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Thread: Is food too common?

  1. #16
    Reconstructionist
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    Is at end game, perks into food, complains food is too available. In end game the only thing you should possibly struggle for would be ammo and maybe glue for repair kits. Although I suppose if you insist on building bases that rely on sacrificing building materials you might have to still put in significant effort to gather materials, but that likely will amount to just feeding resources into a mixer and forge. I like going full lucky looter and even then canned food doesn't keep up forever. Eventually I'm doing larger PoI's that take longer to clear and result in fewer food cabinets and piles.

  2. #17
    Ranger mr.natural's Avatar
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    Only honey is rare if you are into crafting with it.
    The only reason to farm is to have more space in your backpack when looting. Because when you mine full on a day (when not in possesion of an auger yet) you need quite a few cans.

  3. #18
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    I tried a game where food was always scarce - Subsistence - and I really disliked it. You are forced to do the same thing over and over again and eventually you just get tired of it.

    I prefer food to be scarce in the beginning, then it gets easier as you start looting more and more, and then you build a farm and food problem goes away completely.

  4. #19
    Zombie Hunter
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    You can also buy eggs. I've got a huge stash of canned stuff, but that's because I'm eating other stuff mostly.

    I keep a stack in the vehicle in case of emergency. Farm is coming up and have been buying up all the animal fat I can find,
    to make good foods.

    Single play. Add a few people and food would have been an issue.

    1 player, 4 players. The amount of loot is the same. So unless they want to add code to take that into account....

    I'd recommend not. Leave it be.

  5. #20
    Ranger mr.natural's Avatar
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    Would be great if the game 'adapts' to whether it is SP or MP. Some server tools would also be appreciated.

  6. #21
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    Quote Originally Posted by mr.natural View Post
    Would be great if the game 'adapts' to whether it is SP or MP. Some server tools would also be appreciated.
    This has been my experience as well. Single player, I've got piles of meat, canned food, etc. by day 8. Our multiplayer game with 3 of us, the first two weeks we spent dying of starvation. Once we got bicycles though, hunting and looting has been much easier. I just wish I could tie a shopping cart to the back of my bike for some extra storage.

  7. #22
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    It currently feels like there is too much of everything in the game.

  8. #23
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    when you have the iron gut perk, it will feel like you have too much food.

    Reducing the chance to get food poisoning by 25/50/75/100% (food poison % drops from 4 to 3 to 2 to 1 to 0 fir the vast majority of cooked food) basically multiplies all your food by that amount. You get sick FAR less, and recovering from sick is far safer. I've had plenty of times without the perk where I had a surplus of meat, cooked into grilled meat...I'd get sick, down to 30 hunger, then start eating the meat to recover. 1,2,3,4,5, sick....start all over. Dropping 25 grilled meat only to end up slightly hungrier than when you started.

    Additionally, the perk makes hunger last longer. So now in addition to getting sick less often (and avoiding the wastage that comes with that), you also stay full longer.

    It's no wonder you're swimming in food when perked into iron gut. In all of my endurance playthroughs, I was as well. I feel like you might run into a less overwhelming surplus of food without the perk...maybe not desperate need (planning ahead can solve most issues), but not "full chest of meat/veg" surplus

    I'm currently playing a per/int build and my stockpiles are....dangerous. I HAVE meat, but no points in iron gut or master chef. I have the grilled meat recipe, but as I mentioned above, that's a risky proposition. one food poisoning means I need to eat around 10-12 meat to top off...that's 10-12 4% chances. That's a 34-39% chance I'll get sick again and start all over. I go through all the canned food I find as I find it, and even occasionally spluge on some canned food at the trader to top off.

    Two changes I'd like to see are

    1) make iron gut 5 do something. it's the capstone level of that perk and it does almost NOTHING. All worthwhile cooked food has 4% food poisoning chance, which iron gut 4 eliminates. Iron gut 5 should have some other big effect...maybe +100% food buff duration instead of +50%, or maybe reduce food poisoning chance to 0% on ANY food.

    2) move living off the land. I'm honestly not sure where. It feels like it makes SENSE in endurance, which is the "self-sufficient" tree (I'd love to see the attributes renamed Scout, Brute, Survivalist, Ninja, and Engineer instead of Per, Str, End, Agi, and Int), but it conflicts with iron gut....living off the land gives you all the food you could ever need, and iron gut makes you not need excessive food. It feels like one of them should be moved to a new tree just so that the food/survival skills are spread around like many of the other playstyle options (maybe swap iron gut to STR and rename it "Mighty Metabolism" and move Master Chef to Endurance to complement the farming?)

  9. #24
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    Quote Originally Posted by Limdood View Post
    when you have the iron gut perk, it will feel like you have too much food.

    Reducing the chance to get food poisoning by 25/50/75/100% (food poison % drops from 4 to 3 to 2 to 1 to 0 fir the vast majority of cooked food) basically multiplies all your food by that amount. You get sick FAR less, and recovering from sick is far safer. I've had plenty of times without the perk where I had a surplus of meat, cooked into grilled meat...I'd get sick, down to 30 hunger, then start eating the meat to recover. 1,2,3,4,5, sick....start all over. Dropping 25 grilled meat only to end up slightly hungrier than when you started.

    Additionally, the perk makes hunger last longer. So now in addition to getting sick less often (and avoiding the wastage that comes with that), you also stay full longer.

    It's no wonder you're swimming in food when perked into iron gut. In all of my endurance playthroughs, I was as well. I feel like you might run into a less overwhelming surplus of food without the perk...maybe not desperate need (planning ahead can solve most issues), but not "full chest of meat/veg" surplus

    I'm currently playing a per/int build and my stockpiles are....dangerous. I HAVE meat, but no points in iron gut or master chef. I have the grilled meat recipe, but as I mentioned above, that's a risky proposition. one food poisoning means I need to eat around 10-12 meat to top off...that's 10-12 4% chances. That's a 34-39% chance I'll get sick again and start all over. I go through all the canned food I find as I find it, and even occasionally spluge on some canned food at the trader to top off.

    Two changes I'd like to see are

    1) make iron gut 5 do something. it's the capstone level of that perk and it does almost NOTHING. All worthwhile cooked food has 4% food poisoning chance, which iron gut 4 eliminates. Iron gut 5 should have some other big effect...maybe +100% food buff duration instead of +50%, or maybe reduce food poisoning chance to 0% on ANY food.

    2) move living off the land. I'm honestly not sure where. It feels like it makes SENSE in endurance, which is the "self-sufficient" tree (I'd love to see the attributes renamed Scout, Brute, Survivalist, Ninja, and Engineer instead of Per, Str, End, Agi, and Int), but it conflicts with iron gut....living off the land gives you all the food you could ever need, and iron gut makes you not need excessive food. It feels like one of them should be moved to a new tree just so that the food/survival skills are spread around like many of the other playstyle options (maybe swap iron gut to STR and rename it "Mighty Metabolism" and move Master Chef to Endurance to complement the farming?)
    So i perked into iron gut for drug use. Fortibites, pain killers, moonshine, lernin lixer, all those i want to last as long as possible, so if part 5 makes them last longer, that would be great.

    The non food poisoning aspect was a pleasant surprise. Or maybe make level 5 double the healing of food? That would nullify the loss of not making bandages.

    I am not sure what the best fix for this would be. I have a stock pile of money too, so maybe bandit raids are a necessary thing and should be added to the game? I mean i have a ton of food, money and ammo so they should be trying to kick down my double vault doors...

  10. #25
    Colony Founder Katitof's Avatar
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    For solo play?
    Yes.

    But I'm playing on server with a group of 4 nearby and they are constantly starving.

  11. #26
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    The amount of food you need will also depend almost completely on your play style. Using melee weapons, running around more, and using regular tools will cause you to use a ton more food than if you use guns, don't sprint as much, and use power tools. I am in the first category and use a ton of food, even with 5 points in Iron Gut, whereas my wife is in the second, with 0 points in Iron Gut, and uses much less food than I do.

  12. #27
    Colony Founder Katitof's Avatar
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    Quote Originally Posted by Sjustus548 View Post
    The amount of food you need will also depend almost completely on your play style. Using melee weapons, running around more, and using regular tools will cause you to use a ton more food than if you use guns, don't sprint as much, and use power tools. I am in the first category and use a ton of food, even with 5 points in Iron Gut, whereas my wife is in the second, with 0 points in Iron Gut, and uses much less food than I do.
    Use red tea.

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