This kind of system reminds me of that Skyrim meme, while the Dovahkin ate 100 apples while fighting a Dragon, and I think it is quite silly and should rethought using the other functions this game has.
A suggestion is to remove the temporary regeneration buff while you eat food, and give a passive permanent regen buff based on how full you are, additionally it should also disable your ability to eat while the hunger meter is full. This system could work like this: ( The value of the buff is not important, could be anything )
Green with the green circle around it: Gives 1% Health Regen per second.
Green: Gives 0.8% Health Regen per second.
Yellow: Gives 0.5% Health Regen per second.
Orange: Gives 0.2% Health Regen per second.
Red: No Health Regen Buff.
Empty: The same damage over time.
Additionally, players should be able to craft rudimentary bandages at the campfire with a combination of plant fibers and some flower or berry. This would also remove the âprotagonismâ of Aloe Vera has on healing.
Well, your thread title does say âFood shouldnât regenerate healthâ. What you are actually proposing is that it should still regenerate health, but that health should be determined by how full you are, rather than the quality of the food when it is eaten.
I like food it as it is, because itâs kind of a symbolic token for the passage of time.
Youâre obviously not feasting on ten steaks in a row to heal, or using those steaks to staunch your wounds. Youâre eating them over time. I like to think that each food represents one meal. If it takes me three meals to heal, itâs as if it took me a whole day. Itâs like a âfast-forwardâ button for recovering over time.
Currently, you also gain more health depending on the âqualityâ of the food. Insects give you barely any regeneration. Steaks give you more. Prepared meals give you the best amount. Itâs a cool symbol for how far youâve come, and how capable you are at recovering after you are hurt.
Iâm not proposing any of what youâre saying, my post is fully coherent with its title.
Iâm proposing that the regeneration isnât connected to the food itself, but instead as an intrinsic characteristic of your character, the meter gives the buffs, the food is just a fuel to keep that meter full.
In the same way that if I hit you with a brick in the back of the head, I was the one hitting you, the brick was just a tool I used to execute the action.
I understand the symbolism, and I also donât believe that you can build a castle in a day, or carry a hundred wood logs in your pocket. But allowing the food to being used as a healing resource in a survival game breaks the magic for me. And the little things do matter a lot.
Food should be a resource that you have to invest your time to get and you should gather and use only as needed, I also donât like the fact that if you carry a full stack of a food item, only one will spoil. But in this post Iâm focusing on one aspect liked to food.
So what would be the point in getting to the third tier of vitality if you get passive healing just by eating 3 steaks 5 minutes into the game? Your system would make a major buff useless.
Also your numbers are extremely strong - full healing for most situations in one minute without doing anything?
Thatâs a pretty strong buff for doing basically nothing. At least healing by eating you have to reserve a quickbar slot and, remember to do it and not just go get a cup of coffee anytime your character needs to heal.
With bandaging I would go the other way - if you have bleed damage it should continue to damage you until you put on a dressing - like it real life. It doesnât heal you it just stops you from dying. Smae thing with poison - you should continue to lose health until you take some medicine or induce vomiting or something.
The third tier of vitality would have to change to accommodate the new system then, I dont believe you havent thought on that solution, since it would be the first thing to come to mind when you think about it.
Third tier: âyou regenerate twice more health over timeâ Done.
About your second point, you wouldnât have to write it if you had read the original post where I say that the value of the numbers were just an example.
The other way youâre going into bandaging is for another topic, I just mentioned it to accommodate for a way to active regain health that requires a little amount of effort. Bandages already exists in the game, Iâm just suggesting to introduce one more, not to change yet another system.
( And you can already go to full health in one minute without doing anything, since it takes so little effort to gather some insects or berries, that is if you are naked, because you can always go to the chest and grab some spare food. )
Whatever change they made for the release was too drastic. I will say that. I donât know if food should be tied to health regeneration or not but I do know itâs been difficult in lower levels, start game, to stay healthy and to keep the health bar up. Itâs a Survival Game yes. But that shouldnât mean I am eating something every minute. I donât have to drink every 5 seconds.
Your proposal would make any high tier food useless, people would get the easiest food supply and just keep their meter filled. Also they want people to heal up when it makes sense and not have such a strong passive heal during combat. It is why they disable the healing when you take damage and you shouldnt move while bandaging takes effect.
Its certainly not a perfect system at the moment but its better than going back to the old idea of passive healing being the norm.
I think it is fine as it is, auto regen would break immersion and kill the survival aspect to the game, vanilla skyrim has auto regen and it ruined the fun for me; thank god I used mods for that issue.
Getting full health in 1 minute of eating berries? Youâd need to be on a fairly boosted private server for that to be possible. It takes such a large amount just to heal half of a bar.
Being as no one had a problem with it in Early Access suggests that it isnât going to change. If you feel that a game is playable and you like to suggest changes, get into early access so you can make those changes after the mechanics are finished. Healing was already adjusted and nerfed heavily to satisfy the PvP community.
This is not an inside reunion at funcomâs dev team, Itâs a forum to discuss some changes with the community, doesnât matter if it isnât going to come to the core game, we have mods for that. I Believe you think you are in a place that youâre not.
I do it all the time playing on barbaric, I live in the north and I canât find aloe there, so I just use the berries to get me to full health, I can always heal fully going from one camp to another with no prob using berries, I always leave base with a full stack of em.
Yep, thatâs the Idea behind the post, something that could feel more immersive and such.
Minecraft in the old days used food as healing items, but they have changed the game and know food only fills your hunger meter and the hunger meter heals you, in a different way of that I have described but still works with the same mentality behind it.
Actually I think you may be⊠See there is a Suggestion and Feedback area⊠this is a general discussion area⊠And Iâm saying that if you wanted to make suggestions for the games mechanics it might have been smart to do that earlier. Like before it was released. When the rest of us were doing that.