maxwell_hauser
![[Advanced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_03.gif) [Advanced Survivalist]
 Posts:216

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| 26-08-2011 01:15 PM |
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I am not against a hunger system in principle.
But the implementation of the new system is WHACK.
It just makes no sense.
Twinkies do NOTHING for my hunger,
but dog food does?
Also...
canned food restores FOUR PERCENT of my hunger .
So, apparently,
I am the world's fattest man
and can eat 24 cans of food without getting full
(filling on the 25th).
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| Survive. Rebuild. Thrive.-->>--Maxwell_Hauser, master of ranged combat, master of close combat.
(Marksmanship: 280, strength: 260, close combat: 240)
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Administrator Account ZP Game Dev Team
 Posts:910

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| 26-08-2011 01:41 PM |
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Hunger is still being tested, balanced and finalized on http://test.zombiepandemic.com. In the first initial test phase only canned foods are supported. Once released for the live game server all major food items will restore hunger including twinkies.
For each action your character does he/she spends a few calories. Your character can live without any food for 5 days meaning you got a total of 2400 SP (5 x 480 SP) to spend before he/she collapses from fatigue.
Hunger is shown as a percentage meaning a fully nourished person will be at 100% and that each day of 480 SP consumption thus costs 20%.
To restore full nourishment you can eat food items such as canned foods. In the first version a can of food restores 5% meaning you have to eat about 4 cans of food daily to stay well fed and 20 to cover 5 full days of calorie burn.
http://blog.zombiepandemic.com/Blog...ested.aspx">http://blog.zombiepandemic.com/Blog...ested.aspx"> http://blog.zombiepandemic.com/Blog...ested.aspx">http://blog.zombiepandemic.com/Blog...ested.aspx |
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- The Zombie Pandemic Development Team
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CarlBreder
 Posts:3369

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| 26-08-2011 01:47 PM |
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hunger should be set on your use of sp, as a person that does nothing use less energy than a person that does  |
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:Davidson:
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:289

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| 26-08-2011 02:16 PM |
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it should only cost 2sp.. yesterday, barky dog food gives 5sp which justify the 3sp cost. twinkies SHOULD be on hunger too...  |
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There are heroes and there are legends. Heroes get remembered, but legends never die. |
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Demetrio
 Fresh Zombie Meat
 Posts:42

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| 26-08-2011 02:32 PM |
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Fix the problem if you are full to eat thats foods .. The low lvls are going to lost the money for thats items .. they dont have to much hp .. and they dont kill to much zombies per fay ... other things .. is to little the calorie yo gain for thats items .. try to fix thats .. For low lvl thats items is value money per day ... The true .. is not really a good idea :S this system for Hunger But whats is going to happen for thats player who lost all calories .. they die ¿? they can not move ¿? what .. ????????
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The Spider
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:329

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| 26-08-2011 03:08 PM |
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I agree with the hunger system. If I get up in the morning I have full stamina. If I walk all day I start getting hungry and thirsty. If I don't eat/drink then I can still use my normal stamina for the rest of the day. But the next day my "normal" stamina won't be normal no more. My capacity to walk will progressively deteriorate if I don't eat or drink. It's not so much getting MORE stamina (like a buzz drink) but making sure I don't have LESS stamina (which is what food does under the hunger system). It's a maintenance thing. Oil, not fuel. Here's what I foresee for hunger: People will only eat when they need healing, killing two birds with one stone. They will make less money selling food (because they'll be eating it) but will also spend less on medical bills (stimpacks, etc). There will also be an increase in SP consumption (at least 12SP more a day). And I agree, 3 SP is too much. 1 SP, 2 at the most. Non premiums already have enough to spend their SP on. |
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Nugga
 Fresh Zombie Meat
 Posts:1

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| 26-08-2011 03:17 PM |
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I have also been testing the new system of hunger, and I think the new players will have trouble getting these items (money issue) I suggest you implement a kind of daily ration delivered on campus. That would be a "reward" for contributing to the cause. I mean, the campus should help the last survivors of the infection (compassion is what makes us humans lol). Just my opinion. |
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Demetrio
 Fresh Zombie Meat
 Posts:42

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| 26-08-2011 03:27 PM |
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K My charct in the game server .. i never Eat x D and is only lvl 19 i just try to get money, items for the safe house and train ... And sometimes i have to spend money because the items for built i never get :S for Scavenging I get more money for food that selling clothes :S |
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Cyrus Kane
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:269

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| 26-08-2011 04:23 PM |
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I kinda like the hunger system too. Glad we are all in agreement for once. lol Folks, if you are really hungry, Twinkies just ain't gonna get the job done - unless maybe you toss them in a bowl of chili. Sweets are nothing but a sugar-fix for sugar junkies. For real hunger you gotta have some canned food! Just mix it up with a couple of pigeon eggs and some hot sauce, slap it on the grill for 10 minutes and toss it between a couple of slices of 12-day old bread, and you are good to go. lol I like the idea of getting a ration of food from the Campus. Maybe some kind of workfare where you could get canned food on a dollar-for-dollar basis in lieu of getting paid to work at the Military Camp.
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Clan MERC -> http://blog.zombiepandemic.com/Wiki/tabid/71/Page/MERC/Default.aspx . . . . . . . . . . . . . . . . . .
CP EMMDEE -> http://blog.zombiepandemic.com/Wiki/tabid/71/Page/EMMDEE/Default.aspx . . . . . . . . . . . . . . .
CP DIXIE -> http://blog.zombiepandemic.com/Wiki/tabid/71/Page/DIXIE/Default.aspx |
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GaelCaelann
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:92

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| 27-08-2011 01:03 AM |
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The idea of a hunger system seems more of a nuisance to me than an appealing game feature. While realistic, it largely increases frustration, which usually makes me decide I have better things to do than getting annoyed over a video game. At any rate, I will have no grief with the hunger system if the following are true: - Hunger-restoring food items are as varied as possible and easy enough to scavenge that our characters won't be collapsing of starvation every other day; - Hunger percentage does not decrease if no SP is consumed. Now, as I don't play on the test server, I have no idea how the system works, but I can tell from the devs' reply that likely most food items will restore hunger, which is a good thing. I usually find food with every scavenge or exploration trip, so as long as most food items can be used to recover hunger, everything should be fine. I also have no idea if the hunger percentage decreases with each "real" day or if it only decreases when a day's worth of SP is consumed. If the latter is true, then all is well, since I won't have to worry about my character dying when I'm away living my life. Otherwise... sorry, but that's a game breaker for me. This isn't FarmVille, I shouldn't have to worry about my character's harvest and wither time, so to speak. |
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| Member of the Walking Dead community ~ [WD] |
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Vespi
![[Advanced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_03.gif) [Advanced Survivalist]
 Posts:179

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| 27-08-2011 02:47 AM |
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Hunger should be like in DF As your guy levels up lower leveler food and cheaper food does not do the same effect and u need more nutritious food to survive Also Twinkies: Terrible for you Dog Food: Full of nutrients, but still WHACK |
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| Member since 17-12-2010. Friendly neighborhood brony wiseass |
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CarlBreder
 Posts:3369

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| 27-08-2011 02:52 AM |
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As your guy levels up lower leveler food and cheaper food does not do the same effect and u need more nutritious food to survive No! NONONO! NO! Just No! Dont take the same lame ass tour as DF did! |
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Angel Defender
 Fresh Zombie Meat
 Posts:10

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| 27-08-2011 03:36 AM |
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i am also against the hunger system, as it is currently implemented. as mentioned above, the only reason someone would be inclined to eat to restore hunger is when they ALSO need to heal in order to be efficient, SP and money wise. people need to scavange for food, mainly to sell or keep in reserve when on long trips... this is the major part of the scavenging "allure" of this game; well it WAS previously... now, new (recent) and even mid-level players have to take some of their everyday SP-budgeting routine just to plan some time to loot (with a very slim chance of finding) food, which MIGHT be fine for the minority "hardcore" daily players (well, maybe not "fine", but "manageable" or "endurable"), but when ZP started it appealed to the "login every other day" crowd, where people could feel safe leaving their characters alone for awhile while busy IRL. the hunger system is more detrimental, than game-enhancing, at least the way it punishes players now... and "punishes" is the appropriate word, there are no REWARDS for being well fed, other than being able to play NORMALLY. perhaps the devs could please consider these possible adjustments: 1) hunger-restoring items should be FREE to consume (no SP cost) 2) hunger-restoring items should be a COMMON item found from looting (say 50%+ chance of finding) 3) hunger-restoring foods should also HEAL (I recall consuming an MRE after a close battle, and was surprised that while it restored my hunger, it DID NOT heal me... and these ration packs are EXPENSIVE) 4) possibly as an incentive to actually eat a food item that ONLY restores hunger (not HP), is if the item INSTEAD restores SP... which kind of makes sense since the intention is that hunger goes down with any action made (that consumes SP) 5) this may already be being cooked by the developers , but i suppose the WATER PURIFIER facility in safehouses could in the (near) future give players rations of water that quells hunger in an update? in much the same way Living Quarters addresses the everyday SP usage, Water Purifiers could now have a practical use as well... otherwise, maybe a different facility could be introduced, how about a Hydrophics Farm or somesuch, that a player can WORK in (like training a skill) and the player or clan can accumulate FOOD (only hunger-restoring items)? 6) about the hunger system instantly INCAPACITATING you when hunger becomes zero, forcing you to wait for rescue or spend more SP to stand up again... then "restoring" you to 25% hunger (?!?!): while in principle seems simple, the fact that you will need to use your remaining SP while at dangerous hunger levels (and SP actions will also drain hunger, remember) would eventually force you back to incapacitation, over and over, perhaps before you can get to safety... coupled with this update's more dangerous zeds (higher chances of encountering enemies while walking around or LOOTING, as well as zeds having CRITICAL HIT chances now)... and not every player thought ahead of stockpiling cans of food (which are heavy) in their safehouses, especially those who don't have a clan and have to rely only on what they can carry around. --- ANYWAY, my suggestion to this is that instead of instant incapacitation, could the system perhaps be modified to instead affect HP REGENERATION when completely hungry? this seems more fair to me, heck if it doesn't involve too much changing of the game's code, it could affect SP regeneration (reasonably) too... hunger should SLOW DOWN a player, not knock them down completely (and keep them down, kicking them while they're down)... mind you, i haven't gotten to the above #6's worst-case scenario of hunger yet; i am struggling to keep my hunger levels high, and even resort to BUYING cans of dogfood, just because i am so SCARED from being incapacitated (more afraid of, than DYING!) which to me is a waste of a LOT of my meager SP's. yes... the hunger system as it is now is totally WHACK ~/angel/~ |
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Zombie Sniper
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:112

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| 27-08-2011 04:52 AM |
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I really don't support the hunger system. The reasons why i left Dead Frontier was because i lose more money than i loot because i spend them on food, ammo and healing items. bringing that here in Zombie Pandemic is only gonna make me lose interest in the game more. Devs,why don't you implement somethings that will invite more players rather than scaring them off? |
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| Be Polite. Be Efficient. Have a plan to kill every. one. you. meet. |
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latefordinner
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:308

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| 27-08-2011 05:51 AM |
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I would support the new hunger system if it met certain criteria. Foods should not be healing potions, should not directly restore HP. Maybe restore SP, as AD suggests, but we want to be careful before going there. What would be workable is if hunger status is just one of several factors affecting HP recovery. (Standard HP regen x constitution modifier x hunger mod x sleep/rest mod, for example) Food and water need to be scavengable. Right now you have a better chance of finding roast chicken and gravy in Ethiopia than canned food in New York. It's been about 6 months since I scavvied any food, and that isn't because I haven't been looking. OK, I've been away for about 2 months, but you do the math. Time offline should not count towards your hunger. As Caelann says, this ain't farmville. If not being able to play the game for 3 days means that my chartacter dies, then that's a game-breaker for me. As AD points out, the need to scavvy food and water, if mishandled, can be detrimental to the game. If it's a challenge; moreover, a manageable, fun challenge, then it adds something. Get the balance wrong and its a game-killer. |
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:Davidson:
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:289

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| 27-08-2011 06:50 AM |
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if mishandled, can be detrimental to the game. If it's a challenge; moreover, a manageable, fun challenge, then it adds something. Get the balance wrong and its a game-killer. This is like putting a .50 bullet between the eye of SANTA. question about hunger, is it put in the game bec: 1.FOR FUN 2.FOR REALISM 3.FOR MORE OR MAXIMIZING THE SP COST TBH i'm waiting for this to be in the game, but never in my wildest guess it would be like this. SUGGESTION: 1. SP cost should be lower between 1-2 2. put some items that gain SP 3. caelann was right. dont make it look like FARMVILLE 4. EAT PREMIUM |
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There are heroes and there are legends. Heroes get remembered, but legends never die. |
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Daniel Maza
 Fresh Zombie Meat
 Posts:13

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| 27-08-2011 08:03 AM |
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I agree with the hunger make game more spicy. Some adjustment are sure nice if become too extreme the game risk to become pizza pandemic not zombie pandemic. I suggest full belly for a day worth SP with only 3 canned food (even 2 can fit if become too pain), 4 look really too much (human can survive even less feeded matabolism adjust itself for that). 3 SP for have a meal sure is too much i suggest reduce this to no more of 1 SP (reduce healing properities from food or/and make it not usable in quick combat slot can bè a counterbalance). Make SP booster item restore some calories too parzial balance the extra activity, Premium account give a 50% bonus to restord too (to balance extra activity or premium become less appealing). More than a death or incapacitation i suggest a penality to SP (like overencumbrance) and in combat like a -10% (or more for close combat like -15 or -20, close combat is really a tiresome activity and since is cheaper can spend extra credit for food  ) A man can stand much more than five days without food o little quantity of food and if the game become to extreame situation can bè unappealing for many player and not much welcomed. If water need are implemente one bottle for day of activity should bee fine (two L day is an avarage usage should fit), some more reperibility in store or loot for water and food too should bè nice if result too uncommon but in cant say now. |
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Administrator Account ZP Game Dev Team
 Posts:910

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Daniel Maza
 Fresh Zombie Meat
 Posts:13

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| 27-08-2011 09:47 AM |
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Posted By admin on 27-08-2011 09:49 AM Hunger is not timer based but based on the actions you do (SP). If you are away for a week and come back you will find yourself at the exact same hunger level as you left. Several game balancing elements will make food more widely available once launched. For more info on the hunger system check out the updated blog post: http://blog.zombiepandemic.com/Blog/tabid/59/EntryId/163/Crafting-minimap-and-hunger-system-being-tested.aspx I just looked it and seem fine for me if the food become a bit cheap and common and maybe a bit less meal for day SP game. I suggest to reduce the weight of canned/dog/cat food 2 pound sure its too much (in america Canned thing weight so much?) i think 1/1.5 pound should bè fine, now that bring more of them is needed weight become a serius issue. Premium account risk to become unandy if premium dont increase the calories recived too (50% more to stand with the SP regeneration bonus). For the rest look really fine for me and look forward to it. |
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GaelCaelann
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:92

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| 28-08-2011 12:27 AM |
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@admin: I've read the updated blog post and all seemed well for me. As long as the hunger % decreases with SP consumption and not the passage of time, and as long as hunger-restoring items are as varied as possible and easy enough to scavenge that incapacitation won't become a common occurrence, then I'm all for the hunger system. One other question, though, that has arisen from Angel Defender's post: are hunger-restoring items no longer healing HP? If that is the case indeed, then balance is required, because right now it's easier to find food than medical supplies (for me at least... except maybe painkillers and a stimpack now and then). In my opinion, either divide aid items in two groups - food items and medical supplies - and have them be obtainable with *reasonable* ease, with the in-game stores as an emergency alternative, or just let them heal both HP and hunger points. Just don't remove HP-healing from most food items and leave no reasonable alternative, since that's mostly unmanageable. |
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| Member of the Walking Dead community ~ [WD] |
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The Spider
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:329

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| 28-08-2011 12:59 AM |
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A simple suggestion: New arrivals should start with 8 cans of dog food (or be able to loot food from the apartment). Just so they don't start off empty. If they go and sell the food to buy bullets.. well.. not everybody survives a zombie apocalypse right?  |
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The Spider |
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GaelCaelann
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:92

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| 28-08-2011 01:45 AM |
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@Spiderjerusalem: Oh, right, forgot about that detail. Especially considering newcomers are (still?) given the first-day Premium status, chances are they'll burn most of their SP on one day alone, which will turn the hunger factor into a real problem for them. I agree, having an initial batch of food supplies is a good idea. A necessary implementation, I dare say, even. Offtopic: Technically everyone survives the apocalypse on ZP. I mean, even if you die, you can still stand up as a human, so... yeah. : P |
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| Member of the Walking Dead community ~ [WD] |
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:Davidson:
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:289

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| 28-08-2011 10:41 AM |
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@ ADMIN A. Hunger is shown as a percentage meaning a fully nourished person will be at 100% and that each day of 480 SP consumption thus costs 20%. A can of food restores 5% meaning you have to eat about 4 cans of food daily to stay well fed. B. Hunger is not timer based but based on the actions you do (SP). If you are away for a week and come back you will find yourself at the exact same hunger level as you left. QUESTIONS: 1. a can of food restore 5% of the 480 SP, will it restored the 5% of the 1440 SP of the premium user? 2. hunger is not timed base, but how many % of it will loose if i: A. WORK B. TRAIN C. REST sorry but it's not that so clear to me thats why i need to ask these question  |
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There are heroes and there are legends. Heroes get remembered, but legends never die. |
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maxwell_hauser
![[Advanced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_03.gif) [Advanced Survivalist]
 Posts:216

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| 28-08-2011 01:37 PM |
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***IDEA*** Food should give a 10% bonus for four hours. And there can only be one food bonus at a time. Some examples of food bonuses: 10% bonus to a stat 10% MAX HP 10% SP regeneration Different foods would give different bonuses. This would make eating food something COOL and something to LOOKS FORWARD TO. This would give a MEANINGFUL BONUS without unbalancing the game. And the bonus would scale with the player. It's just an idea. I'm sure it can be tweaked and made better.
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| Survive. Rebuild. Thrive.-->>--Maxwell_Hauser, master of ranged combat, master of close combat.
(Marksmanship: 280, strength: 260, close combat: 240)
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mailman mike
 Fresh Zombie Meat
 Posts:8

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| 28-08-2011 07:36 PM |
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I think MRE's should restore a larger %. Have you ever eaten one? It feels like putting a brick in your stomach.  |
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GaelCaelann
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:92

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| 29-08-2011 01:19 AM |
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@Davidson: Since hunger % decreases with SP consumption, my guess is Premium users have the same hunger bar as non-Premium users; thus if you consume 720 SP, a day's worth of SP for a Premium user, your hunger bar should be decreased by 30% (720 = 480 + 240, so likewise 30% = 20% + 10%). This is only a guess, though. However, if this is true, it also means that a Premium user can only go little over three days without eating, which is a disadvantage for Premium, so perhaps hunger should be adjusted like so: - Non-Premium members can last five days without eating (100% hunger, 480 SP x 5 = 2400 SP). - Premium members can also last five days (100% hunger, 720 SP x 5 = 3600 SP). Considering the full cap of 1440 as a day in hunger limitations would be senseless since you need to skip a day in order to accumulate 1440 SP; a Premium member has a daily allowance of 720 SP. The fact he/she can accumulate up to 1440 SP is just part of the Premium benefits. On the other hand, since one could theoretically last longer by skipping days or not using up SP completely each day, the devs could simply decide that 100% hunger is equivalent to 2400 SP and Premium members would just have to either find a strategy for their own sustenance or spend less daily SP, which would be a terrible idea in my opinion. Also, since offline activities do not consume SP, and since hunger has been said to decrease with SP consumption, my guess is such activities consume no hunger, just like not logging in also consumes no hunger percentage. @maxwell_hauser: Sounds like a good idea, but I wonder how much those benefits would really make a difference. Perhaps with appropriate tweaking it could prove to be a useful implementation, but then again Perks were coming, so it might be the devs decide such an idea becomes redundant with the development of Perks, in my opinion. I still think it's a good suggestion, though. @mailman mike: How much percentage do they restore in the test server? I agree, different types of food should restore different amounts of hunger, but that's kinda obvious, really. |
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| Member of the Walking Dead community ~ [WD] |
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maxwell_hauser
![[Advanced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_03.gif) [Advanced Survivalist]
 Posts:216

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| 29-08-2011 12:49 PM |
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Sounds like a good idea, but I wonder how much those benefits would really make a difference. Perhaps with appropriate tweaking it could prove to be a useful implementation, but then again Perks were coming, so it might be the devs decide such an idea becomes redundant with the development of Perks, in my opinion. I still think it's a good suggestion, though. 10% on 200 strength will make a difference. It could be made to a higher % (such as 20%) if the devs think that 10% is not enough. I started with a lowball number so as not to make the effect seem too awesome. (Because god forbid something in this game be awesome...) As for perks: (1) I'll believe them when I see them. (2) Food bonuses will stack with perks. So, for example, if you get a 10% marksmanship bonus from a perk, and a 10% marksmanship bonus from your last meal, those will stack to a 20% marksmanship bonus. And that's wicked good news for smart survivors. |
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| Survive. Rebuild. Thrive.-->>--Maxwell_Hauser, master of ranged combat, master of close combat.
(Marksmanship: 280, strength: 260, close combat: 240)
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Cormac
![[Advanced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_03.gif) [Advanced Survivalist]
 Posts:189

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| 30-08-2011 12:24 AM |
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I'm not diggin the "hunger system" as it's been described and how it's being discussed by everyone in this thread so far....like there aren't enough in-game restrictions and stipulations regarding the game play "challenge"? I get it....the admins and DEV's want to work at making the "game" more challenging and fun and most of what they're coming up with is still more-or-less in the testing stage.....but to me this is too much at once and will be somewhat complicated by other in-game factors until a balance can be achieved with other issues. At the rate they're going ZP seems like it's panning out to be more of a simulator and less of a game. Most will agree that the SP drain/recharge is enough of a bother as it is and that combined with the hunger system will only add to the frustration as we go.....and here's why...... With the SP drain as it stands given the recharge time, the player is limited by what he/she can do in the time they are allotted with the given SP....as the SP drains, the player can't spend as much time looting and can't travel too far to make sure that they still have enough SP to get back to a safe house or a secure place to hole-up while still being close enough to a shop to sell loot and buy much-needed supplies. On top of THAT there's the 72 hour looting timer which limits where you can loot with the SP the player has within a certain radius.....therefor limiting the cash flow.....making it more difficult to buy more supplies as needed.....thus making it more difficult to keep properly "nourished". The hunger system may be a good addition to enhance the in-game experience....in theory.....as a simulation....but it isn't very practical for a "game" just yet considering the other two issues that seem to on everyone's mind lately since I joined this game, the SP recharge thing and the 72 hour looting timer. The frequency of finding food stuff to me isn't an issue, or where food stuff can be bought for that matter, and most everyone else so far has made a good case regarding their thoughts on food and it's effects in-game.......time is the issue for me....... Though most don't like it.....many have accepted the SP issue....for now The 72 looting time however, IS still a problem. We all pretty-much understand that it was implemented to prevent farming (or at least that's the idea I get from the chatter).....but the looting timer is having the relatively same affect as farming and not giving people a chance to find anything.....at least when people were farming a prime spot, you still got something for your efforts and you still had a shot at getting something good. Now we have to wait three days to roll the dice so that we can loot a newspaper or an umbrella.....or a brick....or a pair of bowling shoes....or some sandals.....or if maybe you are lucky, 2 rounds of ammunition that you can't use. A 12 to 24 hour looting timer would make the the hunger system an easier burden.....you won't have to waste as much SP to make a living. ....no looting....no "findable" food stuff ....no looting....no findable stuff to sell.....for food If ZP were a simulator RPG then I'd say that the admins are doing a bang-up job despite the "work-in-progress" hiccups. As an online MMO "game"? Not so much. Best to keep things simple......the more complications that pop up....the lower the number of players. Remember....when all is said and done, at the end of the day....this is still just a game. Play it like one.
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[Dawn Patrol] "We go out at night.....so YOU won't have to" |
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GaelCaelann
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:92

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| 30-08-2011 01:17 AM |
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@maxwell_hauser: Oh, right, 20% on 200 points does make a difference. Of course, perks could stack with food bonuses, but seeing as the devs are trying to make ZP a harder game, I doubt they'd implement a feature like that - or at least with such values. Perhaps a fixed value instead of a percentage would be a more palatable approach for the current trend on development. @Cormac: Your post is awesome and I agree with it entirely. I feel the problem with the hunger system is how we're not used to the idea of "maintenance" in Zombie Pandemic. HP and SP currently limit your gameplay since you have to worry about keeping them at safe levels. However, they're easily recoverable, be it by using items, healing at a safehouse or just spending the night somewhere. They're only maintenance if you have the unsafe habit of kamikazing yourself in battles or spending the very last few SP without worrying about a margin for heading back to a safe zone. If you play sensibly, they'll never be an issue for you. Hunger, on the other hand, is a truly maintenance stat. It serves you no purpose, unlike SP or HP. It cannot regenerate automatically, so *you* have to deal with it at all times. Plus, if you reach 0%, you're incapacitated, so if you run out of hunger items, it could well mean trouble, and even after standing up you might not have an easy way to recover. I'll be honest here: if I get to play with hunger, it'll be a nuisance to me. It'll be something I'll be worrying about constantly, frustrating about, thinking "oh, do I have enough hunger for using this much SP? Is it safe?" And we've never had to worry about something like that. If SP runs out, as long as we're in a safehouse by then, all is well. If HP begins to run short, we stop fighting and head to a safe zone. If hunger begins to run short and we have no items for it, we just have to call it a day, head to a safehouse, waste the remaining SP we may have and hope that next day we'll manage to recover our hunger percentage, somehow. As for the scavenging timer, right now I'm still exploring the maps, so it doesn't make much of a difference to me, seeing as I seldom visit the same location twice - save for safehouses and shops, mostly. However, once exploration ends, it will become a bit of an issue. I'm not entirely sure if 72 hours is too much, but I do feel there should be a way for us to check timers prior to heading to a location, because the SP wasted this way is ridiculous, especially considering how wasted SP means wasted hunger... and that's two-times as ridiculous and frustrating - and possibly risky, in some situations. Hunger might be a good thing to implement so as to make ZP a more challenging game, but it still feels like a chore to me. And games aren't supposed to be chores, they're supposed to be entertaining. |
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| Member of the Walking Dead community ~ [WD] |
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RaubRitter
 Fresh Zombie Meat
 Posts:21

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| 30-08-2011 03:55 AM |
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Re: Hunger I feel there is no need for a Hunger System if we are trying to keep ZP somewhat realistic. It would be a problem in rural areas but not major cities for the first 3 - 5 years depending on the freeze cycle. 1)Think of all the millions of cans of food that would be lying around in a city that lost 80+ % of its population in a few short weeks. Look in your own cabinets/pantries and count the cans (does NOT apply to college age bachelors). All you would have to do is visit your nearest apartment complex for more food than you could carry. 2) MREs - In an emergency, there would be hundreds of pallets of MREs being passed out. I live in Florida and after every hurricane, MRE's are handed out immediately for the idiots who don't have enough sense to stock up on food and water. 3) Wild animals - If you are hungry enough, I hear roasted rat is edible (from Shrek to POW biographies). Dog is tough and stringy according to my Dad who was in Vietnam unless it is raised as a food item like the Chinese do. Bear is gamey and greasy from the days I use to hunt. 4) Zombie Bar-B- Que is it really cannibalism? Just Kidding! Seriously, food would be a problem down the line but not in a city at the time ZP is taking place.
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