Discussion: Feeding & Care Changes
Posted 2021-09-10 21:01:14
By the way, I love the idea of random drops of other items sooooooooo much! |
ɮʀɨɖɢɛֆȶʀɛǟʍ #4480 |
Posted 2021-09-10 21:08:44
On one hand, it does seem more efficient to me as a hoard feeder using food in bulk. On the other, the idea of "processing" carcasses into what feels like the stereotype of "weird lunchroom meat at a school" just makes the feeling of the game drain its life-like qualities. And I've seen the debocle about amusement and storing at 1-use like others have mentioned, and I can wholeheartedly see the idea that @Remmie has set up with the food/toy bins with an optional settings towards said bins. Perhaps even calling it the Preservation Pile to make it sound less machine-like and more "oh, we're preserving our supplies for the long run!" I get this is an idea slapped down by developers and that not everything listed is going to be 100% named as such, but as Wolvden does state to be life-like, I do want a feature that improves quality of life, but maintains the site's structure like planned. And as someone who has never used FAPA in my Yes I understand players are forgetful, or don't have enough to complete a full pack's worth of FAPA for the time being, but if it's literally the difference between automation and put simply a manual tap like the rollover button, then I don't really see it as a true benefit to be pushing GC into the Grove for that minimal benefit. Of course, opinions are opinions and I've been running through hoard feeding/amusing and non-FAPA this whole time, so taking my idea with a grain of salt is inevitable. But I'd rather throw in my perspective on the scenario to meet the full spectrum of people who use individual page feeding/amusing vs hoard feeding/amusing & FAPA users vs. non-FAPA users. |
[Kim] Rolling Events Only #13734 |
Posted 2021-09-11 04:40:56 (edited)
- I do agree that processing carcasses into meat chunks sort of detracts from the spice of life injected into the game. I'd rather feed my wolves a turkey than non descript meat chunks 😂however I do see where processing is useful -also if we had a cave feed feature meat used wouldn't really matter anyways. Why not just let us pick how we sort our carcasses in the feed menu (do I feed alphabetically first or by max use or by what's gonna rot first) and then cave feed feature can simply follow that preference. - however on a similar note to above and the trophy discussion, especially with quest carcasses being a thing, I'd hate to process something that I need the next day for a quest, tho I guess that's a risk regardless of if processing is a thing -I'm even less into the idea of processing the amusement items because so many of them are used on decor crafting that I can't see myself ever processing them into toys, when I might use them for crafting in future - maybe instead we could make trophies their own category that if you go to the item screen it lets you use it as amusement as well but as far as fapa goes it's considered a trophy not a toy. Users could still use down to 1 use if wanted without worrying fapa etc would use it Edit: I think the idea of a 'chef' or butcher would be great. Not only would it give another role to make wolves useful, but it adds some personality back into the whole process. If butchers have a timer, perhaps higher prof = lower time, or if its a one click thing, higher prof = rare chance at extra meat or bigger chance at bonus trophies from skinning pelts (since they are more proficient and theoretically would know their way around skinning etc more). However it would probably have to be a time -related role and I'm unsure how it would be to have to wait an hour to process meat chunks Also a bit confused on the idea that normal carcasses / amusement items will have to be processed into meat chunks / toys. I don't see why we can't also have the option of still feeding carcasses if wanted or using feathers as toys, may seem redundant but why take it away? Maybe a slight compromise between processing and preserving, where you can add carcasses / amusement to a "prey pile" in a way and the feed all feature will automtically use what has been deposited into the pile. Meat won't rot here but you can not take something out once it's been added. If players getting too far ahead w/ hoarding meat is an issue perhaps a limit on how much you can deposit that varies depending on your pack size? |
🔮 Divineclaws 🔮 #47465 |
Posted 2021-09-11 04:48:17 (edited)
Admittedly, I do not understand the argument about this game losing charm or personality when you turn carcasses into processed meats. I have almost 100 adult slots and at this point I don't care for what flavor text each carcass has, especially since feeding a wolf always results in the same text prompt. I also don't imagine wolves eating a certain carcass anymore, I just mindlessly go through stacks of food untill this chore is finally over. If the lack of charm is such a big concern overall, I suggest a "Cook" role. You may call it something else like Butcher or Chef if you'd like. The Cook will be the one preparing & cooking (not "processing") carcasses, and the better they get at their role, the more trophies or maybe even additional food uses they'll be able to cook out of the carcasses they have. Additionally, the artwork for the resulting foods might be different: poultry fillet for birds, juicy steak for big hooved animals, tiny meaty snacks for small prey and so on. All of the food items can STILL be in the same stack for convenience, the difference is merely cosmetic. Same idea can be applied to toys. In fact, the same wolf can craft both toys & foods and just be called a Craftsman or something. However, I personally don't consider this a priority and merely suggesting it as an alternative for players who think the game will become too dry without this. In any case, I'm extremely happy you guys are taking action. I can't wait for this to become a thing, as I'll be able to return to playing this game on a regular basis without spending hours of my time trying to feed 90+ wolves. Edit: I'd also like to support the idea of leaving 1 use of a carcass/amusement item left when processing items, as well as the original idea from the main post of only feeding/playing with your wolves to a certain %. I think those are both great :> |
hydde 🥀 on hiatus #7307 |
Posted 2021-09-11 05:00:44
I definitely support this idea, with or without the various flavour text mechanics that people have suggested - though the idea of a Cook role does appeal to me, both for general charm and because it would be nice to have another role for wolves to fill, I ultimately don't mind whether it's added. However, as someone who personally saves amusement items at 1 use to use in crafting nesting materials and applicable recipes, I very much would like to be able to continue doing this when processing. I consider being able to leave 1 use for both food and amusement items when processing them a very important aspect for my own gameplay, as this is how I make all of my nesting material, so I absolutely support this suggestion. Also, I definitely support the idea of feeding/playing with wolves to a set percentage. Overall, very excited for this update! It's going to be so helpful for especially the larger packs, I'm only at ~60 wolves and sometimes I can't even work up the energy to feed them all. |
Weaselheart #17081 |
Posted 2021-09-11 05:05:23 (edited)
But I think the "different artwork per carcass type" thing may be more trouble than it's worth: having different art in the inventory for the same item type seems way too complicated; maybe a different flavour text when the meat is finished processing, applying to one random carcass from the stack processed. |
Fal - semi hiatus #43456 |
Posted 2021-09-11 05:10:22
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hydde 🥀 on hiatus #7307 |
Posted 2021-09-11 09:20:32
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Wingstarfox #3065 |
Posted 2021-09-11 09:30:03
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Dżanek #24018 |
Posted 2021-09-11 10:10:21 (edited)
I like Maddie's idea of renaming processing into preparing or rationing for the reason stated in the post. I dislike the idea of giving processed food and toys for a quest as this seems to be no challenge quest. Before pointed out some good questions that are worth discussing. In my opinion, we should be able to process food with the oldest one taking the highest priority if possible. We should also be able to sell processed food in Raccoon Wares regardless of the rotting time. As the processed food will be one item, I doubt it's possible to make it priced depending on which carcass is processed so the ratio must be constant. So I think the ratio shouldn't be better than the worst ratio for a carcass (the one which has the most uses I assume) so we don't get into "process to sell for a better price" tactic. Also, we'd like to check which items we want to process and be able to have an option to choose all the individual items as mentioned here so we can later uncheck the ones we don't want processed. |
Dżanek #24018 |