What are your thoughts on A Hunger/Thirst/Fatigue for online servers?
Wall3t
Member Posts: 90
So ive been on a quest to try and see just what peoples thoughts were on a hunger/thirst/Fatigue system. I've been considering it as an option for my Online Frontier Server, but not utilizing every part like fatigue but making it important to eat or drink.
After having asked alot of people across several closed and public neverwinter groups, it seems alot are very negative about it even existing! I want to know what people here think of the idea. Do you think its a great idea, bad idea, or undecided?
New Edit
Okay thanks for everyones feedback! I plan to keep this going as long as I can, just so everyone can say what they want. im starting to get a seemingly good idea what the community has to say and for those of you who might be interested in playing on a server like this you are welcome to come check out my W.I.P of my Steampunk Server:
https://forums.beamdog.com/discussion/72979/pw-a-steampunk-game-world-development-the-realm-of-midland#latest
After having asked alot of people across several closed and public neverwinter groups, it seems alot are very negative about it even existing! I want to know what people here think of the idea. Do you think its a great idea, bad idea, or undecided?
New Edit
Okay thanks for everyones feedback! I plan to keep this going as long as I can, just so everyone can say what they want. im starting to get a seemingly good idea what the community has to say and for those of you who might be interested in playing on a server like this you are welcome to come check out my W.I.P of my Steampunk Server:
https://forums.beamdog.com/discussion/72979/pw-a-steampunk-game-world-development-the-realm-of-midland#latest
- What are your thoughts on A Hunger/Thirst/Fatigue for online servers?20 votes
- Yes! I'd enjoy playing on a H/T/F Server35.00%
- No! I simply do not enjoy them.35.00%
- I am undecided, they still have much to be desired  5.00%
- They deserve to Burn!!!10.00%
- I think they're Okay. Not really my thing15.00%
- I dont care either way.  0.00%
- What is H/T/F anyways?  0.00%
Post edited by Wall3t on
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Comments
In practice, servers that implement such systems often also make the items necessary to combat those states prohibitively expensive for new characters and/or do not provide enough reliable means of earning gold to pay for them AND to accumulate gold besides for other things like gear. The penalties of hunger/thirst/fatigue also tend to be too severe, especially on low level characters to whom such penalties can be devastating.
Servers that implement such systems often (in my experience anyways) also have other restrictions such as not sharing items from one character to another (no twinking your alts), restrictions on resting that make playing spellcasters very unfun, and generally make gameplay unfun (for me at least) in a myriad of ways just for the sake of "realism".
As I said, in theory such systems seem cool and immersive, but I have yet to see a PW implement them in a way that doesn't feel punitive and punishing.
in my own personal experiences ive always considered H/T/F as will not and will refuse to play with, but getting into game development here... ive sorta changed my mind. Ive realized that the system really exists purely on principle at this point.
What i mean by this is ive come to realize as ive created my own world, how important it was for me to tell me a story through actions and visuals. Hunger and Thirst plays into the world in how important it is to people of this world. Famine strikes the countryside and everyone should feel it in some way or another.
While some people just don't care for that, i think of it as roleplaying a story out. It can be abit artsy for me to say that, but thats just how ive come to see it. Also i know of at least one really good H/T/F system that isnt intrusive, or annoying to gameplay. I dont think its entirely bad as long as it's done in a good balance, if the server reflects a world of famine then have merchants sell dry foods, or put animals in the environment, or create traveling merchants.
Maybe i missed a few topics or so, but based on some peoples experiences it as if Builders like myself NEVER bothered to ask: what do players really want? Im a player too so i know what *I* want in a server, a challenge! but never ever should i think a challenge = impossible to progress. If H/T/F isnt really such a bad idea, maybe its time we talked about how it could be improved.
Some ideas are to have plenty of free growing things at the right seasons, but importantly, have the edible when green, with bad effects possible, have the rotten when fallen, with ill effects, and have those qualities easy to recognize, using apples to continue the example.
Anyway, I've likely written too much already.
My final word is a thing I learned from tabletop DMing decades ago: You can only offer players your version of a game. If you try to bend your game to match their desires exactly, you will likely fade; if you manage it, they'll likely fade anyway because your heart won't be in it.
JFK
I agree to a point here until I disagree. This here is a side feature of my server, its a bathouse. no you are not required to bathe (and you wont suffer choosing not to either) however, choosing to spend some of your gold on "taking a bath" grants you buffs to your character that will last until you rest. I consider this as a nice side-feature that doesnt have to be taken out of context. Its simple, it's not required which is where i draw the line at, it's clean, and it works.
I won't get too much into it, but roleplay is going to be my target for the server, with that said I don't have plans to use fatigue as a system as I can't find anything out there that's fair. I also like being able to rest whenever I want.
What you want to avoid is where to satisfy the system it makes the chatlog look like this:
You can refer to any number of games from rpg retro classics like Eye of the Beholder, to modern rpg like Darkest Dungeon, to modern survival rpg like Atlas, to modern survival games like The Long Dark. It's largely a solved problem if you look around at examples beyond pw implementations.
So the best H/T/F system i can publicly find, is this one here:
https://neverwintervault.org/project/nwn1/script/hunger-thirst-and-fatigue-system
The short summary of this one is it has everything i would look for, regarding H/T/F system's.
it includes a casual H/T/F system which as long as you have food, and drinks in your inventory will auto select the items when your character becomes hungry or thirsty.
The system is less intrusive than most other systems, instead of a countdown bar its occasional popups and is easily modifiable (IE: you can set the intervals in how long someone can go, until they eat/sleep/or drink)
definitely worth taking a look at for anyone interested.
JFK
Just my 2 cents worth.
TR
Lets make some assumptions:
The part of the heartbeat script within the player loop will look something like this.
So in this barebones hypothetical example script it only reduces the food resource variable when the player is in the wild. Each system implementation will probably differ but at some point they have to interact with the character which is where you can do the check.
The idea is going to be that eating or drinking will provide benefits like energy (IE health boosts, etc) to food or drinks you carry with you, find, or purchase. That system is quite easy to add new items to so it's going to be a cake walk going forward
I like a system where eating/drinking buffs you if you decide to engage with it rather than penalizes you if you don't. It incentivizes you to engage with the system but doesn't screw you over if you can't be bothered with it. I'd like to think many players would engage in such a system happily because its a bonus you can chase rather than a penalty you're trying to dodge.