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Hunger should not be restored when leveling up and making food expire. This simple change could cause a huge difference. The game would be more realistic and seem more like an actually adventure. People would have to buy food more or make it. This would cause the cooking skill to be used more and people could have more to sell. If you get hunger in a long dungeon you could always take a break, make a campfire, and share some food. This would cause people to spend more time together. Interaction is important for a human being and we may not be able to make them interact offline but if there were harder and longer dungeons people would want a group to make it easier. If food is more important then the economy would make more money and have more to sell. If the food was to expire after a certain time(Not all foods) then people would have to constantly make and buy food instead of making or buying a lot and just going on with their daily afk life. If they eat expired food it gives less hunger restoration and a chance of food poisoning which goes away after time or cured with potions from potion making. This would cause the game to be more adventure rpg like and make people more active. If Nexon wants more money they could sell extremely good food items such nonfood expiration seasoning, 100% food restore pot, or even high grade foods and cooking tools. If you agree then please say so and if you don't then just ignore this.
Comments
I'm against the idea of having food expire. First of all, it's needlessly stressful, and second, it devaluates food items by a whole lot. Some aren't easy to come by, so it'd be a shame to have it spoil before finishing the dungeon (remember that many food items require Ingredient Hunting, as they cannot be purchased from NPCs). Also, I've got a bag dedicated to food in my inventory; I like to keep it filled with some nice stuff, not just non-expiring crackers or something.
What I'd like to see, however, is for food to no longer affect body weight (or at least, not all food and not at the current rate). While it's true that food affecting body weight is realistic, it isn't the one thing that affects it most in real life: a dynamic lifestyle. Moreover, I'd like to see Freshness introduced as a new mechanic; the fresher the item, the bigger the food bonus and hunger relieved. After a certain time, the Freshness bonus expires, and your item gives regular stats.
All in all, you're right: food needs to be more important than just a Catering buff.
Yes I see what you're saying. I'm not saying that food expires fast but at a rate of over a week or so and honestly a lot of items wouldn't expire until quite some times. Ingredients in real life would last quite a while and a week in real life is a year in game. There should be storing by canning or putting salt on meat to make it last longer. And the freshness idea is great. I'm glad you agree with some of the aspects of my idea. And also I never said food should not be restored when rebirth. When you rebirth you should have food restored because you are renewed and therefore it would be easier for new players because they can rebirth everyday, there is your solution for new players and food.
I see what your saying and yes the negative effects would suck but honestly food is so cheap it wouldn't matter too much it would just add a little more realism.
Unfortunately, rebirthing won't solve the issue for new players, because it will still affect a new player if they play for a few hours each day. The problem lies in the fact that whatever hunger they gain handicaps them far more than anyone over Cumulative Level 1,000. Since hunger's effects appear rather fast, they'd have to carry excessive amounts of food on them at all times. Moreover, their weakness means they'll take longer completing a dungeon, thus requiring more food to make it to the end. Ultimately, they'd have no room to spare, and considering they already don't have any, it just becomes unfeasible.
Maybe something more appropriate for low-level characters would be to soft-cap hunger to 75% (i.e. reducing max stamina by 25%) for any player under cumulative level 1,000, which wouldn't be game-breaking.
Simplicity is the key to any good game mechanic. Having played both Dungeons & Dragons 3rd edition (D&D 3e) and 5th edition (D&D 5e), I can say that 3e's excessive amounts of rules ruin not only the rhythm and the fun, but also any chance at compatibility with new content. Regarding Mabi, there's already too many things to take into account for a whole new set of food mechanics to be enjoyable. Moreover, Mabi doesn't have to be realistic - we all know real life can be stressful, and there's no need to simulate this stress in an online fantasy game.
One other thing to note about simplicity is the Occam's Razor principle (in which the easiest path to take is the one most probable to be taken) : if Nexon is given the choice between adding a whole slew of game mechanics for food, or adding streamlined rules (by this, I mean rules that require no exceptions or adjustments), they'll go for the latter.
Where we do run into problems would be for people that afk, people like having the luxury to afk and not face penalties. Unless there's a different mode where players can afk in, they will be unhappy.
Then there's storage. Storage of food and food materials should not have spoilage effects, because sometimes certain ingredients or food items are difficult to obtain, and sometimes they want to be kept for later. Also, food should not spoil if being sold in a shop or kiosk because it will become very costly if food spoiled while awaiting a buyer.
Anything that punishes AFKing I can't see as being good or even neutral for the long term health of this game.
Selling high quality gear or reforges at a gamble is unfair use of the RNG system, and favors the house. (Nexon.)
Make new recipes for all the crafting skills, and add in multiple new uses for each material.
This will boost the crafting economy, and motivate players to actually pick items up.
Actually, new updates and improvements to the hunger system will encourage chefs to sell thier products.
It'll also kill the bots nice and quick. +More active players for newbies to actually like the game.
It's bad enough when we have to deal with durability.
I'm sure the few hundred people who wail about every event having expiring rewards would love the idea of food spoiling. 10/10
You must have forgotten about the Memoirs
To answer the problem with storage, items obtained with an extremely low rate or obtained by ingredient hunting should last a real life 6 months.
You're thinking ahead. I like that.
You could even have some items get better with age, like fresh cheese turning into dry cheese.
There's potential for a great idea here. The gist of it: Grow ingredients on our homestead. If spoilage is implemented: Cure, age, and smoke foods so they are preserved forever.
I like your ideas and I totally agree with them all.
Hey, that should give us a passive in poison resistance!