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Discussion: Feeding & Care Changes

Posted 2021-09-10 21:01:14
Just wondering if the new Processing panel can be a little bit different from Raccoon Wares. Items in Raccoon Wares can only be list in name ascending, if the Processing panel is directly like Raccoon Wares, that means I need to go through the whole list to find out all my items which will rot in one or two days. May you add something to make the listing way of Processing Panel choosable? It will be great if I can check my items on rots ascending.
By the way, I love the idea of random drops of other items sooooooooo much!
ɮʀɨɖɢɛֆȶʀɛǟʍ
#4480

Posted 2021-09-10 21:08:44
To be honest, this idea is split for me.

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 almost one year of Wolvden, the benefits provided do seem to sway me by only a hair. Given the use of FAPA is feeding and playing but automatically upon rollover (with the context of the discussion), with the inclusion of the updated feeding/playing interface overall to non-FAPA to just be used by a single button tap... really doesn't sound like much of a difference in my honest opinion.

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 don't have much of an opinion to state, I'm a newer player who has never used FAPA, however these are my takes:

- 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)
I have rolled over for the first time after months of on and off hiatus just to leave my support on this thread.

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)
I support what hydde and weaselheart said.
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
In addition to Fal's comment here's another cosmetic suggestion that would allow foods/toys to have more personality while still not being too labor intensive for the artists. Maybe all foods can have the general artwork of a wooden/bark plate with the same chunk of meat on top. Depending on what animal it came from, it can have different flavor text & different details around it. Meat from grazing animals can have greens on the side, birds would leave a feather near the plate, and so on. I think even 3-4 small artwork variations are more than enough. Same can be applied to toys. Again, all of these items would STILL belong in one stack for ease of use.

hydde 🥀 on hiatus
#7307

Posted 2021-09-11 09:20:32
does that mean food you bury won't expire anymore?

Wingstarfox
#3065

Posted 2021-09-11 09:30:03
According to the OP, the expiration time doesn't change through processing.

Dżanek
#24018

Posted 2021-09-11 10:10:21 (edited)
I like the general idea of processing as it was mentioned in the OP. I like the process of irreversible conversion to food/toy item that will be consumed. I think looking for quest items (except for herbs) will be a bit more challenging as players will generally process the food and toys, giving unprocessed ones tad more value. The concept of processing all of uses at once would be better than part of it to avoid making currently consumable items 1-use for crafting and skipping a puppy quest which I consider as an exploit rather than a feature. I think currently 1-use items should be used more for these purposes than making several-use into 1-use. The idea of shredding is also fine and would make trading food and amusement items smoother. However, even though I'd like the idea of current food and amusement items not to be usable to avoid the exploit, on the other paw I enjoy burying fangs into these sweet rabbit carcasses.

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