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This category is for the special Experimental Combat Snapshot feedback only and features that exist in this snapshot only. This category is temporary and WILL be archived when we have a new snapshot to discuss. This keeps your feedback relevant, fresh, and current. Please focus on features that are IN the release and do not suggest new features/weapons/mechanics here. Thank you.

8

Improvements to Current Natural Regen (Playtested)

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  • 0
    ThatFatyoshi commented
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    I feel like another good addition is making it so when you top off your food bar, the saturation points would fill in the hunger bars? Does that make any sense????

     

    Basically, you eat a steak, it starts regenerating but INSTANTLY knocks off hunger bars, I feel like it should stay at that hunger level so that you shouldn't have to eat two peices of food to top of hunger bar and regen, make sense?

    Kind of like 1.7/1.8 healing.

  • 2
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    @ThatFatyoshi That could work, but I gotta emphasize how random the food bar seems when you see neither Saturation nor Food Exhaustion. We could use Saturation instead of a pure 2:1 ratio, but it really would need to be shown to players so that they get immediate feedback on how their actions impact their hunger.

  • 0
    PureAwsome334 commented
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    Tabarnaque8507, while your idea does not seem bad at all... Have you played in the most recent combat test?

    I definitely agree with your first tweak, because that's how it is currently in the combat tests. The other tweak... Hmm, I'm not sure, it's hard to say.

  • 3
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    @PureAwsome334 Yes, this was playtested and compared with V8c on a server with four friends and seperately on my survival world. It's a small sample size, but we all ended up agreeing on the changes above! The differences between the pack and the snapshots were the following;

    1. In the snapshots, since V6, regen time is fixed at 2 seconds per half heart, but while in playtesting, having regen time depend on food level felt more rewarding and players felt more in control.

    2. In the snapshots, since V6, instead of costing a 1:1 food to health ratio, regen depends on food exhaustion level and saturation level, meaning the amount of time you stay at a given food level while healing feels arbitrary. Healing seems to cost 2 food exhaustion in my tests, and uses up food exhaustion before food levels (which wasn't the case in V5).

    Hope this clears things up.