A purpose for food IG/IC

Started by Heavyfog, August 12, 2011, 07:01:51 PM

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Heavyfog

With some of the amazing systems on the server for added realism and conflict I propose this:  

Make all prepared food items act as a drug (like booze).

All PCs are addicted to food at first bite.

A food buffet could be added to the PC starting area. (Remember to EAT before entering the game world.)

If you don't eat when hungry (need your food fix) a minor penalty is incurred such as -3 Concentration and -1 AB.  If hunger is ignored longer a more severe penalty such as -1 STR -1 CON -1 INT and -1 WIS could be incurred (character is starving).

Sleeping -could- negate the negative effects of hunger as is the case with booze to keep this system from being too cumbersome to some players.


This would serve several roles on the server:


It would make food producing/cooking PCs/NPCs more fun/useful.

It would encourage gardening/agriculture on the server and the conflict that comes from such.

It would serve as a minor gold sink.

It would make IG famine a much more pressing matter that isn't easily ignored when food prices rise because of scarcity and a loaf of Sporebread costs 50 gold.

Think about the possibilities, really think.  It could be pretty cool.

Thoughts?

Spiffy Has

Sounds like a food/water system which detracts from actual RP. People would just buy sporebread, use it, and move on.


Not supported, as there would be no RP behind it.

LaceAndLeather

I've seen various food/drink systems in place across a variety of different servers with varying playing styles, and I can't say it's ever been anything that REALLY added to my experience.

The occasional food item with one use of a particular magical effect (to simulate the food's properties) adds a bit of flavor, but integrating the NEED to eat into the game world just creates a cumbersome system that, like Spiffy said, doesn't encourage or promote roleplay in any way.

My characters already eat and drink without being forced to by a mechanical system. =]

xXCrystal_Rose


Heavyfog

Ahh, but a food system DOES add to roleplaying!  

Yes, food is a mundane necessity to everyday life -when- it is plentiful and readily at hand.  But in some cases plans must be changed or activities halted (Like playing EFU! :) ) when overtaken by hunger.  So 80% of the time food/hunger is a non-issue. But that other 20% of the time is when such a system would shine.  

What do I mean?

Any PC that has invested EFUSS points in cooking now has a fun and useful mechanical purpose to their character. Perhaps very high quality food could give some slight enhancement, and thus a good cook is now valued.

Just needing to eat could lead PCs into the tavern or where ever to plot/converse over a meal.

Role playing hunger in general could easily lead to PC to PC interaction because it would be something all players have in common.  Meeting a new character because they asked if you had any food to spare/offered your PC food.

PCs that are sure to have an abundance of potions for any situation  (we're all hooked on potions) find themselves crippled mid-quest by lack  of food.  Quest-smashing stops and RP begins, all because Dwarf needs food.

Agriculture and gardening become slightly more important and I know  those two activities alone produce copious amounts of RP interaction.

Is this a necessary change:

No.

 Some may oppose any system that may weaken a character at a critical time for such a mundane reason as nourishment. Many of the amazing systems that make EFU great are non-essential. But  like the loss of the party system, it probably will add a bit more than  it takes away from any IG RP situation. There are no (or very few) IG mechanical benefits to such a system, only drawbacks. But such would add to the wildly immersive world that is EFU.

This suggestion -seems- easily implemented based on the pre-existing drug system already in place.

P.S:  xXCrystal Rose, your post "Please no." adds little to this thread, as it does nothing to further discussion; it only encourages quick 'yes' or 'no' postings.

Paha

These matters have been discussed in past several times.

Even if these would enforce some manner of RP, or a force of habbit that people have to adapt to - is it something one wishes to spend their time with. I am certain people could get used to it, surely, but question is if this is something people want to spend their time at when they log in. Majority does not join efu to RP eating or sleeping. They have their places in certain long journeys/quests, but mostly people find it to be a nuisance to RP in middle of their other activities and roleplaying.

I can promise you, this is not likely to arouse RP, rather it will be simply another consumable that one must carry around, categorize and count to carry on normally. It will not stop people to RP much more, rather it just forces them to stop for a moment and spend time to just get it over with. In some cases it may awaken little moments of RP, but mechanically you can't calculate when it's appropriate to act on hunger and when it is not. People will simply seek to keep hunger away to avoid any mechanical disadvantage when it occurs, be that in middle of fight or not.

It will end up being another matter in the world you just have to take care of, like carrying heal potions and healing minor damage at times, or curing disease/poison that may pop up. It will not especially create RP, though it can lead to some at times, but it has no special or clear benefit.

TakenByVisions

I wouldn't mind food providing some short term benefit or a boost to resting, but I am heavily against -any- sort of requirement for food or water in general.

Aethereal

Although it does sound like a wonderful idea in theory. I too find that the repetitive nature of consuming food and drink will become tedious; do we truly wish to waste our time assimilating to another mechanical system?

I do not believe it is wise to force such things upon the player base as it would indeed -detract- from roleplaying at large as one is forced to consume food to meet their hunger. Making the game more like The Sims rather than an RPG where one can invest themselves in a character and focus on more important affairs than micromanagement of character needs. Which if pertinent can already be roleplayed and are assumed to occur anyway.

Theoretically it could also function as an immersion breaker. Why is food magical? This is not world of warcraft, which requires far less character involvement! Currently there are specific foods that offer certain effects such as healing or weapon enhancement and more anyway.

My next character will definitely be a cook, just wait and see the wonders of cooking.
---
'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

Drakill Tannan

"Darkstone" comes to mind. The only RPG i've played where food was necesary. And indeed, it was "cool". But you'd forghet about it very quickly.

Make it so you need it too often, and players will have less gold, wich sucks. PCs will be nerfed in quests because they forghot about something that doesn't really add enjoyment, and that sucks too. Furthermore wizards and other low STR PCs won't be happy to have to carry the damn food arround, wich also sucks. On the other hand PCs can actually spend a bit of time roleplaying eating instead of killing mosters! er... no, that sucks as well.

Make it so that you don't need it often (like once every palying session) and PCs will just purchase it on the way to resting at the inn, eat it right away and thus, ignore the sistem completly. Doesn't suck, but it's not precicely adding much to the game.

But, i don't think food granting some minor bonuses is a bad idea, for example:

If your PC is well fed, you regain all of your hitpoints on resting (or just a lot more than usual) and gain an aditional +3 Temporal hit points each rest. Furthermore, the withering progreses slower. (Because you're more healthy or something)

Now wildling PCs have a good incentive to keep themselves well fed. Civilised PCs shouldn't really have a problem finding food, not even if they live in old stones (Because any errand gives enough gold to feed for a week) so it's irrelevant for them.

And hey, who says cooking is useless? Maybe there is food that gives you bonuses to something?

Relinquish

I want to be forced to use the bathroom bathe and have regular sleeping hours too.

SanTelmo

I completely agree 100% with this post. We have been denying this system for too long so for the sake of it, lets make this system so no more of those threads are made. I have some pretty good recipies like Sunflower Cakes and Roasted beef with garlic that I could suggest to be added on the server list.

Of further note, I would be 100% ready to implement farming in full scale on this server. I would like to play a farmer PC and grow flowers and praise Chauntea each morning and before dinner. I am also very keenly looking for some housewife to bear me many children and take care of milking the cows. Please come to #EfUDesperateHousewives to discuss more about fitting these concepts. I am planning on making our marriage bondage much like Consort/Caliphar system but I will introduce it in a different thread.

I would like to continue about the fact that this server needs more realism. I have been wondering if it is at all possible to implement a real life working system, I mean that instead of classes you could start as a commoner. Then you could choose different education paths and get levels depending on which path you took. Smith, cook or maybe a common priest (Christian alike priest, no powers but a lot of followers and other perks). Anyway, it would be important that there is somekind of system reflecting the seasonal unemployment. I mean, if people make too many farmers, then there would be abundance of wheat and the price of bread would get low and not all would get substitution for their hard labour, thus beginning to starve (well not starve as these farmers in question get a lot of bread, but maybe they would die of cold because they cannot buy cloths or something). Also abundance of farmers means too much of land is turned into cultivation, perhaps weakening the natural power and giving an edge to H'bala. This might create some discord between the farmers and druids, or other goodly PCs who find this threathening.

I dont think I yet mentioned how important it is to get a -working- bank system, where interest is given/taken properly and gold is the best way of investing. I am naturally a fan of adding banking notes, which would be eligible through the Ymph so you would not need to retardedly walk around with 10k of cash in your imaginary pouch but could just take a note from Mistlocke and trade it to pure cash in Old Port.

I think I have expressed some of my concerns quite well in this thread, I intend to make one explaining more about things I have found out to be very fitting for this server. Nonetheless, 100% support for this thread and any alike it.
"EFU is a romance server now" -Vlaid

"Some people just gotta be killed" -Gip

Ebok

Quote from: TakenByVisions;254681I wouldn't mind food providing some short term benefit or a boost to resting, but I am heavily against -any- sort of requirement for food or water in general.
This.

Heavyfog

LOL! -SanTelmo- :D  Trolls abound! -Relinquish- :)  Ok...cool I understand now. It would probably get to suck, and whats really important is most people aren't in favor of IG food.  Just thought it would be another merciless part of EFU to punish the people who play here!  ;)

Roxy

I wouldn't mind if all those yummy herbalism components I gank from sleeping druids' gardens were actually edible.  Come on, who wouldn't want to try a silver peach?  Other than that, no thanks to enforced food and drink systems.

lovethesuit

Rather than act as a buff, let food offer a boost to XP.

That could a temporary boost to all XP gained (1-20% based on quality of the food).

It could also be a straight XP gain, based on the number of people eating with you. It represents the other use of food besides sustenance: building community.

Suppose that you gain 1 XP every time you eat, with a cooldown between meals, just like resting. One minute after eating, you gain your bonus XP. For everyone within a radius that eats with you, you gain an additional 1 XP. They also gain 1 XP for eating after you have eaten. So if 5 people are all together around a table and eat their food, they all get 5 XP. This way you encourage people having meals at the tavern, sharing food at a campsite, holding feasts for celebration or goodwill, giving meals to the homeless, ending a shady meeting with the breaking of bread, any number of good excuses to remind people "Hey, there's a mechanic for eating now. Let's do that."

And let's not forget the agony of being like 5 XP away from a level and having nowhere new to explore and no quests to do. Get four of your friends together for a bite at the tavern, or to celebrate a job well done. Bam, enjoy your new level.