Yet Another Gluttony Idea

Forum for suggesting changes to Salem.

Yet Another Gluttony Idea

Postby alloin » Sat Aug 17, 2013 1:41 pm

Let's throw our heads together, since all that is stopping future updates is the gluttony system. (& devs are not keeping us up to date)

I always had another system in mind, while it gives an opportunity for newbs to catch up & sell, it will also give the strong people a grind.

I'm bad with words, so i hope you get a clue.

Lets say, numbers are quality &/or multiplier, there could be a cap, there could be none.
Food can be 'upgraded' with a special cooking set or w/e

1 + 1 = 2 (you would need 2 pieces of 1x multiplier to make a stronger food
2 + 2 = 3 (or 4 x 1)
3 + 3 = 4 (or 2+2+2+2, or 16x1)
4 + 4 = 5 (or 32 x 1)
...
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

Darwat confirmed scrub!
User avatar
alloin
Customer
 
Posts: 3031
Joined: Wed Aug 01, 2012 1:33 am

Re: Yet Another Gluttony Idea

Postby Kandarim » Sat Aug 17, 2013 2:56 pm

I kinda like it, in that the diminishing returns are still heavily there, and that it will also give the high humours among us the option to keep gluttoning, having less problems with (in)variance. They could stock up on a relative small amount of food items, rather than the cupboards full for a couple of biles extra we see now.

I can predict that the dev's won't like it much, especially the 'upgrading' part.

The one big thing I want to see in the new gluttony is some kind of influence of the professions when preparing food. As it is right now, a player playing for two weeks that knows what he is doing can make the same potent foods as six-month veterans. Of course, you could also argue this is a good thing, because playing catch up is easier.
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
User avatar
Kandarim
Customer
 
Posts: 5321
Joined: Mon Jan 21, 2013 4:18 pm

Re: Yet Another Gluttony Idea

Postby Snowpig » Sat Aug 17, 2013 3:01 pm

you will run into the Wheat and chessboard problem
In feudalism, it's your count that votes...
User avatar
Snowpig
 
Posts: 442
Joined: Sun Jan 13, 2013 1:01 am

Re: Yet Another Gluttony Idea

Postby Potjeh » Sat Aug 17, 2013 3:12 pm

Functionally the same as diminishing returns on same food type, except it requires more work to implement.
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Yet Another Gluttony Idea

Postby Ass_Kraken » Sun Aug 18, 2013 12:23 am

One thing I'd like that isn't exactly food related, but rather gluttoning: Gluttony splash, sort of like with the last prof update, where the main one you raise goes up by 2, and the rest of the full ones go up by 1.

Basically, the humour that raises to maximum while gluttoning raises by 1.0, the second highest is raised by .5 as long as it's above 50%, the third highest is raised by .2 as long as it's above 20%, the fourth highest is raised by .1 as long as it's above 10%.

It adds a bit of thought to gluttony, besides just how to make food, and it isn't overly complex and requiring a book of what item needs to go into the pie that raises it the highest for the humour you want, in ratio to the effort and time required to accumulate such items.
Image
User avatar
Ass_Kraken
 
Posts: 1277
Joined: Wed Aug 01, 2012 7:19 pm

Re: Yet Another Gluttony Idea

Postby alprice » Sun Sep 22, 2013 1:58 am

I like this idea, they did it to Prof's so why not gluttony!! One for all and all for one.. Or two or something like that!
Embie is my name :P
User avatar
alprice
 
Posts: 1265
Joined: Sun Jan 06, 2013 1:29 am
Location: Dreamland

Re: Yet Another Gluttony Idea

Postby Darwoth » Mon Sep 23, 2013 9:05 am

the gluttony system is revealing more and more that it is fine how it is. legacy humus is all but dried up and even ****** players are now realizing that they can crank 300+ stat characters on food under 10% pure and are doing so. the HANDFUL of character with stats higher than that are only a little higher, still easily able to be killed by 2 or more 300 statters and are turtling in their bases, not actively raiding others as it isn't worth the risk.

the biggest problem the gluttony system now faces is the devs coming in and ***** everything up with another sweeping patch right as things are starting to normalize.


fine tuning food balance should come from simple changes like giving wells purity and increasing the effectiveness of alchemy so that it is possible to produce a few pieces of high purity humus after a month or two of hardcore lab nerding.

if anything "big" was changed then just go to a fep system as in haven and say ***** it not some annoying and retarded system like this or the others floating around, will probably be what happens anyway if the dev's have any sense. just like i predicted the revival of "rams" (which here are waste claims) months before they came.
Image
User avatar
Darwoth
 
Posts: 8035
Joined: Sun Aug 12, 2012 5:11 pm
Location: Everywhere

Re: Yet Another Gluttony Idea

Postby Potjeh » Mon Sep 23, 2013 9:08 am

AFAIK the issue that the devs are concerned with is that the system promotes spamming the best foods and makes the worst foods completely useless.
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Yet Another Gluttony Idea

Postby Darwoth » Mon Sep 23, 2013 11:49 am

which is again not an issue at all and is entirely stupid to make it into one.

in real life i can afford to eat what i want, as such you will not find a box of maccaroni and cheese on my dinner plate.

if you want people to use the useless recipes you make them not useless, you do not **** everything else up so that they also suck. sounds like another take on your "great" idea with regard to nerfing artifices stemming from your complete lack of game knowledge.

and again, as i said the fine tuning should come from ADDING things not nerfing things, for example the ***** foods could be made more attractive by making water weigh more heavily in their purity formula, reducing material costs and things of that nature. give positive reasons that make people WANT to use them do not force them into using them with some assinine game mechanic.
Image
User avatar
Darwoth
 
Posts: 8035
Joined: Sun Aug 12, 2012 5:11 pm
Location: Everywhere

Re: Yet Another Gluttony Idea

Postby Kandarim » Mon Sep 23, 2013 12:08 pm

Darwoth wrote:and again, as i said the fine tuning should come from ADDING things not nerfing things, for example the ***** foods could be made more attractive by making water weigh more heavily in their purity formula, reducing material costs and things of that nature. give positive reasons that make people WANT to use them do not force them into using them with some assinine game mechanic.


Besides, I stand my case that, eventually, as complicated and interesting you make the mechanic, there will always be a certain sequence of collection of foods that will be strongly superior. Hell, if you want people to start using different kinds of foods, go to a FEP system where you can only eat every type of food once per humour increase.
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
User avatar
Kandarim
Customer
 
Posts: 5321
Joined: Mon Jan 21, 2013 4:18 pm

Next

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 6 guests