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Showing results for tags 'expansive'.
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Note: Expansive thoughts, but also thoughts about how "Food" functions in Pillars of Eternity. Its easy, simple, and doesn't need to be anything more than it is, but it could be an interesting "value" that matters. In Fallout: New Vegas, Skyrim, Don't Starve, The Forest, Project Zomboid, Dead State and so on and forth, "Starving" is a really great feature. Although, those games are kind of built around "Survival", I don't think it is entirely excluded from any IE or PoE game, "Survival" fits into everything (Even Call of Duty). It adds a sense of "reality" to the characters, and as a bonus a great message to all gamers "You need to eat" ----------- What do you think about food in Pillars of Eternity? (Dengler sells it, Dracogen Inn) Do you use it? How? Is it clarified? Is it interesting? Personally, I use food on Hard and Path of the Damned, I don't think "too much" about what they do but I merely grab a bite that I think fits a character's personality (abstraction/Roleplaying) and what type of class they are. Mostly it is "This should help make my characters stronger for a bit". I started a post here, and it got me thinking about food that gives resistance to poisons, in particular, which sparked this thread. This is my idea: - Food could have several states, "Fed" (-10% Action Speed* for X minutes), "Energized" (+10% Action Speed* for X minutes), "Digested" (+15% Action Speed* for X minutes) - Fed (Recently eaten food, "heavier", well fed and jolly) - Energized (whilst digesting, getting more energy) - Depletes faster in combat - Digested (spent all energy/nourishment biologically) - Hungry (begins to get hungry again) - Starving (penalties) In essence, depending on when you eat the food you'd have better resistance against poison, or against mind magic, will defense or sturdiness, or no care in the world being drunk and berserkering. A type of food, root, medicine, herb or whatever it is you're digesting, giving benefits over time. Difficulty ties into this too as Easy-Normal doesn't need to rely on food whatsoever (don't need to eat at all), but on Path of the Damned, being out in the wilds for too long and you starve to death if you don't have food with you. Hm, even be able to go "Fishing", there are a lot of rivers in the Dyrford after all. "Cooking" food could be an action that takes 1 camping supply as well. This gets me thinking about "Morale" as well. Camping or Cooking in the wild could lower "Morale", and give a penalty after a while, and also constantly draining at a low rate, and Combat too affecting "Morale" and depending on who, why, where. And going to an Inn, Bar or Tavern and drinking "Beer" in the inn could trigger a "Scripted Event" a la Darklands with conversations with the group, or similar and raise Morale, of course. Sleeping at an Inn raising Morale as well. It could make the "Survival" Skill much more appealing as well, as it could decrease the rate of which the "DoT" Morale meter is degenerating at. What do you think? And do you have any ideas that you think would make food more interesting? (Crafting/Trading/Eating/When/How/Where/Cooking) The simplest method would be to simply have some foods that benefit certain "resistances", flat-out, into the current system. Should be easy to implement as well. Beer/Wine adding resistance against cold, for instance. * Action Speed is an example.