These two mechanics are Fatigue and Wounds, as well as a change to the food mechanic.
In this update, we were given a hunger bar. I won't go into detail, but I find this a great addition. However, it's still a relatively new concept. So far, all it really effects is your health regeneration, your sprinting and, if you run out, your health itself. That's why I feel the idea should be expanded upon.
Going from highest to lowest, this is my idea of how the food bar should function: (This is more of an example then anything)
10: You're attack is increased/You take less damage.
9:You're movement speed is 5% increased.
8: Health regen 3/4 as fast.
7: Work speed increased by 5%.
6: Health regen is 1/2 as fast.
5: Your sprint is half as fast.
4: Heath regen is 1/4 as fast.
3: Work speed reduced by 5%
2: Health no longer regenerates.
1: You deal less damage/You take more damage.
0: You take damage.
Fatigue is a modifier to the food bar. Fatigue comes into effect under several circumstances. It will cause your food to deplete faster, making you have to eat more, and using up more food. Factors include armor, biomes, sprinting, and possibly how deep you are underground.
Wounds occur when you take ten hearts worth of damage. You'll gain one wound point, which is 1/2 heart. You won't be able to heal over that wound point normally. This gives the danger of taking too much damage and makes it a very bad idea to tank damage in the long run as it decreases your overall health.
The way to heal wounds is to create bandages and/or salves or rest a while.
These two systems will add a lot more challenge without being too unfair. It will also give more incentive to play smart. There's also the possibility of it working with the upcoming skill system.
Further, wounds and fatigue would be effected by difficulty. In easy, either wounds and fatigue won't be on, or they'll simply over take about three hearts and meat worth the wound/fatigue. Normal would be half, and hard would be all the way down until 1/2 a heart or meat.
Tell me what you think and perhaps come up with your own ideas.
I kinda like this idea. A few specifics and changes for it.
Fatigue in hot climate: Drink milk or water (ability to drink water would need to be added), rest in the shade/waster or sleep.
Fatigue in cold climate: Eat any warm food (so mushroom soup and cooked meats) rest near fire or torches (torches would reduce fatigue more slowly than an actual fire) or sleep.
Fatigue in general climates: eat/drink anything, rest anywhere, sleep.
For wounds, I like the idea of bandages and salves/poultices, or sleeping to heal wounds, but perhaps get rid of just resting.
Bandages either a 3x1 or 3x2 group of string. They could heal 3 wound points.
Poultices would be a bandage on top of seeds or a mushroom. They'd heal 5 wound points.
The wounds idea is pretty neat, it would work well once they add alchemy and whatnot to give you quick but expensive 'healing' items that don't break the flow of the current hunger/healing mechanic.
The fatigue idea seems kind of redundant, though, since most of those can be rolled into the current hunger mechanic; working in a desert could simply drain more hunger and some environmental effects could stave off those additional food costs (working in the snow gets you double food drain, having a fire nearby returns it to normal food drain). It also would be crippling to your health regeneration rate, since a small amount of fatigue damage would completely eliminate your healing.
The wounds idea is pretty neat, it would work well once they add alchemy and whatnot to give you quick but expensive 'healing' items that don't break the flow of the current hunger/healing mechanic.
The fatigue idea seems kind of redundant, though, since most of those can be rolled into the current hunger mechanic; working in a desert could simply drain more hunger and some environmental effects could stave off those additional food costs (working in the snow gets you double food drain, having a fire nearby returns it to normal food drain). It also would be crippling to your health regeneration rate, since a small amount of fatigue damage would completely eliminate your healing.
I hadn't thought of that. Perhaps fatigue would just make the hunger bar drain faster. But I guess it is kinda redundant either way.
I kinda like this idea. A few specifics and changes for it.
Fatigue in hot climate: Drink milk or water (ability to drink water would need to be added), rest in the shade/waster or sleep.
Fatigue in cold climate: Eat any warm food (so mushroom soup and cooked meats) rest near fire or torches (torches would reduce fatigue more slowly than an actual fire) or sleep.
Fatigue in general climates: eat/drink anything, rest anywhere, sleep.
For wounds, I like the idea of bandages and salves/poultices, or sleeping to heal wounds, but perhaps get rid of just resting.
Bandages either a 3x1 or 3x2 group of string. They could heal 3 wound points.
Poultices would be a bandage on top of seeds or a mushroom. They'd heal 5 wound points.
That kind of under minds the idea of the food bar and fatigue, unless buffs/debuffs are introduced to the game(Though at this rate, that may end up being the case). The idea of fatigue is to give the incentive to play it smart as it'll make it harder to regain health. Still, the idea of drinking or eating something to stave off the effects of the weather is a pretty good idea. As for the bandage idea, I'd rather it be wool rather then string.
The fatigue idea seems kind of redundant, though, since most of those can be rolled into the current hunger mechanic; working in a desert could simply drain more hunger and some environmental effects could stave off those additional food costs (working in the snow gets you double food drain, having a fire nearby returns it to normal food drain). It also would be crippling to your health regeneration rate, since a small amount of fatigue damage would completely eliminate your healing.
That's a valid point. In That case, there would have to be a slight change to the hunger mechanic. Instead of you not healing at eight food, you simply heal slower. Slower still when you get to six and four food. At two food, you will stop healing altogether. This would give more lenience with the fatigue function while still adding challenge.
That's a valid point. In That case, there would have to be a slight change to the hunger mechanic. Instead of you not healing at eight food, you simply heal slower. Slower still when you get to six and four food. At two food, you will stop healing altogether. This would give more lenience with the fatigue function while still adding challenge.
A practical problem I could see with fatigue would be the difficulty of meeting 'common sense' solutions for mitigating fatigue loss due to environment. The way deserts are, there would be so little work done in one area to warrant putting something over your head, so the only real way to mitigate it would be to bring a bucket of water and just stand in the single block of water while you work. Similarly, constantly moving fires around while working would be kind of aggravating.
Those are compounded by the fact that there's very little actual work done on the surface in either environment (other than terraforming, obviously). In a snowy climate you'd go out and harvest trees, but setting fires in your forest would be kind of not a good idea. Deserts only really have cactus gathering. If you wanted to implement cold and hot weather effects on the food bar and a way to mitigate them, an option may be for warm/cold weather clothing. Leather/wool for cold weather clothing (like furs) and wool/string for hot weather clothing (like an Abaya).
I just don't see what purpose a fatigue bar would serve that can't already be modified by the hunger bar.
A practical problem I could see with fatigue would be the difficulty of meeting 'common sense' solutions for mitigating fatigue loss due to environment. The way deserts are, there would be so little work done in one area to warrant putting something over your head, so the only real way to mitigate it would be to bring a bucket of water and just stand in the single block of water while you work. Similarly, constantly moving fires around while working would be kind of aggravating.
Those are compounded by the fact that there's very little actual work done on the surface in either environment (other than terraforming, obviously). In a snowy climate you'd go out and harvest trees, but setting fires in your forest would be kind of not a good idea. Deserts only really have cactus gathering. If you wanted to implement cold and hot weather effects on the food bar and a way to mitigate them, an option may be for warm/cold weather clothing. Leather/wool for cold weather clothing (like furs) and wool/string for hot weather clothing (like an Abaya).
I just don't see what purpose a fatigue bar would serve that can't already be modified by the hunger bar.
Yeah. Actually, You have a point. The Fatigue mechanic is bit redundant. At least, the way I have it. I'll change the idea around a bit so it serves the same purpose in a more streamline manner.
Thank you for your feedback.
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This is my own interpretation of this idea.
These two mechanics are Fatigue and Wounds, as well as a change to the food mechanic.
In this update, we were given a hunger bar. I won't go into detail, but I find this a great addition. However, it's still a relatively new concept. So far, all it really effects is your health regeneration, your sprinting and, if you run out, your health itself. That's why I feel the idea should be expanded upon.
Going from highest to lowest, this is my idea of how the food bar should function: (This is more of an example then anything)
10: You're attack is increased/You take less damage.
9:You're movement speed is 5% increased.
8: Health regen 3/4 as fast.
7: Work speed increased by 5%.
6: Health regen is 1/2 as fast.
5: Your sprint is half as fast.
4: Heath regen is 1/4 as fast.
3: Work speed reduced by 5%
2: Health no longer regenerates.
1: You deal less damage/You take more damage.
0: You take damage.
Fatigue is a modifier to the food bar. Fatigue comes into effect under several circumstances. It will cause your food to deplete faster, making you have to eat more, and using up more food. Factors include armor, biomes, sprinting, and possibly how deep you are underground.
Wounds occur when you take ten hearts worth of damage. You'll gain one wound point, which is 1/2 heart. You won't be able to heal over that wound point normally. This gives the danger of taking too much damage and makes it a very bad idea to tank damage in the long run as it decreases your overall health.
The way to heal wounds is to create bandages and/or salves or rest a while.
These two systems will add a lot more challenge without being too unfair. It will also give more incentive to play smart. There's also the possibility of it working with the upcoming skill system.
Further, wounds and fatigue would be effected by difficulty. In easy, either wounds and fatigue won't be on, or they'll simply over take about three hearts and meat worth the wound/fatigue. Normal would be half, and hard would be all the way down until 1/2 a heart or meat.
Tell me what you think and perhaps come up with your own ideas.
Fatigue in hot climate: Drink milk or water (ability to drink water would need to be added), rest in the shade/waster or sleep.
Fatigue in cold climate: Eat any warm food (so mushroom soup and cooked meats) rest near fire or torches (torches would reduce fatigue more slowly than an actual fire) or sleep.
Fatigue in general climates: eat/drink anything, rest anywhere, sleep.
For wounds, I like the idea of bandages and salves/poultices, or sleeping to heal wounds, but perhaps get rid of just resting.
Bandages either a 3x1 or 3x2 group of string. They could heal 3 wound points.
Poultices would be a bandage on top of seeds or a mushroom. They'd heal 5 wound points.
The fatigue idea seems kind of redundant, though, since most of those can be rolled into the current hunger mechanic; working in a desert could simply drain more hunger and some environmental effects could stave off those additional food costs (working in the snow gets you double food drain, having a fire nearby returns it to normal food drain). It also would be crippling to your health regeneration rate, since a small amount of fatigue damage would completely eliminate your healing.
I hadn't thought of that. Perhaps fatigue would just make the hunger bar drain faster. But I guess it is kinda redundant either way.
That kind of under minds the idea of the food bar and fatigue, unless buffs/debuffs are introduced to the game(Though at this rate, that may end up being the case). The idea of fatigue is to give the incentive to play it smart as it'll make it harder to regain health. Still, the idea of drinking or eating something to stave off the effects of the weather is a pretty good idea. As for the bandage idea, I'd rather it be wool rather then string.
That's a valid point. In That case, there would have to be a slight change to the hunger mechanic. Instead of you not healing at eight food, you simply heal slower. Slower still when you get to six and four food. At two food, you will stop healing altogether. This would give more lenience with the fatigue function while still adding challenge.
A practical problem I could see with fatigue would be the difficulty of meeting 'common sense' solutions for mitigating fatigue loss due to environment. The way deserts are, there would be so little work done in one area to warrant putting something over your head, so the only real way to mitigate it would be to bring a bucket of water and just stand in the single block of water while you work. Similarly, constantly moving fires around while working would be kind of aggravating.
Those are compounded by the fact that there's very little actual work done on the surface in either environment (other than terraforming, obviously). In a snowy climate you'd go out and harvest trees, but setting fires in your forest would be kind of not a good idea. Deserts only really have cactus gathering. If you wanted to implement cold and hot weather effects on the food bar and a way to mitigate them, an option may be for warm/cold weather clothing. Leather/wool for cold weather clothing (like furs) and wool/string for hot weather clothing (like an Abaya).
I just don't see what purpose a fatigue bar would serve that can't already be modified by the hunger bar.
Yeah. Actually, You have a point. The Fatigue mechanic is bit redundant. At least, the way I have it. I'll change the idea around a bit so it serves the same purpose in a more streamline manner.
Thank you for your feedback.