Rotten Food

Post » Sun Jan 23, 2011 8:28 pm

What if rotting food was part of an alchemical process for making some kind of poison? Why does it make sense to use 100% fresh food to create alchemical reactions, when most of the poisons and other things come from bochilism and other productions of spoil in our world. It would make drafting a potion a bit harder, and thus more involving.

Take 6 large red tomatoes and allow them to spoil for about 1 week, collect the mold and add it to 2 parts formaldehyde and stinkroot and then ... what what what ... and then you get a poison that makes the drinker so stinky not even the most insane gibbering monster will dare to attack you for up to 10 minutes ....

something like that .... hahahaha....
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Miragel Ginza
 
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Post » Sun Jan 23, 2011 10:52 am

What I really want is for food to actually be useful and not just for alchemy. They should add some sort of hunger meter where your character has to eat at least once a day otherwise he suffers from starvation and his stats get effected.


This is pretty much how I feel. I would like to see the idea of spoilation, but if it's a tough nut to crack, I could live with out.

What I really would like to see is requiring food and rest to survive. It would make a trip to the tavern useful for more than atmosphere - you would be there for the same reason as most everyone else - to eat and drink.

It would also add another dimension of planning to going into the wilds. I really don't see the issue here, unless you really only want a fantasy "shooter" like Crysis.
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Lyndsey Bird
 
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Post » Sun Jan 23, 2011 10:13 am

Good Morning Kids,

I think it would really add to the immersion if food would go bad if it is not kept in proper condition. Creating a 'shelf life' would force characters to have to hunt more and not rely on amassing huge amounts of food - this is one thing that is always easy to get.

This would force the player to hunt more or return to villages more to restock - effectively limiting the amount of Fast Travel that can be used if you do not have enough food to make the trip.

Just a thought....

If I can summon a creature I should be able to preserve a sweet roll :icecream:
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Flutterby
 
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Post » Sun Jan 23, 2011 8:04 pm

Not interested, it would just be annoying, the days goes faster than real life, so it will appear unrealistic, because you'll notice it in real time. One also has to think why food rots in real life, and why that would happen in the world of TES. In real life, food rots because of bacteria, and fungus. In TES we have a world were water is a element, instead of consisting of Hydrogen and Oxygen. Fire is an element, even though it's just a breakdown process which releases energy through light and temperature. Earth is a single element, air is a single element. Diseases in the world of TES isn't bacteria, it functions more like natural curses. Food doesn't have to rot, especially not under the same conditions as a in real life.
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Nathan Hunter
 
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Post » Sun Jan 23, 2011 5:06 pm

Never played it, but uhm, I think that is the main idea. Making players *think* and become more aware of the consequences of their actions. What's the point of role playing if you can run around like a mindless chicken? Like in FONV you had Sunset Sasparillo, a soft drink that gave you some health. In hardcoe mode it was still there, but now you also gained thirst from it, so it made you think twice about using it to get your health back. So for you it made you choose your food more carefully, although there are usually alternative methods to handling a problem.

I see your point, and I agree that you shouldn't be able to run around like a mindless chicken. However, I don't think food is going to be a big enough part of the game to let you do that. Anyway, the thing about rotten food in M&B is that it didn't make me choose food more carefully, it simply made me avoid that kind of food. ALWAYS. That means it was kind of useless for me to have that kind of food in the game.
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Sanctum
 
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Post » Sun Jan 23, 2011 7:18 pm

If I can summon a creature I should be able to preserve a sweet roll :icecream:


This kind of logic kills me.
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xx_Jess_xx
 
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Post » Sun Jan 23, 2011 8:04 pm

This is pretty much how I feel. I would like to see the idea of spoilation, but if it's a tough nut to crack, I could live with out.

What I really would like to see is requiring food and rest to survive. It would make a trip to the tavern useful for more than atmosphere - you would be there for the same reason as most everyone else - to eat and drink.

It would also add another dimension of planning to going into the wilds. I really don't see the issue here, unless you really only want a fantasy "shooter" like Crysis.


I agree, it would make taverns more useful to shop at. People need food to survive and it just seemed kind of silly that you could collect hundreds of food items in Oblivion without having the need to actually eat them. I think making your character have to eat food should take priority over having food rot realistically.
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Racheal Robertson
 
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Post » Sun Jan 23, 2011 8:58 pm

If I can summon a creature I should be able to preserve a sweet roll :icecream:

There could be a sweetroll preserving spell. Also a spoiling spell; it's a classic curse. Then after you mess with the town's food prices you can show up with your pumpkin and make a fortune.

I don't know if I made much sense ... I hope, anyway. Thanks

Makes sense. Equipped items would be separate from storage space. It could be an interesting way to do the inventory.
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Samantha Mitchell
 
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Post » Sun Jan 23, 2011 3:07 pm

I clicked yes before I read the OP's idea. I think that rotting food should be in the game but not food that rots as you carry it. I was thinking more along the lines of if you walked into a dungeon (or part of one) that hasn't been used or inhabited for a long time that the food items you find shouldn't be fresh. Or if you kill a person and then go to his home weeks later the food shouldn't be fresh if no one else lives there. It should be replaced with rotten or spoiled food that offers the same effect but diminished or some sort of negative effect depending on the item.
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Georgia Fullalove
 
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