Issue: Different foods heal different amounts and contribute bonuses to different attributes. If you want to boost your followers’ attributes in certain directions, you are penalized with reduced healing.
You can feed your follower the food with the desired attribute bonus contribution if that is the first item they consume on level up, but if they have an inventory of high healing food then you have no time to go into their inventory to quickly change it for the food you want them to use. Testing reveals that if you leave both the high healing food and the food that boosts the stat you want, in their inventory, then they will consume the weaker food for both healing and stat boost.
In the end, this mechanic punishes you both ways with either weak healing, or undesirable stats.
Suggestion: make all food heal the same, or introduce a way to control what food they consume for attribute bonus and what food they consume for healing.
En mi opinión que establezca el temporizador de tiempo de los seguidores, el que en 7 días no sean alimentados que mueran, y me esplico: hay seguidores sin base por que su clan dejó el server o simplemente que solo entran y salen para no perderla, el problema es que hay lugares donde siguen los seguidores sin base lo que esa parte del terreno sea inapropiada para construir por la presencia de ellos. En definitiva que establezca el temporarizador por que muchos no son responsables de esos seguidores abandonandolos haciendo el server superpoblación de npcs
My friend i will sumon @RustyLH here for this one. He was the first that said that the balance of the healing that food provides is not fair and correct. I will not continue more because it is his idea and i wouldn’t want to destroy it with wrong words since my English is not so good. Still i tottaly agree with him. Let’s hope he’ll respond
I agree, healing arrows are good, but it misses the topic. Your bow may break, you may run out of arrows, you may not be high enough level to make them, your vision to your follower may be obscured by an obstacle or another enemy.
I also agree with this too, but a suggestion is a suggestion all the same. The forum is there, and they can still put it on a to-do list, even if its somewhere low down.
Allow me to give an example for anyone still not sure how this looks in a practical scenario.
I have started a new character and have begun raising shalebacks to guard my base during purges. I do not know what kind of purges I will get.
Should I raise my shalebacks to have high armour and then experience a purge with armour piercing/poison npcs?
Should I raise my shalebacks to have high survival to counter poison, only to experience purges without poison?
Or should I raise my shalebacks to have high vitality so they are prepared for abit of everything? I think i’ll go with vitality. Purely my choice, arguably no better or worse than the specialized builds. But wait, why should my shalebacks only be allowed 2hp/s while that person over there, their shalebacks get 10hp/s? I’m not choosing the ‘stronger’ build for my shalebacks, just a ‘different’ one.
It’s not being penalized. It’s making a choice. If all foods were equal at healing, and provided a different stat boost bonus, there would be no choice - one option would always be superior to the others. Now, you need to choose between best stat buffs and best healing, depending on situation. That’s what making a choice means. If you had one best pick, there would be no choice.
But there is no ‘best’ pick. There are just ‘different’ picks.
I would want to see irrefutable evidence from all conceivable scenarios that 1 stat is superior for that follower and justifies a trade-off of reduced healing, in order for me to drop my point.
To add to my suggestion on a rework for this mechanic, I propose the following;
If different foods continue to heal different amounts, then inspect and tweak where necessary the amount of healing provided to reflect the difficulty in crafting/obtaining this food.
However, so as not to penalize a player purely on their choice of prefered bonus, allow each food a flat increase to all stats, scaling again with difficulty in crafting/obtaining.
Example: Rocknose pet eats stone and receives 3hp/sec and 2% increase to all stat growth. Rocknose pet eats star metal ore and receives 10hp/sec and 5% increase to all stat growth. These figures simply showcase the proposed mechanic.
This new mechanic would result in an ‘effort=reward’ system instead of ‘choice=reward/penalty’
In my opinion, this is a solution looking for a problem.
Of course Roasted Haunch heals more than Gruel. Foods heal based on their tier and crafting requirements and that reflects the time and effort required to get them. Additionally, once a thrall is leveled to 20, your solution would penalize folks who use high grade food.
There are three times it matters what a thrall eats. This is a management issue, not a game-balance issue.
Food in the game is done all wrong in the first place. Thrall leveling is also weird. Thralls in general are weird. Why do named FIGHTER thralls I had, have 30 points in accuracy, and 0 points in strength?
Why doesn’t accuracy affect hitting critical targets no matter which weapon you use? Etc… I would change so many things.
I would revamp the food system…the more effort it takes to create, the more benefits it gives. High quality food should make a fighter more likely to get fighter boosts, and an archer more likely to get archer boosts. Leveling a named fighter on garbage food should make it likely to turn out worse than a T3 fighter leveled on high quality food.
Like I said , I agree 100% . They stabilize it a little with the use of herbal tea . @Wak4863 has a video about it , however I believe that it sould be ,the hardest the better . Thank you for responding