Just a simple, non-aggression based question...I swear

I’m just throwing at the dart board here. A few buddies of mine and I have played through a few survival games and they suffer from some weird issues.

The main one being that hunger and thirst usually involve an activity that is just a chore. Where you need to eat every few minutes and food isn’t hard to find, you just have to do it. Conan Exiles has this problem too. Every 30 minutes you need to eat.

You can set the modifier so that you only need to eat every 300 minutes. But then you have an overabundance of food.

What we’ve been able to come up with is an idea where you don’t need to eat often, but getting food isn’t easy. Or I should say as easy.

First we need to determine how long a bar/wheel/meter of hunger will last. For the sake of argument lets say it lasts 6 hours. Eating bugs gives you minutes. And maybe won’t even get you past 10-20%. To do that you need some better food. Apples, pears, vegetables, etc. Are better, but again they don’t get you ‘full’. Maybe to half. Can lump in uncooked meat at that tier too or even put it with insects. Cooked meat gets you further, maybe 75% and it gives up to an hour each. Full meals and religion meals can get you to full and do it in one go for many of the best ones.

Now before we speak about buffs, lets talk about acquisition. Insects, nuts, ect. can be found in bushes. To be honest, I don’t think I would change how they work, since they’re used for fishing and such and they don’t give much in this system. Fruits and vegetables can be found in plants and grown with farming. But you don’t get as much from harvesting like you do now. Maybe 1-2 with higher tier tools not giving +x to harvest, but +% to get an extra 1. Same thing with meats when hunting and using cleavers.

So in essence it works like it does now if all you’re eating is insects. You get about 30 minutes on a full stomach. But you start pushing it further and further with better meals.

Now for buffs. Not sure how the logic on this can go, but the idea here is the better you get sated, the better the sated buff will be. So if you get to 25% (1.5hr hunger) you get a 1.5hr long sated buff that works like the one we have now. Get to 50% and you get a 3hr buff that does 50-100% more healing for that time. And so forth. Could even have it so taking damage doesn’t knock off the buff. Or just downgrades the buff if you’re below the threshold. Either way is fine as far as I am concerned.

Then meals could give attribute bonuses for their full durations as well. For example if a meal gets you to 80% then you get a +1 or 2 attribute bonus for just under 5 hours. With the best giving full 6 hour buffs for a higher bonus.

If not attribute bonuses (or in addition to), then bonuses to health or stamina, or other effects such as climb/swim speeds and such.

But the overall idea is getting the buffs is gameplay in itself, but it isn’t required every few minutes of gameplay. You login, eat your meals, do your stuff, prep for the next time you login, and repeat. At least once its routine. Obviously new characters off the cross will need to find ways to get a steady source of food. But it is a survival game. First thing you need is water, then food, then a roof over your head.

The great thing about making full meals desirable is they would require materials from different parts of the map. So players will want to visit various areas and either have to contend in PVP when doing so, or engage in possible trade, extortion, robbery, or what have you.

I think at least the bigger recipes should have better buffs like:

Thick blood: Bleeds have less effect > But healing takes longer
Snakeskin: Poison have less effect > But you’re less resistent to cold
Carrier: Carry more weight > Stamina takes longer to replenish
Bloodlust: Deal more damage > Less dodge range

I can go on with ideas haha :slight_smile:

But buffs should have counter effects too since we play PvP too and it should be balanced.

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I like the over all concept and can see it working but I have a couple questions and concerns.

I play primarily PvE and use food as a form of regen so I don’t have to spend the extra points in Vit. The length of time that you are receiving the sated buff (in your preliminary example) is useless to me in the way that I use the sated buff.

Unless:

I like this idea but it feels a bit like cheating. A constant regen without having to spend points in Vit would likely be complained about in PvP. Having the buff downgraded (as you mentioned), so there are two tiers of sated could be the answer. Tier-1 would be before taking damage and might give 3-4 points regen (similar to current sated). Tier-2 would be after taking damage and halves the regen for 2-5 minutes, after which the sated buff reverts back to tier-1.

I also like this portion of your idea but feel that it may undermine several current methods to boost your attributes. Perhaps adding restrictions that prevent stacking the same attributes from multiple sources and reducing the length to half of your sated bonus length (just spit balling). Overall, I love the idea and suggest you put these concepts into a “suggestion” thread to share them with Funcom and @Community.

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What worries me with this idea of food being hard to get is how to achieve that. As it stands you get food from nearly every creature in Conan. Other than making creatures scarce I don’t see how you can make food hard to get. Reducing the amount of food you get upon harvesting a dead animal would still only mean you need to kill several to get a reasonable amount. How would this be done without making the game barren of creatures so as to make food harder to get?

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If you need to eat, killing 1 pig could net you 2 pieces or pork instead of 150. You can eat that to curb your hunger but If the food recipes cost 50 pork in addition to other ingredients, then I have to kill 25 pigs to gain the benefits of a prepared meal.

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A sound idea but it would make the basic act of eating incredibly grindy. I think they need to seperate basic hunger aspect from any sort of healing from recipes. Instead of limiting food make it so each recipe needs an ingredient that is hard to get. Like shade bloom for pet food. Only select creatures in the exiles lands drop it upon harvest. That way the extra benefit of recipes is there for those that don’t mind the extra grind but the survival aspect of food isn’t drawn out unnecessarily for those happy to use alt methods of healing.

I like the idea of foods doing different buffs. I’ll piggy back. What if some gave a perk just like att levels do. They last 15/30/1hr depending on food tier and types. 7 perks x 3 = 21 useful foods, plus use yours same way and we have 30+ unique foods. Religious food could add x2 zeal collection when harvesting corpses. Something like that.

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It might sound more grindy but I think @Taemien laid out a pretty good plan which ultimately would be less grindy but far more rewarding as you wouldn’t have to eat nearly as often.

That 1 pig that I killed in my example gave me 2 pieces of meat to cook, if I ate both I would be sated for 300 mins instead of 30 mins.

Yeah although I think the unique foods shouldn’t add points in like strength and the sort I think it should be different :slight_smile:

The x2 zeals sound great although harvesting 2 hearts from one corps is a bit off…

yeah…that is one of the drawbacks. But we get 6 severed legs sometimes lol.

And not necessarily + to an att. But something like the old vit perk with faster regen, npc harvest for survival…those sort of things.

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This is an interesting topic, i like it.

How should food work. Well my two cent are.

Recipes, need to give you a unique buff. the more complex the recipe the more interesting the buff. Each food so interesting you want all but can only have one. and the duration should be an hour.

Meats (duration 1hour)
Simple Meats, keep you alive.
Prime Meats, increase vitality cap 50HP.
God Feast, should give a stat bonus to the area which that god excels in.
Recipes, unique effect, like blood lust, or new effects like harvester.

Drinks (duration 1hour)
simple water, stamina drain removed.
Juices, Increase stamina cap 20-50SP.
Alcohol, Increase Str/Vit +1 (keeping the drunk effect more drunk you are more stats you are given.)
God drinks, should give a stat bonus to the area which that god excels in.
Recipes, unique effect, like blood lust, or new effects like harvester.

You need to eat and drink every 1hour, and Survival stats, improve these effects. which makes you want to add stats to it.
You have 1-5min to eat or drink or you die, after the 1hour buff.

ofc, making it hard to get good meats and drinks is always a good idea.

And the system we have in Conan Exiles is better? You have to eat non-stop, regardless if you want to go fight or not :rofl:. I see that as an improvement.

The food system could be like this:

  • all food items split in tiers based on complexity/number of ingredients
  • tier 1 boosts base health/stamina by 10%, increase all attributes by 1 and health regent 2hp/3sec
  • tier 2 20%…2…7hp/3sec
    -tier 3 30%…3…13hp/3sec
    There could be 3 tiers max so that lower tier doesn’t become devalued but rather eat what you can afford.
    Tier 3 recipes could containt tier 1 and 2 as ingredients to counter item being devauled.
    A food tier could contain lots of dishes so that we have the freedom of choice what we cook/consume.
    Food and drinks could be combined to achieve different results.
    This would make for a good system that has both freedom of choice and no meta, giving equal importance to every dish while keeping cooking relevant in the endgame.

If I had my way I’d remove healing from food and make it baseline. Give everyone .5 point of healing per second when not hungry or thirsty and function identical to how if you take damage you stop healing for a period of time so no real change for that part. Vitality perk for .5 per second would remain the same. 60 hp per min baseline with the vit perk which is ~8 mins to full for most folks. Then I’d change food so that eating gives scaling minor stat buffs (+1 to all to +3 to all) and other minor effects such as a stam regen buff for things beyond tier 3 food. I wouldn’t change how often we need to eat/drink.

To go along with that I’d fix the healing system and change bandages/aloe to a value equal to a % of max health per use instead of static values. 40%, 50%, 60%, 70%, 80% for the various tiers of bandages and aloe. Then if someone needs healing beyond basic regen everyone has they use an item, bandage if they have the time to stand still and potion otherwise.

Side note, I really didn’t like Valheim’s food system. It was nice that I didn’t die if I had to afk but it really bugged me that hp/stam max decayed quickly after eating instead of dropping when the food actually wore off when I could eat again or if I ate a low food I couldn’t eat a better food to replace the hp/stam max of the poor quality food until it expired.

This would go really well with thralls since their hp is really big and cannot benefit from any heals items in their current state.

That’s what I was thinking with the idea. It works with thralls, it makes higher end wraps that aren’t used now have a purpose and actually better than the lower tier items, allows us to use bigger wraps when we need them or smaller ones when we don’t and it doesn’t matter whether it’s a vit build or not (thinking pve/pvp variance in hp pool) as it all runs on what % of the bar is missing.

Personally, If were gonna redo systems for healing and food, Just trash (about) everything we have so far as items. Remove all food/drink recipes save a few. Trash alot of items to declutter the mass of items)

Break it down to simple easy find and make items.

healing, Again… I’ll just toss Monster Hunter stuff around.
herbs(aloe leaves) heal little… found on ground and on npcs. The Newbie item you find to heal…

Aloe leaves + ??? = Aloe Potion (limit 10) heals small amount.

Aloe Potion + Honey = Mega Aloe Potion (Limit 10) heals alot.

make handful of other potions that heal Alot, but have low carry limit and expire.

Food, Can be broke down into;
Scarps of meat that make Rations. (long expire rate) restore small bits of food. Come with little to no effects, just to restore food bar and be taken with you. Made at your home, campfires etc.

Haunches of Meat. Make Larges meals, (with assort veggie and what not) for different effects. Made at your home base. (stove) Effects last long time, and you can’t eat another till your food drops below certain %.
Can be broken down to scraps and used at campfire.

Then you can have Exotic Fleshes. That do special things, and meats are rare drop and expire if not taken back right away. Which can be camp
fired for great food sated, or taken home for crazy meals for you and your thralls.

Drinks can be broken down into waterskin held ones. (for efffects) Much like Haunch of meat and Exotic rare liquids used for cooler effects.

I dont mind all food/drink recipes… but so many of them don’t have use even before heal update.

This is true, some were purely a decorative aspect of the game. Bare in mind, I am a PvE player so stupid little additions like that are what I go for, whether they serve a purpose or not. Hell, half my mods are there solely because of the cool looking stuff to decorate with :rofl: At the very least, it would just be nice if they did have a purpose, even if it were minute and insignificant. There’s soooo many recipes it just seems a shame to abandon them. Hence why I also asked if any modders may have been looking into something with them.

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