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Gazer

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  1. That's not... that's not fixing the issue though. That's just making the issue less severe. This doesn't invalidate any of my points except severity. I'd still rather have a system like Skull described instead of literal organ damage for no reason.
  2. This seems actually acceptable as long as the attrition rate is adjusted low. I'd be pretty happy with this. Medical isn't tied up in it, it's not actively inconveniencing the player, it's easy to work with and understand. "Real food keeps you full longer." I'd also want there to be some kind of cap, if that's apparent. Letting your attrition tick too long shouldn't be grounds for instant hunger.
  3. Well, Exia already covered most of my thoughts on the matter pretty succinctly, but I'll cover where they haven't, lest I just end up echoing them. Everyone already was avoiding meat from the vendors, and going to the chef where possible, the food from the vendors gave just about no benefit to hunger, and ultimately became more time consuming than actually just walking to the chef. There are also again, the cases that Exia described. Adding damage that medical has to deal with, without a real reason, isn't the way to go about this. A slowdown debuff would also make these foods completely ignored except in edge cases, where a player plans on not really going anywhere. So, your change's damage to a person can't even be accurately measured, is what you're telling me. You're also citing medical, telling people to avoid the results of your change, to be a mark of the change's success. It means that people are already bold facedly ignoring junk food completely, simply because of the change, not that people are adjusting their RP around it. I have seen one person in this thread that has indicated wanting alternatives. "You all" is likely inaccurate. Additionally, if we're going for realism, sugar crashes aren't real, they're simply a placebo effect (except in people with a condition that causes it). There have been multiple studies that indicate this. However, a weight variable even just for flavor reasons could be cool. I recommend you look to Vore for such a system, as they have a functioning one that is based off the character's actual weight, not how full they are.
  4. I personally think the change negatively affects gameplay, without actually fixing problems. The heart damage applied always seems to be edging on the threshold for any patients I receive and scan for other problems, and I get a fair few patients suffering from real problems due to the changes. My main problems with it, can be summed up easily in two main reasons. This change adds nothing: It doesn't fix a problem, create new ways of doing things, add whole new systems, etcetera. Essentially, the change seems meaningless, and without purpose. This change negatively affects gameplay: This change adds tedium, something that really shouldn't be in surplus. Vending machines become something to be avoided and ignored, and when they aren't ignored, it simply causes issues for other players. Adding toxins to the food, like others in this thread suggest, would be the same thing, if not worse. Toxins would actively cause pain, damage, message logs, etcetera, again, for no real reason other than "B-but junk food isn't healthy irl tho". This change causes anyone who pays attention to the change to just avoid vending machines entirely now, and anyone who isn’t paying attention to the server’s changelog, and happens to eat one too many packages of raisins, becomes the equivalent of a K’ois eater. This change adds tedium for no actual mechanical or RP benefit. It's just in general, another thing new or infrequent users might get screwed for, added without viable reason. Remove it please.
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