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About RustyXXL

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  1. Well, that's my point...if you use a pseudo hunger mechanic to heal yourself, you don't have a hunger mechanic, you have a healing mechanic. Doesn't matter if you use a potato or a potion. (and I'd argue that the idea alone of "oh I'm shot, let me quickly eat a steak so I heal and don't die from the next arrow" would be pretty silly, if transferred to real life....just for those who like to argue with healing and realism for hunger mechanics at the same time)
  2. Diablo 1 already had potions, without farming, without hunger without all that. How we call it is pretty irellevant, as long as it is the same thing we do. Doom 1 had health pack...without any hunger mechanic....there are plenty of examples, of all those mechanics without hunger in gaming. You repeating the opposite doesn't make it true. I'm in that mindset, because that's all I ever experienced, and as that's all I have experienced yet, and don't get any answer to my questions about how to make it interesting, this isn't changed yet. If Astroneer will do better yay for the devs,
  3. Makng it an optional gameplay mechanic allows for that "overthinking" to add the challange for thoose that want the challange. It is ment to be a complex gameplay mechanic "easy to get into, but very hard to master". That's kinda my general idea of how good gameplay mechanics should work.
  4. Farming can be done for many reasons, I've already said that many times, and even given a couple of examples. Farming is independent from hunger. You want further proof? Look at Stardew Valley, Harvest Moon, the Farming Simulator Series....there are plenty of games that even have their main focus on farming without the need for hunger mechanics. And there are even more games that add a farming mechanic as a beneficial thing to do in your downtime. World of Warcraft, Starbound etc. Even in Minecraft you can disable hunger by playing peaceful and still you can farm (and a lot of people do build
  5. No, I just don't feel challanged by something that becomes a mere "Stuff things in your mouth every x minutes" after a short period of time in pretty much all games I've played so far. That's why at least tried to come with a system that might add an actual challange and some more depth if implemented right, which is more than most others did so far, who simply say "hunger adds challange, hunger adds realism, hunger adds farming" without iterating on the how exactly this would be the case in their opinion. I still would probably opt out of the system I myself proposed, because even in tha
  6. Never said it's that creative. And the main point is to add a challenge with more complexity and depth than just "eat or die", because we already have that. There's no need to duplicate that just more long term. And one of the thoughts behind that is to be relatively easy to get into but make it really hard to master and make it a real effort to max your results. In all games I've played so far food became a non-issue after a relatively short period, and there probably is a reason even so called survival games often feel the need to justify their hunger mechanics by adding buffs to f
  7. I have posted the following in the other thread, and thought I'd just leave it here, too, as it might be of interest to some. Please note, that I didn't have the time to read this Thread yet.
  8. So let me play devils advocate, and do that, hich I would have expected from the pro-hunger faction here (instead of throwing in vague words without any decription like farming, realism and challange) and try to come up with an interesting hunger mechanic, that tries to add to the current gameplay, without coming in the way, penalizing exploring to much or serve as a long term oxygen like system, and could fit the general Astroneers theme in my opinion. The main Premises for this concept are: 1. Gameplay first: Add a rewarding and challenging mechanic without hindering gameplay
  9. Actually at least some of our todays wind farms need to turn of their wind turbines for safety reasons when the wind gets to strong, so it could be the same thing in Astroneer. So while I would like to see that, it is not as far stretched as you'd think that they get turned of during a storm.
  10. Because my question of what it adds to the game other than a tesium without any benefit still isn't answered. I gave plenty of points why I see farming independent of hunger, and it's already answered that realism isn't a good argument either. So as long as there is no satisfying answer to the question what it adds gameplay wise for me, my opinion will be unchanged.
  11. I already posted my points against a hunger mechanic, and I don't feel like repeating them.
  12. Quite honestly I would prefer an economic system, where you have to react to varying prices when selling resources by growing/mining/etc. different resources so the prices stay profitable anytime over a hunger mechanic...
  13. So and how does Food that gives you buffs already absolutly neccessarily require a hunger mechanic? And there you have it, farming justified without hunger. You could farm for resources like natural carbon etc in plants that you need to build stuff - Farming justified You could farm for resources for trading - Farming justified You could have the need to "support your Corporation with food" - still a indirect hunger mechanic, but it would fit Astroneer much better, but Farming justified. You could simply farm because it is fun - Farming justified There are plenty of w
  14. Most of this is already answered in my last post, but I want to reiterate on the buff-food point. I'm not saying I'm against buff food. If that's the way they want to go, it's not very innovative, and I would hope for more innovation, but I'm okay with that. I'm just saying that I see a hunger mechanic described here, would add anything more than a tedium and an excuse for farming, while farming and buff-food both being perfectly valid without the need for a hunger mechanic. If you have a suggestion for a hunger mechanic that is more than that I'm more than open to hear that, bu
  15. The thing is I have no issue with farming. On the contrary, I love farming. I played Stardew Valley, and I always played with mods for minecraft that added to farming by either adding variety or making the gameplay more interesting by introducing breeding mechanics or some form of weed mechanics. I'm not arguing against farming, I'm arguing against the need for hunger as an excuse for farming. Or better said I'm arguing that hunger as it is seen in most other games doesn't really add more to the game than an excuse for hunger and maybe buffing and healing. (and the last 2 having better an