regardless of the order of gluttony that is, so you can't reset invariance like you can learning percentages.

Re: Great ideas for the new gluttony system [Not a wall of t

PostPosted: Mon Sep 02, 2013 5:03 pm
by battleslayer888
Darwoth wrote:best thing they could do to fix it overnight regardless of purity issues is to implement the FEP type system from haven


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Yeah I quite liked the old Hnh FEP System.