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Sign upNutrition values depending on hunger of character are not continuous #13729
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BevapDin
added
the
<Suggestion / Discussion>
label
Oct 7, 2015
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So many things wrong here... Personally I'm for nixing the whole thing. |
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So am I; the whole thing is silly. |
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Yeah, it seems...hmm. Is it meant to represent some psychological factor? Seems like the only psychological factor that would affect a food stat would be morale, for example desperation leading to eating food normally regarded as unpleasant. |
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If anything, you should perhaps suffer from lowered metabolism when
starving, which would mean you don't get hungry as quickly, but also are
impaired in other ways, like slower stamina regeneration and healing.
That's just a guess though, I don't know if that's how it really works.
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I like this idea. |
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Midaychi
commented
Oct 9, 2015
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Unreal world has hunger separated out kind of neat. |
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Yea we're planning on doing something similar to that, but it's deeply
off-topic here :P
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Take a look at #11514. Back then, we found it very strange that one would need to eat 10+ cooked meat just to raise from famished to very hungry. The system there was conceived during that process, to make it a bit less unrealistic. |
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While I see the gameplay reasoning for that, the other issue (besides the realism concern) is that the net effect of that scaling isn't continuous, it's less of a ramp-up and more of a roller coaster. |
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caland
commented
Oct 28, 2015
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I think the concept of the code was if hunger is less then 100 return base nutrition value. if that is the case the code should be: if( hunger < 100 ) { which give a consistence increase. |
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@caland: That is a good idea. |
BevapDin commentedOct 7, 2015
The effective nutrition of food is altered based on the hunger of the character (see
player::nutrition_for). However, the formula used there produces non-continuous values as shown in this table:That means if the hunger increases by one point from 99 to 100 or from 300 to 301, the nutrition that will be extracted from the food is actually decreased. This seems very wrong. In the range 100 to 149, the character gets less nutrition as when they would be not hunger at all.
For reference, this is the current code (slightly reformatted, hunger >40 is hungry, >100 is very hungry, >300 famished):
Btw. the item info shows the hunger-dependent values, not the plain value, is that intended?
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