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A controversial idea for the future


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Idea:when the player hunger is nearly full , healing food will heal only it's 25%.

for example,when the player is full, continue to stuffing perogies will only heal 10hp instead of original 40.

As the evening character is getting all around buffs in the skill trees, this can be a overhaul solution.

Keke

2 hours ago, Brago-sama said:

If you overeat you get the obese status that slows you down by 15% and requires you to sit down every 3 minutes or you fall asleep.

Are we still talking about the game

Don't Starve Together DLC: Defecate Together

 

Yeahhh... NO, ty!

No to OP's 25% healing when full stomach, no to "overfeeding" theoretical mechanic in any shape or form and no to general hp-gain food healing tiny bits over time (a Jellybeans gimmick that makes it inefficient when taking massive amounts of dmg in short bursts, as can be often the case if poop hits le fan, yeey pubs lag & rubberbanding). Game for bulk player-base is already hard enough, no need to further complicate it with mechanics designed solely to bring it down some more pegs & nothing else. Where/what's the fun of such changes?!

Healing over time would actively make my gameplay worse and push me back towards relying on Beefalo for all combat that I can, after taking like 5 irl years of gameplay to get comfortable with the current systems. I wouldn't want such a nerf at all.

Potion sickness in terraria doesnt feel good and so i think that if any mechanic to counteract overpreparing for a fight and just healing through it would be implemented, it would need to be very carefully. I dont really like the thought of healing over time applying to food because i dont think there are enough mechanics in the game revolving around kneecapping bosses for a moment so you can breath, exist. If there were more things equivalent to freezing the boss for a moment to heal spread out through the game, then it think it would be whatever. i dont think the game needs it but it it wouldnt be impossible to implement in a way that feels fine enough

14 minutes ago, Primalflower said:

Potion sickness in terraria doesnt feel good and so i think that if any mechanic to counteract overpreparing for a fight and just healing through it would be implemented, it would need to be very carefully. I dont really like the thought of healing over time applying to food because i dont think there are enough mechanics in the game revolving around kneecapping bosses for a moment so you can breath, exist. If there were more things equivalent to freezing the boss for a moment to heal spread out through the game, then it think it would be whatever. i dont think the game needs it but it it wouldnt be impossible to implement in a way that feels fine enough

dodging the boss forever is free, there is pretty much no boss that can catch up to you if you just run around them, other than sp, which you cant sleep or freeze anyways

The fact that they add an extra difficulty does not mean that it takes away the fun of the game, that is, if you increase the difficulty in any aspect, it has to be balanced with a way to fight against it. Ahem, some kind of flu disease and you fight it With a medicine that you can farm before winter giving you time, discomfort when eating food could mean not only lowering your life and you fight it by taking a nap or cooking some kind of soup or whatever the point is that there are games that are objectively more difficult because of the options it grants but they have ways to counteract them. I know it's very exaggerated but an example could be project zomboid

Had a good run with warly gived me a second thought of this thread,

I think that food recipes and harvestable foot resources, f.e. banana/fig/stonefruit/lureplant need a slight nerf at they don't need any worth noticing maintenance. Thus the recipes come with it like banana shake/beefygreen could use a lower stats. Stone fruit and lureplant made the late game survive basically free 

Still, I don't think objective the healing decrease form overstuffing is a bad idea, which requires much more mindful decision form the player in every move. This would also become a right nerf for Wolfgang that can both maintain high damage output and stats.

Honestly this isn't an issue at all, Wortox and Wanda exist, and experienced Wormwood/Warly players knows how to fight without healing food. I think the biggest issue of this change would be Wormwood and Warly loses their uniqueness in terms of healing.

3 minutes ago, _zwb said:

Wortox and Wanda exist, and experienced Wormwood/Warly players knows how to fight without healing food

that's fair.

 

3 minutes ago, _zwb said:

biggest issue of this change would be Wormwood and Warly loses their uniqueness in terms of healing.

I dont think its would loses their uniqueness? its sort of partially leaking warly's ingenious design to all other char.  its a global down grade and warly would suffer more from this.  But this idea would mean that the game would reward greatly kitting instead of tanking. meaning: a increase of difficulty to new & median players, yet wont affect that much at pro player. I am not sure this is the direction I want.

There’s an entire tab dedicated specifically just to healing.. so what Klei SHOULD have done a long time ago was add a World toggle setting that lets the player toggle on/off if rather eating food items can heal you.

Nerf the Periogi give Healing Items their time in the spotlight!

4 hours ago, Mike23Ua said:

There’s an entire tab dedicated specifically just to healing.. so what Klei SHOULD have done a long time ago was add a World toggle setting that lets the player toggle on/off if rather eating food items can heal you.

Nerf the Periogi give Healing Items their time in the spotlight!

They literally did when they added Wormwood.

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