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Would you like a crock pot/cooking rebalance or rework?


Would you like a crock pot/cooking rebalance or rework  

86 members have voted

  1. 1. On the topic of Crock pots or just generally cooking, what would you prefer?

    • Just stat changes, rebalance
      35
    • Full on reimagining (think, gorge scale) rework
      24
    • Naw cooking is good as is, no change
      27


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It's a tough question. It's reasonable to want the cooking to be improved in similar ways to other aspects of the game, and I'm sure it'd be very interesting for a while. However, when you think back to the gorge, that gamemode is balanced around cooking singular dishes. The crock pots being simplistic helps a lot for mass producing the desired dishes, and if it gets any more complicated than it is now then making food wouldn't be more fun, but tedious. It really does seem like crock pots for intentionally made to be as simple as they are. I wouldn't want to do a cooking minigame or have to manage the pots or anything like that before having every boss fight or exploration just because i want 20 pierogis or 20 honey hams. There's also just nothing really wrong with how crock pots work now, when you really think about it cooking is pretty interesting especially compared to other survival games or even games in general considering dst has very very little focus on cooking (even for the chef character :((( ), recipes just need a few buffs mostly

I kind of wonder if there is any compromise, I wonder what you all think would work that would be still be simple, easy to use, and quick (like now) while also having hints of complexity/depth and being more interesting? 

4 hours ago, cybers2001 said:

Man, people hate the idea of change so much, they will happily play a game for thousands of hours and spend hundreds of those hours in the same kitchen designs with the same tight circle of crockpots around the same salt/ice boxes if it means not having to adapt to new mechanics.

But cooking is already fine in this game. Changing a system that already works into a more time consuming cooking simulator like minigame would just make it worse. The only change that would 100% work is tweaking some recipes to make them worth getting 

1 hour ago, Cheggf said:

Pierogis are expensive and have the slow eating animation, and blue caps drain tons of sanity. Those are not very good sources of healing, those are what you make at the start of a world because you're rushing something and your options for immediate healing are limited. 

Expensive? Hahahah meat comes at you and there are plenty of carrots and mushrooms, the animation is medium, not slow. Tell me a cheaper food sources that dont require a mega base

1 hour ago, Cheggf said:

And also beefy greens, and dragonpie, and tall scotch eggs,

Beefy greens needs many in game years to set up. Unless you want to wast entire days to sail to waterlogged biomes to kill grassgators

Dragon pie needs farming, 3 fillers, takes too long to cook and goves as much hunger as bacon and eggs for a way higher cost

Mentioning scotch eggs is ridiculous 

1 hour ago, Cheggf said:

and if you happen to have the resources turkey dinner or stuffed fish heads

Turkey needs berry bushes which no experience player uses for how bad they are as food sources 

Stuffed fish heads needs barnacles and spoil super fast

1 hour ago, Cheggf said:

Playing normally" = whatever it is that you do every single world with no variation, improvisation, or adaptability, and if anything ever goes wrong you just die I guess

Playing normally means doing the content and picking up the loot = picking up spiders and hounds loot after waves/farming silk, getting the meat from bosses or from goats

What adaptability? Do you really die after all these years of non sense from hunger??? "Oh, i dont have large meat, lets make stuffed fish heads!"

I've been heavily disliking the state of cooking for a couple of years now, mainly for the prevail-ability of some super spammy ingredients over others... and second that cooking really does not evolve aside of new ingredients and again another preservation milestones.

 

I could detail both points but since I've done it times and times for the first I'm just gonna compile it to memes in the rest of the post.fudge.gif.3f967d12090d86c6600ff3960f78e670.gif

fud.gif.c18dfa8f1387714c3388ce46870f32a3.gif 

 

... but for real I can't find solace in food as the guy who does most of the sailing, when the things I bring back start an industrial revolution of products that outmatch anything else and can be spammed unrelentingly.

I'm super glad for anybody that cannot relate, seriously because it's just so boring here. I like to play with other people, and I'm not gonna tell them how they should play and put in their mouth. If it wasn’t for them, I would forever delay acquiring Banana Bushes and any fig vines would be burnt off my trees... and maybe I would finally see a world without a static boat filled with Lureplants :shock:

(okay enough with the memes)

But ideally I just want a rework of how these ingredients are farmed more than passive growth and + 1 tiny piece of rot now and then for that bush. And with that, please, involve Eyeplants in the process to produce Leafy Meat. Come on.

 

There's so much fun sources of food to fetch in the game. I love the sea for fishing, foraging and hunting the creatures on it. But these, aren’t it, and they've ended up defining cooking for me and it feels like I won't ever get out of it unless it gets worse. My wish for a rework with these problematic recipes would really just be to change what they take to be made. One among those you won’t catch me complaining about is the Veggie Burger because at least it takes Onion on top of the free-growing thing. If the Figatoni, Beefy Greens, Jelly Salad and Co were to require more specific ingredients than any random veggie or honey I would see them all available at once less often and surely respect them more.

 

 

As for a Crock Pot cooking rework or what, I definitely want to see something here !

It's often suggested but I personally don't want Gorge machines or recipes but just because something more adequate can be brought to DST than an event's adaptation to it, which wouldn’t be much on progression based cooking just with that anyway, but more in the process. Although I could like certain little features of Gorge like let's say using fuel for faster cooking time or such.

And I'd say we have about enough recipes + older ones need reworks before adding more.

I prefer some good thinking about what you can assemble than one ingredient having many solutions to its name. But what I would want precisely... well as much as I have clues there's Warly skilltree peeking in the corner and it makes things difficult, Warly deserves to gain a lot of stuff much more than anyone else, but if cooking in general does too it will be difficult to balance out who gets what.

What's certain is I will start working on a mod to shake up cooking as soon as I know what Warly ends up having.

7 hours ago, Guille6785 said:

Not trying to come off as snarky but did it have more depth?

Honestly, not necessarily. whatever more intricate processes or change in strategies would come from such a thing would much more come from totally new elements that would have to be implemented for the system to exist at all outside of the context that the gorge afforded.

Im just a big fan of the presentation, i suppose :geek:

1 hour ago, ADM said:

fud.gif.c18dfa8f1387714c3388ce46870f32a3.gif 

Monsters vs. Alien is such a fun movie, GOATED

1 hour ago, ADM said:

 There's so much fun sources of food to fetch in the game. I love the sea for fishing, foraging and hunting the creatures on it. But these, aren’t it, and they've ended up defining cooking for me and it feels like I won't ever get out of it unless it gets worse. My wish for a rework with these problematic recipes would really just be to change what they take to be made. One among those you won’t catch me complaining about is the Veggie Burger because at least it takes Onion on top of the free-growing thing. If the Figatoni, Beefy Greens, Jelly Salad and Co were to require more specific ingredients than any random veggie or honey I would see them all available at once less often and surely respect them more.

Once in my Walter-solo 300-days-ish world, I had 03 fig trees, a boat full of Bulb, 03 Bee Boxes, and a dozen Kelps or so. I had so much food that I had to burn away stacks of Rots in a Scaled Furnace. I had so much food that all I ever did was collect Kelps, collect Leaf Meat, collect Honey, collect Figs, I ran around and around, cooked and ate food, and that was a full day. I had so much food this way that I thought I was vegan. I craved real Meat, big Meat. I craved combat and barbaric food. But I had so much plant-based food readily available that I did not have to lift a finger, or a toe.

It was so easy I had no idea what to do next, and collecting food already takes up a day (I compulsively have to collect things when they are ready) so all I ever did in that 300-days world was to eat food and pass the day.

Stonefruit bushes generally make food situation extremely simple compared to other counterparts, since they literally provide a resource and a food which honestly is overwhelming at best in making fridges stocked with food overall as well as rock bank always filled which fills both needs more than the game should have for early game.

Could say going to ruins for monkeys to get bananas and meat would be too easy too, but that requires finding ruins walking and the skill to survive to get the resources.

Some foods extremely are too easy to make and they give overpowered stats, many people would agree that the cooking progression doesn't exist as much as just go there get a resource and you're stocked full.

There's no stops at cooking of what you can cook, where you can cook and when. Most survivors basically can make what Warly can and probably even better considering his limitations of his dumb downside.

If we won't get new cooking stations we should AT LEAST get overhaul on ingredients and get mass cooking improvements. Or that we could perhaps hire pigs or bunnies to do some cooking for us idk.

5 hours ago, WilsonHiggs said:

Not only dishes but also ingredients like pierogis/blue caps vs most healing dishes or bacon and eggs/honey ham/meat stew vs every single hunger dish

I'd add Meatballs as a super cheap hunger food option that is still pretty viable, and Surf'n'turf as a viable healing option if you're willing to bother with fishing.

But yeah, those and the dishes you named are basically the only ones that are worth the trouble that I can think of.

Well, Bunny Stew can also be useful for newbies with one Morsel and 3 Ice if they are scared of fighting spiders and need to survive the Winter with rabbits, I guess.

9 hours ago, Guille6785 said:

Maybe they like those mechanics??? wth

Not a single argument made here against the idea of a rebalance is because anyone thinks the current food/cooking system is already perfect. It's just people who already don't like cooking and don't want to spend more mental energy towards cooking.

8 hours ago, Chewabacca said:

I'm not exactly sure what you mean. Are you saying that Klei should change things up just for the sake of change? If so, that doesn't make a whole lot of sense since you being tired of the crockpot mechanic isn't the same thing as there being a problem with it. Or are you saying that the way the crockpot works currently forces people to use that same kitchen design? If so, that also doesn't make sense because I've gone hundreds of hours without once using that design except on pubs.

I'm saying people shouldn't just immediately shoot down other peoples' ideas just because they don't like the idea of change.

5 hours ago, Wawchik said:

But cooking is already fine in this game. Changing a system that already works into a more time consuming cooking simulator like minigame would just make it worse. The only change that would 100% work is tweaking some recipes to make them worth getting 

That's like, your opinion, man. It's a game called Don't Starve and food is the most trivial thing. Did people complain this much when farming got its overhaul? I forget. Farming became a more time consuming endeavor, but it was worth it. It turned something unfun into something fun. It made farms more lively. I'd like to see kitchens become more lively, too. Anyway, a revamped kitchen doesn't necessary mean you have to change the way you deal with food. Depends on how its implemented. I'm sure plenty of players completely ignore farms still.

Honestly, I don't understand the negativity at all. Do people not want new content anymore? Or do they only care about new post-rift bosses?

You guys are ignoring the fact that each different crockpot will occupy one different slot in your inventory, so if you want to make some hunger food because you will stay some days away from your base, you would rather have 5~10 of meaty stews or bacon and eggs, than a meaty stew, a bacon and egg, a meatball, a ...., and accounting that, we still will get the "what is the most convenient one", so even if we change the food values, change the crockpot itself, do whatever thing, we will still get the "best foods" of the pack.

Being very frank, the only way to at least make a dent into the food meta, is to add an aditional effect to certain food items, but it just means that one food now belongs to the top, rather than "the survivors have an eclectic buffet".

I'm really fine with the current food system, but since you guys want a change, I will throw mine:

All characters will now remember what they ate (A.K.A. Warly downside), but instead of having to wait it out, your character will always remember the last four dishes that it ate, But here is the catch, non cooked food will also be remembered, but will not count as a dish.

For example: eating berries->carrots->mushrooms->butterfly wings -> berries, will still give the negative debuff on any repeats (but of course, weaker). so the only way to get them to be forgotten would be  berries-> four different crockpot dishes -> berries.

Also, WX is immune to that as they do not care.

9 minutes ago, Valase said:

You guys are ignoring the fact that each different crockpot will occupy one different slot in your inventory, so if you want to make some hunger food because you will stay some days away from your base, you would rather have 5~10 of meaty stews or bacon and eggs, than a meaty stew, a bacon and egg, a meatball, a ...., and accounting that, we still will get the "what is the most convenient one", so even if we change the food values, change the crockpot itself, do whatever thing, we will still get the "best foods" of the pack.

They need an item like the "Bundle" from Minecraft. Like a fridge where you can shove in as much variety of foods as you want, as long as the sum of all the foods don't surpass 40 items.

6 hours ago, Mike23Ua said:

I love the WintersFeast cooking mini game thing, I love the building a table, throwing food in large oven, placing on table etc.

But I’d really enjoy for Klei to do the same thing for Cooking, that they did for Fishing, Gardening & Sailing, they’re all more complex, they all involve more player involvement and dare I say this: They’re all actually fun.. or well *More fun than they were before*

Standing around waiting for a crockpot to finish cooking food is boring..  I want to do neat stuff like I don’t know, stirring the food in a large pot. Im sure a lot of people won’t share my same opinion, but I think it’d be fun if done right.

I'd love to see the cooking system revamped with QTE instead of passive timers – perhaps making complex recipes require tighter timing precision while allowing bulk ingredient processing for multiple meals. Though reminiscent of classic RPG mechanics, I think this could add engaging interactivity to cooking. Players could actively participate in cooking rather than just waiting.

As someone who can usually overcomplicate an idea in 5 minutes, I got almost nothing chief.

More complicated cooking would need a serious selling point, and it would be better as a new system rather than bulldozing areas where players have serious experience and plan around. Say a time sensitive cooking system would be a grill rather then a croc pot, since well, slow cooking is supposed to be pretty hands off.

Still this is one of those areas where I say don't mess with peoples familiarity with the game for the most part, especially don't force lag sensitive mechanics to  noncombat areas of a game where the servers randomly die.

Okay so I see 2 main "problems" related to cooking and food.

Cooking

Is simple and not that deeper compared to specialized games about cooking itself.

Solves the demand of hunger in a dst way.

Food

Some people prefer raw ingredients and other dishes which is fine cus the game gives you that choice is never forcing yourself to cook or even make dishes.

Sometimes the reward of dishes is not optimal to the ingredients value but as many said on this post is intended.

"Fixing"

So making a more complex and depth cooking system could be a good solution but is not addressing the food problem.

For me a cooking system were the ingredients matter or the cooking time needs to be perfect is quite interesting tends to be tedious after some time or when you're mass-producing dishes.

Inserting a mini game to address this particular cooking time is not a good solution cus while you're waiting for the dish you could do something more (game wise).

I like the idea of a new crockpot that can produce more dishes but with some rng including the food values inserted. Makings pierogies with a big meat could give 2 of them or maybe 3 if the filler is another meat or something like that.

Related to the dishes themselves the main problem is there appealing. As someone said before taffy is a better choice than pumpkin cookies.

For me a way to solve this is give the dishes some special effects, at least some effects that really matters or have a direct impact in the player (yeah kinda what warly dishes do)

And what about the poor dishes well give them an effect too but a smaller one like taffy gives the same stats but gives a small speed boost (0.2) and if you choose the cookies the speed boost is a bit more high (0.3 or 0.4).

The fist full of jam (I don't remember the name sorry) what about a decrease in hunger drain of 0.1 and a better version of it the effect increase.

Conclusion 

To be fair the game is fine with the current system is not unplayable and it's not forcing anyone to cook or eat raw. A mayor change is not truly necessary and it should be addressed after Klei end the current arcs of lore and endgame.

 

 

 

1 hour ago, cybers2001 said:

Did people complain this much when farming got its overhaul? I forget. Farming became a more time consuming endeavor, but it was worth it. It turned something unfun into something fun.

Apples to Oranges.

Farms old problems were that they weren't worth it even if you invested fully into them.

Now they are worth it, so the farming revamp was a net positive.

This isn't comparable to a theoretical crock pot revamp because crock pots are already worth it. Any changes on crockpots will inevitably end up annoying some people and making others happy because crock pots already work.

Farms pre-revamp were just bad. That's why the update was so important.

1 hour ago, Valase said:

You guys are ignoring the fact that each different crockpot will occupy one different slot in your inventory, so if you want to make some hunger food because you will stay some days away from your base, you would rather have 5~10 of meaty stews or bacon and eggs, than a meaty stew, a bacon and egg, a meatball, a ...., and accounting that, we still will get the "what is the most convenient one", so even if we change the food values, change the crockpot itself, do whatever thing, we will still get the "best foods" of the pack.

Well, this logic certainly makes sense for when you're planning on spending multiple days away from your base.

But well, when you're just coming back to the base because you realized you're almost starving and have no food left on your inventory, then any and every food that the crock pot can make can be worth it... So, having a bigger variety of worthwhile dishes for those panic situations can be good.

Also, newer players (but old enough to know how to use a crock pot) generally play without planning much, so they won't really know how long they'll be outside of the base and the like. They'll just move around and find out.

17 minutes ago, Walrusst said:

As someone who can usually overcomplicate an idea in 5 minutes, I got almost nothing chief.

More complicated cooking would need a serious selling point, and it would be better as a new system rather than bulldozing areas where players have serious experience and plan around. Say a time sensitive cooking system would be a grill rather then a croc pot, since well, slow cooking is supposed to be pretty hands off.

Still this is one of those areas where I say don't mess with peoples familiarity with the game for the most part, especially don't force lag sensitive mechanics to  noncombat areas of a game where the servers randomly die.

Simple:

1) Batch cooking - new structures that get you more for your ingredients, and a bigger time investment that ultimately becomes more efficient if you scale your kitchen for it.

2) Hunger drain slowdown - more advanced foods that keep you fuller for longer.

Why can't it be more complicated and still keep some of the older mechanics that players are familiar with?

16 minutes ago, AliceShiki said:

Apples to Oranges.

Farms old problems were that they weren't worth it even if you invested fully into them.

Now they are worth it, so the farming revamp was a net positive.

This isn't comparable to a theoretical crock pot revamp because crock pots are already worth it. Any changes on crockpots will inevitably end up annoying some people and making others happy because crock pots already work.

Farms pre-revamp were just bad. That's why the update was so important.

Sounds like apples to apples to me. A lot of people use auto-crockpot mods for batch cooking. It is rather tedious. If anything, the farm update demonstrated that Klei knows how to change things in a way that can be more complicated but also more rewarding. Why wouldn't you give them the benefit of the doubt that they could do something fun? Just because you're unable to expand your mind to the idea doesn't mean that Klei couldn't.

8 minutes ago, cybers2001 said:

Simple:

1) Batch cooking - new structures that get you more for your ingredients, and a bigger time investment that ultimately becomes more efficient if you scale your kitchen for it.

2) Hunger drain slowdown - more advanced foods that keep you fuller for longer.

Why can't it be more complicated and still keep some of the older mechanics that players are familiar with?

Something parallel to the current system I could see someone like, not like, replacing what we have.

8 hours ago, WilsonHiggs said:

Not only dishes but also ingredients like pierogis/blue caps vs most healing dishes

Bit on the fence of this one since I do think there a lot of alright healing options in the early game. Trail mix/butter muffins/Bunwhich are pretty good "early" sources, and recover an alright amount of health in terms of the effort. It's not Absurdly Powerful/efficient compared to blue caps, but I feel that's a different story entirely.
 

 

8 hours ago, WilsonHiggs said:

bacon and eggs/honey ham/meat stew vs every single hunger dish

I think B&E/Honey Ham are alright in contrast to other dishes of the same idea (to fill your hunger). They are pretty spammable, but the additional hunger/health benefits you get are not an absurd amount compared to other dishes, especially B&E. The only dish I genuinely think is a bit silly is the stew, mainly because of how Comical the additional hunger you get from it is (In most cases the amount of bonus hunger points it gives when the dish is stale rivals any other hunger dish with the ingredients provided).

I think the big issues for me are that there aren't a ton of "good" veggie hunger dishes (It's why I wanted stuff eggplant in particular to be a dish that gives a good bit of hunger in exchange for mediocre health/sanity), and that a good chunk of dishes that restore a good bit of hunger have 6 days or less spoilage times, which is unfortunate for stockpiling pre bin and still a bit of a hindrance with one.

 

6 hours ago, WilsonHiggs said:

Dragon pie needs farming, 3 fillers, takes too long to cook and goves as much hunger as bacon and eggs for a way higher cost

The cook time probably isn't the greatest example because the other dishes you mentioned except the stew also take 40 seconds, same as dragonpie. Regarding the pie, it a bit taxing to make early, but I wouldn't say it's too the point it's "bad", especially since the filler can be realistically anything. It's a good mid/lategame dish of choice if you're one to enjoy farming mechanics, especially since quick eat, good healing, above average spoiling time, and 15 days goes a long way, and the most "expensive" part to me is just getting the seeds up and running.

 

1 hour ago, cybers2001 said:

Did people complain this much when farming got its overhaul? I forget. Farming became a more time consuming endeavor, but it was worth it.

The thing is, farming became more complex but also became more simple. I do the laziest strats possible when mass farming of just getting the crop and the seed, and just this is three times more profitable than the average return before the rework, and the reduced space of crops, and the reduced cost to get into farming (Compared to needing 36 rocks, 90 grass, and 54 manure to make 9 farms, you use 12 logs, 2 flint, and 6 grass to make up to 36 (40 if you really want to) Valid crop positions.

Again, this was also from a system where people genuinely considered it a trap to ever touch a farm plot. That's why a significant amount of people wanted radical changes to farming as a whole. Compare that to crockpots now, which while not very flashy, don't have any serious flaws to the point it makes a large chunk of the community swear off by them and call it a trap to even use one.

I don't think it would be a bad thing to tweak dishes and get some merit of batch cooking, just that I don't think you need to completely rework the crock pot itself to get value out of it.

15 minutes ago, Maxil20 said:

Again, this was also from a system where people genuinely considered it a trap to ever touch a farm plot. That's why a significant amount of people wanted radical changes to farming as a whole. Compare that to crockpots now, which while not very flashy, don't have any serious flaws to the point it makes a large chunk of the community swear off by them and call it a trap to even use one.

Right, but what is a trap to use at this point? Drying racks? There's a difference between being useful and being good. Bundling wraps are useful, but are they good? If bundling wraps are so great, why did we need icker preserves or polar bearger bins? People hated on my proposed alternatives to bundling wraps, and yet here we are in 2025 with some great alternatives to bundling wraps that many people didn't ask for, yet they all love it.

14 minutes ago, Maxil20 said:

Bit on the fence of this one since I do think there a lot of alright healing options in the early game. Trail mix/butter muffins/Bunwhich are pretty good "early" sources, and recover an alright amount of health in terms of the effort. It's not Absurdly Powerful/efficient compared to blue caps, but I feel that's a different story entirely.
 

 

I think B&E/Honey Ham are alright in contrast to other dishes of the same idea (to fill your hunger). They are pretty spammable, but the additional hunger/health benefits you get are not an absurd amount compared to other dishes, especially B&E. The only dish I genuinely think is a bit silly is the stew, mainly because of how Comical the additional hunger you get from it is (In most cases the amount of bonus hunger points it gives when the dish is stale rivals any other hunger dish with the ingredients provided).

I think the big issues for me are that there aren't a ton of "good" veggie hunger dishes (It's why I wanted stuff eggplant in particular to be a dish that gives a good bit of hunger in exchange for mediocre health/sanity), and that a good chunk of dishes that restore a good bit of hunger have 6 days or less spoilage times, which is unfortunate for stockpiling pre bin and still a bit of a hindrance with one.

 

The cook time probably isn't the greatest example because the other dishes you mentioned except the stew also take 40 seconds, same as dragonpie. Regarding the pie, it a bit taxing to make early, but I wouldn't say it's too the point it's "bad", especially since the filler can be realistically anything. It's a good mid/lategame dish of choice if you're one to enjoy farming mechanics, especially since quick eat, good healing, above average spoiling time, and 15 days goes a long way, and the most "expensive" part to me is just getting the seeds up and running.

 

The thing is, farming became more complex but also became more simple. I do the laziest strats possible when mass farming of just getting the crop and the seed, and just this is three times more profitable than the average return before the rework, and the reduced space of crops, and the reduced cost to get into farming (Compared to needing 36 rocks, 90 grass, and 54 manure to make 9 farms, you use 12 logs, 2 flint, and 6 grass to make up to 36 (40 if you really want to) Valid crop positions.

Again, this was also from a system where people genuinely considered it a trap to ever touch a farm plot. That's why a significant amount of people wanted radical changes to farming as a whole. Compare that to crockpots now, which while not very flashy, don't have any serious flaws to the point it makes a large chunk of the community swear off by them and call it a trap to even use one.

I don't think it would be a bad thing to tweak dishes and get some merit of batch cooking, just that I don't think you need to completely rework the crock pot itself to get value out of it.

Agree on what you said and i couls swear dragon pie take longer to cook. Thanks for the correction 

My point was basically that stuff like and eggs is avaraible with stuff like hound waves, goats, giants or frog rains which, imo, kills the rest of dishes with similar stats. I am someone who likes to use other dishes once i finished the content but realistically the game doesnt give me a reason to do that when i have bundles of bacon and eggs ingredients, obtained passively while doing other stuff, getting dusty in a chest

1 hour ago, kikia said:

I'd love to see the cooking system revamped with QTE instead of passive timers – perhaps making complex recipes require tighter timing precision while allowing bulk ingredient processing for multiple meals. Though reminiscent of classic RPG mechanics, I think this could add engaging interactivity to cooking. Players could actively participate in cooking rather than just waiting.

Yes, and this would also nerf a ton of peoples familiarity with the game including my own… where I have been known to build crockpots near boss fights throw ingredients into the cookers and let foods cook during the fight so I can run over grab it up and eat it to heal up when needed.. while it likely wouldn’t impact expert DST Players, it would make the game a bit harder for the newbies, mid-level players etc..

I tend to like to think 3 or 4 stages ahead of everyone else so I just figured that if Healing Foods were so OP & Spammy, nerfing them would bring back some of the challenge within the game.

And I’ve noticed that with Character Reworks, even the slightest change in an animation (such as New Skill Tree Wendy vs Before the Skill Tree) can make a ton of difference during a combat scenario… and if the player actually has to engage with and interact with cooking their meals- They can no longer do like I currently do and just throw stuff in pots to go run off and do something else.

Or in other words: it’s a way to cleverly Nerf food without adding a world Gen setting that disables player healing from foods.

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