a multiplayer game of parenting and civilization building
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This parameter will allow me to scale the food value of all foods up or down server-wide.
Example:
If a berry is 3 food and a pie is 18 food, setting the foodScaleFactor to 0.333 would make a berry worth 1 and a pie worth 6.
Setting the foodScaleFactor to 2 would make a berry worth 6 and a pie worth 36.
The eatingBonus (currently 4) is added in after this, for each bite taken (so a berry would be 10 and a pie would be 40).
The point of having this universal scale factor is that it allows me to adjust the eating pace of the game without adjusting the long-term survival difficulty.
For example, suppose:
you burn a food pip every 2 to 22 seconds, and you have 20 food bars, eating a 20-food pie will last you between 40 and 440 seconds.
Adjusting the foodScaleFactor to 0.5, we get:
you burn a food pip every 2 to 22 seconds, and you have 20 food bars, eating a 10-food pie will last you between 20 and 220 seconds.
Now adjust the food burn rate by 0.5 as well (slow down 2x), and we get:
you burn a food pip every 4 to 44 seconds, and you have 20 food bars, eating a 10-food pie will last you between 40 and 440 seconds.
So eating that pie will last the same amount of time as before. No change to population-wide food-burn rate. However, your stomach is only half full on that pie instead of full. You have room for two:
you burn a food pip every 4 to 44 seconds, and you have 20 food bars, eating TWO 10-food pies will last you between 80 and 880 seconds.
So here, we've slowed down the rate at which players burn food, allowing them to eat less frequently, but reduced individual food values along with that, requiring them to eat more at each meal in order to fill up.
The game has gotten easier and less frantic in the moment, but no more easy or less frantic long term, as food still runs out village-wide at the same rate as before.
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Will you change foodScaleFactor to something else than 1?
Will you change food burn rate to something else than 1?
Why is that change in first place? You want to be able to adjust these values because of noobapocalypse?
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Yeah, I was thinking about making the food burn rate 0.5 and the food scale factor 0.5 to go along with it.
I think the long-term pace of the game is close to perfect (how fast the village runs out of food).
I've always thought the short-term pace of the game is too frantic. There's not a good reason to require you to eat every 40 seconds...
Well, I take that back. It does change the pace and risk of travel.... so I need to be careful here.
But anyway, this will give me an extra lever to pull. Like in the case of a noobpocalypse.
An open question: how will foodScaleFactor affect Yum bonuses? If we make the food burn slower, but keep the Yum bonuses the same, Yum gets a major buff. I could apply the foodScaleFactor to the Yum bonus itself. So if you get a +10 Yum bonus, you only receiver +5.
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What will happen if you set food scale factor to 0.5 with foods that give uneven number of pips? Will they round up or down?
As for yumming, I only wish it was more efficient than high (and easy lol) efficient mono diet in terms of water saving.
I'm a non yummer, I don't eat yum foods because I consider them as a waste of water for non yummers. In the end I can't eat most foods.
I would definitely yum if it was worth it. I used to yum for a week and I really liked it.
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Food scale factor should also work for hungry work things I guess, otherwise hungry work things will be doubled in cost.
But then if you set it to 0.5 then kids and elders will be able to do hunhry work stuff... Hmm
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The game has gotten easier and less frantic in the moment, but no more easy or less frantic long term, as food still runs out village-wide at the same rate as before.
So if you're saying that the theory you have suggests that, I'm not going to dispute what data you have to suggest that.
But, those numbers aren't necessarily reflective of what people will do. I think I've seen people eat as soon as the hunger thing chimes (the starving icon pops up). But, some people won't.
So, I think you would need more in-game data about how people actually do eat, not how they can eat, to come to a solid conclusion here.
Danish Clinch.
Longtime tutorial player.
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Better to have a scaling system that you can change on the fly rather than trying to rebalance each and every food.
Worlds oldest SID baby.
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Yeah, this allows for that too.
I mean, even if I don't want to change the pace of the game.
I can make the game a little easier by making all foods bigger.
Or make it a little harder by making al foods smaller.
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Obvious we've talked before how food needs rebalancing atm (omelet is the same value as a three combo pie) but the slider gives you the chance to balance it all at once.
We have faith you'll get this right and you'll tighten or loose the food values as needed since a rework is a bigger project for down the line.
Worlds oldest SID baby.
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Good simple solution cool man. Give Jason problem he find simple solution. Quality of life goes up.
Crazy how a population boom can cause so much server chaos...well it is a survival game true to the name I dig it.
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