Rotten Food

Post » Sun Jan 23, 2011 8:34 am

3rd oprion,forget about it man.More "realistic" doesnt always means "better" and this is the case IMO.
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Talitha Kukk
 
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Post » Sun Jan 23, 2011 10:09 am

I actually thought of this, making better poisons out of rotten food! : )Among other things of course, my mind is mostly always focused on poisons..


So what you are really trying to say is that if your cooking - stay the hell away from the kitchen/dinner table/house - casue somebody gots to go!
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FoReVeR_Me_N
 
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Post » Sun Jan 23, 2011 12:53 am

So what you are really trying to say is that if your cooking - stay the hell away from the kitchen/dinner table/house - casue somebody gots to go!

:hubbahubba: Don't tell the others :hubbahubba:
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Ross Zombie
 
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Post » Sat Jan 22, 2011 11:01 pm

:hubbahubba: Don't tell the others :hubbahubba:


I think you forgot the MUWHAHAHAHAHA - adds to the sinister evilness
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Steph
 
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Post » Sun Jan 23, 2011 2:26 pm

Nah don't really like the idea. Seems too micromanaging. Soon people will want to wash/dry/put away dishes that food was eaten on. I mean there just becomes a point where too real, and a game becomes a simulator.
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Kaylee Campbell
 
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Post » Sat Jan 22, 2011 10:41 pm

Yeah on roleplayer(HC)mode it would be ok, not to quick as to be totally realistic as that would be 'no' fun, but a little spoilage would be good, mixed with some kind of passive cooking skill to make things from fresh stuff with a longer shelf life, to balance it out. But I do like hoarding stuff XD so I'd probably not like it. Lol
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Stephy Beck
 
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Post » Sun Jan 23, 2011 11:42 am

lol ur crazy

food that rots its just a waste of development time, some one will mod it IF your that into details I guess :wink_smile:
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Kelsey Hall
 
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Post » Sun Jan 23, 2011 5:00 am

I think you forgot the MUWHAHAHAHAHA - adds to the sinister evilness

Nah, that's too mainstream to be fitting for the evilness level of mine :ninja:

But I do have a question, how do you think the rotten food should effect other food in our inventory? Keeping it too long near fresh food might quicken their rottening, or have you thought of somthing different yet?
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Flash
 
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Post » Sun Jan 23, 2011 5:11 am

Nah, that's too mainstream to be fitting for the evilness level of mine :ninja:

But I do have a question, how do you think the rotten food should effect other food in our inventory? Keeping it too long near fresh food might quicken their rottening, or have you thought of somthing different yet?


More or less only affect the individual item - as your talking next stage console capacity.

It would just be nice to have alittle more immersion regarding the cooking/hunting as there is no point to it if I can keep the food forever without it going bad.
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Anne marie
 
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Post » Sun Jan 23, 2011 1:47 pm

I think some meat and food products should go bad, and then I hope they get poison effects.. Obviously they wouldn't be useful for eating at that point, but would be nice if positive effects were changed out for negative effects.

"Spoiled Venison" and "Spoiled Ham" and stuff like that, could have damaging properties.
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lauraa
 
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Post » Sun Jan 23, 2011 7:23 am

lol ur crazy

food that rots its just a waste of development time, some one will mod it IF your that into details I guess :wink_smile:

Adding things such as spoiling food, and sleep, and hunger, and thirst is not about making the game as realistic as possible. These suggestions are made so the player can live an adventure closer to those found in works such as the Lord of the Rings, and the Sword of Truth, and the Song of Ice and Fire. Characters in those stories are challenged by the need for warm clothing and safe shelter, by the need for sleep and fresh food and fresh water. Those concerns are things that add dimension to your character's story and that compel the player to think and plan about more than simply sneaking or killing or dressing up in pretty ensembles.
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YO MAma
 
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Post » Sun Jan 23, 2011 4:12 am

I think some meat and food products should go bad, and then I hope they get poison effects.. Obviously they wouldn't be useful for eating at that point, but would be nice if positive effects were changed out for negative effects.

"Spoiled Venison" and "Spoiled Ham" and stuff like that, could have damaging properties.


I agree with this but i also want to be able to make poison with them.

Maybe in a later game where its a bit warmer.
also potions spoiling would be bad if its a quest related item or it took you hours to find this item but by the time you exit the dungeon it went mouldy.
A hardcoe mode for consoles but this sort of thing should be a mod.
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Your Mum
 
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Post » Sun Jan 23, 2011 2:09 pm

I like it. Maybe if you were a mage you could enchant let's say a dresser to make it house foods. Damn right, refrigerator.
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KRistina Karlsson
 
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Post » Sun Jan 23, 2011 5:26 am

Um.....I dont eat food in TES.

So that just means theres a bunch of nasty, rotten food laying around all the time. It wouldnt bug me, but I certainly wouldnt like it either.

As potions and other things spoiling.....I dunno...... I dont really like the idea. It seems kind of obnoxious.
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Adam Baumgartner
 
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Post » Sun Jan 23, 2011 4:38 am

It would be to real life if the food got rotten,( The point of playing a game is that you can do stuff that you can't do in real life duh!)
maybe as hardcoe mode idk i think the idea svcks to tell ya.
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Dean
 
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Post » Sun Jan 23, 2011 1:19 pm

eating the food causing you to fall over vomiting and shaking?
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Genocidal Cry
 
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Post » Sun Jan 23, 2011 8:01 am

I'd like this only if it effected alchemy, and only certain foods should do this, such as Meat and Cheese.
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stevie critchley
 
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Post » Sun Jan 23, 2011 7:00 am

I don't get the hatred of requirements to eat, drink, and sleep in RPG's. Sure, I can see it in a FPS - theoretically the whole game takes place in a day or two - but with RPG's, being prepared is part of the game.

In most non-TES RPG's, you do have to manage supplies - food included. Sure, being ill-prepared can cause problems - like having to turn back in a dungeon because you forgot to pack a lunch - but then you learn not to do that in the future. It would make trekking in the wilderness a lot more interesting as well, when you have to hunt to eat - not merely to waste some time.

The only reason I didn't turn all the effects of NoM for Morrowind was because some of them were a bit buggy - but otherwise, I felt it added a LOT to the game.
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Madison Poo
 
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Post » Sun Jan 23, 2011 3:27 am

Been thinking about it, and I don't think it would be too bad "to live with". A certain foodstuff has a certain amount of max "food points" (and secondary effects, like in FONV). At quality 100% you get these points removed from hunger when you eat it. It decays at a fixed rate for the food, then modified by temperature. But Skyrim is a generally cold place, so anywhere where you would pick up "hypothermia points" (similar to FONV radiation poisoning), food wouldn't deteriorate at all.
100% - Excellent.
75% - Good.
50% - Average.
25% - Spoiled. 5% chance of catching a disease.
0% - Rotten. 50% chance of catching a disease.

One problem standing out is "how to deal with the inventory system"? Pointers:
1) I *really* don't want food to suddenly become rotten, it have to be gradual somehow.
2) I also *really* don't want inventory to be filled with various qualities of the same thing.
3) Possibly a "direct eat" (without going through the inventory at all) is best? But then the mechanic is reduced to only have gameplay during limited time.

For the hard core haters, don't use it. Food has been around forever, and in Oblivion AI even take lunch breaks to eat. Nothing fails if you don't want to use it. I just died in Daggerfall for collapsing of fatigue exhaustion three times, so the concept isn't new to TES although the mechanic was simplified (sleep rather than food). *Without* any hard core mode to toggle off. And it's one of the most loved features of FONV, so they know there is a desire for it. Earlier polls have already spoken, hard core mode is something the majority wants. Cooking is also in, as a general activity rather than a skill, so it kinda fits the bill.

Personally I wouldn't mind to see "basic needs" make it into the vanilla game (it would be trivial and not tedious at all), where these added elements come into play during hard core. Adding game mechanics is what hard core does, not make it miserable, untolerable, and tedious. Hell, it even makes sense: Optional system to gain health without being a mage or alchemist, even if foodstuff have less effect than both.
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Angelina Mayo
 
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Post » Sun Jan 23, 2011 3:39 pm

Only in hardcoe
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vicki kitterman
 
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Post » Sun Jan 23, 2011 3:30 am

jesus christ, these boards never cease to amaze me


This guy just about always seems to criticize an idea no matter what it is, so don't listen to him, man. I myself posted about a hardcoe mode that would allow for such a thing as spoilage ... it was under my idea for adding flavors into the game via a Mod about using smell and taste to determine an item's freshness ... so if you ate the wrong things you could get sick if you weren't careful. Again, a hardcoe mode, and again, just an idea.

This same guy has blasted me a number of times for hardly any reason. But what else could expect from someone who idolizes a TV show cartoon about over-angry French Fries & mentally disturbed Coca-Cola with a slurpy straw? :celebration:
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Phillip Hamilton
 
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Post » Sun Jan 23, 2011 1:52 am

No, we definitely do not want it in hardcoe mode. It is well suited for normal mode, though. If it works well, but some don't want to deal with it, then perhaps provide an easy/action mode where players don't have to deal with it. If it doesn't work well, then don't include it at all.
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Lauren Dale
 
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Post » Sun Jan 23, 2011 3:58 am

No, we definitely do not want it in hardcoe mode. It is well suited for normal mode, though. If it works well, but some don't want to deal with it, then perhaps provide an easy/action mode where players don't have to deal with it. If it doesn't work well, then don't include it at all.


?? What is the logic in that? Lol.
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Ebony Lawson
 
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Post » Sun Jan 23, 2011 11:22 am

?? What is the logic in that? Lol.

It is more taste than logic. A lot of role players want an adventure like Frodo's, not like the Marine's in Doom. Characters like Frodo are concerned with certain mundane matters beyond avoiding or killing the next enemy to come along -- matters such as fatigue and spoiled food. Those concerns make for better stories and for better RPGs. Hence, my suggestion that the absence of such concerns be part of an easy/action mode, so players who want a game more like Doom can have it.
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gemma king
 
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Post » Sun Jan 23, 2011 12:40 am

I don't get the hatred of requirements to eat, drink, and sleep in RPG's. Sure, I can see it in a FPS - theoretically the whole game takes place in a day or two - but with RPG's, being prepared is part of the game.

In most non-TES RPG's, you do have to manage supplies - food included. Sure, being ill-prepared can cause problems - like having to turn back in a dungeon because you forgot to pack a lunch - but then you learn not to do that in the future. It would make trekking in the wilderness a lot more interesting as well, when you have to hunt to eat - not merely to waste some time.

The only reason I didn't turn all the effects of NoM for Morrowind was because some of them were a bit buggy - but otherwise, I felt it added a LOT to the game.

Probably because many games add this in an annoying way, often nagging messages far too often, yes longer days than in Oblivion would be a requirement.
Also far too often brain dead implementation, you have to buy the food and take water from a well, you can not eat an animal you find or drink water from a stream.

Only game I have run into with spoiled food is the Sims, stupid implemented, spoiled food simply become inedible it not start to smell bad but it might indicate that it was disgusting. Yes you could leave raw fish on the floor forever with no problem as it was an ingredient not food.
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Roberto Gaeta
 
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