Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
Proposal: Nerfing Passive Hunger Loss
- Creates an additional hoop the player must jump through to get past extended.
- Gives certain players(mummies, vampires, jiyva followers, ect.) a strategic advantage.
- Helps prevent scumming.
- Requires the player to venture further into the dungeon in search for food.
- Gives an additional cost for using powerful magic/abilities as well as a cost for battling in hand to hand.
Now, most of these functions other than spell/ability hunger don't really need to be in the game. Spell/ability hunger seems to be just fine, but I think hunger over time from exploration/resting needs to be changed. Here are a few reasons why I think this:
- Creates a lot of tedium having to constantly be looking for and cutting up clean corpses when hungry
- Makes inventory management more frustrating for weaker characters. I mean, constantly having to pick up and drop food can get annoying really fast.
- It has no real genuine purpose other than to make already fixed issues "more fixed". Scumming already spawns OoD monsters, and moving further into the dungeon is usually the best course of action anyway if you are running low on food.
- Makes poison/sickness/rotting/mutating/contamination even more annoying than it already is.
- It doesn't really make sense from a flavor standpoint to get hungry so quickly unless you are actually doing something(like fighting or casting spells).
Most of those things IMO serve as a good reason to nerf the effects of hunger over time. So here is my proposal:
- Change the effects of hunger over time to only kick in after X number of turns pass in which you are either exploring or resting. I would say 200~ turns would be enough to shake off things like poison and sickness and contamination.
- Keep spell/ability/combat hunger the same.
- Drastically reduce the weight of food(since it would mostly be used for low-strength casters)
- Possibly reduce the amount of food in the dungeon so it isn't overkill.
- Change the hunger mutation to effect spell/ability/combat hunger instead of hunger over time.
TL;DR:
Passive Hunger Loss should be nerfed to make the game less tedious. Do this by only having it take effect after resting/exploring for 200ish turns. Sorry if this is a little hard to read, organizing my thoughts in english has never been my strong-suit. I'm open to constructive criticism as always.
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