More difficult struggle for survival

51
I guess not everybody fells the same, but i think it is too easy to survive in this game. You just have to find an high quality apple tree and your food production is safe. There is no need for shelter, clothes, drinks, sleep and hygiene.
There are alreaddy some requests, which would make ingame life a little bit harder, but would be great in combination.
I will also give a link to each single request, so you can vote vote there too, if you like the idea.


- There should be more weather states and the four seasons (here)
This would make it nesseccary to plan ahead when you should plant crops and you would have to store food for the winter.

- Body temperature and sickness should affect your health (here)
If exposed to rain or snow your bodytemperature should drop and the character should die if the temperature drops to low. THerefore it would be neccessary to have a shelter for the night and cold days as well as warm clothes.

- Thirst should be an issue as well and water should not be too easy to gather and transport (here and here)
You allways differentiate between hunger and thirst, so why not do the same ingame?

- Food should not be indefinatly storable (here)
This would make it even harder to get through winter or to plan a siege or stay alive when sieged.

- Sleep or Resting should be improved (here)
The soft stamina system is ok at the moment but it would be nice if there where other ways to rest instead of just sitting on the ground.

- Animals should be anywhere and roam the land freely (here)
At the moment you know that animals spanw at the exact same spot. So you know where wolves and bears are located, which makes them less dangerous and more predictable. I would like to have it the other way around.

-Animal rearing should be harder (here and here)
Additional needs for animals would be interesting... thirst, exercise, space, hunger.

- Personal hygiene should affect your health as well (new idea)
A change of clothes and a warm bath now and then should do the trick, otherwise you could get sick more easily or attract agressive animals.
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Comments (16)
  • Accepted Answer

    Friday, May 15 2015, 01:20 AM - #Permalink
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    A nice collation of some really good suggestions, and the final idea about hygiene is a good one, it has crossed my mind a few times too. A number of things could effect hygiene (not just the obvious heavy physical labour). Wading through a swamp would be a negative effect, swimming in the lake would be positive.

    Would need some clothes washing equipment so that clothes could be made hygienic again.
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    Friday, May 15 2015, 11:41 PM - #Permalink
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    All of these ideas sound great and would add a great deal to personal immersion. However, it seems to me that all these suggestions would fit great into a survivalist type, single player game where you could spend as much time interacting with any aspect of the game as you desired. Where no one would come by and cut down your apple tree, take your cart, jump your mine, loot your fields or pillage your women. (maybe a thought for a world? Survivalist, npc, perma death, only able to build minimal structures, increasing weather severity, king of the hill, not joking)

    The above is a bit over the top, sure. But there will be people roaming the countryside just dying to try out their new bow, or new poleaxe. Many groups will send out people on "scavenging" missions where they will look for easy targets to "liberate" their goods.

    On our small maps, we know where the resources are, we can set our monuments without too much trouble, all with just a few hours of work, but come MMO we'll be setting our monuments with our best guess about what's around us and some scouting for sure. It does seem the items under our monuments will be safe, but once your monument is down it will be a target too, a place where the scavengers are drawn too. You'll be a pin on many a map for people to make rounds and see if anyone or anything is available to make a donation to their coffers at the cost of your avatar's blood/stats and your time.

    -Making the mundane tasks of life more difficult and time consuming, with all the other challenges facing us just flabbergasts(word for the day) me.

    -I'm right there with you on weather, some season indication would be nice. If planting depends so much on the weather it would be great to have some forecaster skill that would freakin allow us to have some indication of what is coming!

    -Food and drink, has been a part of many game and would love to see this game reward good combinations with particular bonuses. Differing hunger and thirst pools, I could take or leave it.

    Since the human body can go much longer without food though it would be nice to be able to 'sip' water on a forced march to keep hard stam up... or something along those lines.

    -Animal rearing right now is challenging currently because of what I term 'glitches' .Things that obviously will get sorted out by launch. Then there's the idea of RL days and in game days. When you raise an animal it takes daily care, multiple times a day, which, here would be hourly. That's not possible for any one person and in this type of mmo where we're not, doing "farmland the simm" we need the basics, and the best of the basics.

    -That last phrase sums up what I'd like to encourage you and everyone fighting for the intricate details, what others might call the mundane, find the best of the basics of each of those areas and push that! Realize there will be people trying to take what you have, and pushing for an illness system so you can "give them a cold" when they attack you... well I think is stupid
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    Friday, May 15 2015, 11:46 PM - #Permalink
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    *this got cut off.

    (that last comment was not pc) And the last paragraph sparked the idea for the "refrences:" link I included there. Meant it to be just a hyperlink in the text.

    It's an idea about having Hermit and small group monuments.
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    Sunday, May 17 2015, 12:02 AM - #Permalink
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    @ Creonaw
    I am always grateful for constructive criticism, but you only have one sound argument that opposes my idea: the presence of people in the game with a sadistic playstyle. People who rather go thieving, killing and destroying other peoples 'properties' than to build up their own house and home and to gather their own resources.
    But you will have those people even without the changes i proposed. They will always be an issue as long as there are no consequences for malicious actions.
    But there will be people roaming the countryside just dying to try out their new bow, or new poleaxe.

    People who want to try out new toys can do that on wild animals or willing opponents (Arena idea comes into mind), but killing and looting random avatars should be punished ingame. Allingment loss should have more severe consequences, like reduced probability to find rare ingrediences or the quality of looted items could be reduced by the amount of negative alignment and so on.
    Many groups will send out people on "scavenging" missions where they will look for easy targets to "liberate" their goods.

    It should always be more profitable to trade for goods than to steal them. If you get only goods with reduced quality from raiding random people, such raids would automatically be inefficient and therefore unpopular.

    Making the mundane tasks of life more difficult and time consuming, with all the other challenges facing us just flabbergasts(word for the day) me.

    What other challanges are you talking about?
    Making the mundane tasks of life more difficult would just increase the need for teamwork and community. I don't mean to make it insanely difficult to survive, but it should take more than eating 4 apples every 30 minutes. Cooking and its variety of recipes as an example is completely useless so far.

    Animal rearing right now is challenging currently because of what I term 'glitches' .Things that obviously will get sorted out by launch. Then there's the idea of RL days and in game days. When you raise an animal it takes daily care, multiple times a day, which, here would be hourly. That's not possible for any one person and in this type of mmo where we're not, doing "farmland the simm" we need the basics, and the best of the basics.

    I actually don't know about any glitches with animal rearing. For me it is way too easy to get a barn full with quality 100 animals. Tamed animal increase their quality just by being in the barn and being fed. You can just keep breeding, overcrowding is no problem at all and newborns have always a better quality. There should be more factors that have an impact on quality and there should be quality loss if you don't do it right.
    And what is wrong with adding some more layers of depth? You have limited skillpoints in the MMO, therefore you can only have one or two professions and therefore the game IS 'farmland the simm' for some people.
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  • Accepted Answer

    Friday, May 22 2015, 12:56 PM - #Permalink
    1
    I have some useful experiences to add to your discussion:

    When i entered the game for the first time, i was in a part of the island where there was absolutely no appletree (they are rare on my server..) - so i just was not aware of the fact that appletrees do exist in the game! So i ate taproots and berries - but it was a pain, because a taproot adds like 1-7 to your hungerbar - and you couldnt do much wich 1-7. So basically i was constantly on the lookout for food: chop a tree: look out for taproots, saw out a billet - gather taproots, put the billet in the furnace - gather taproots, dig out some ore - look for taproots. So you can imagine how happy i was when i found those appletrees wich made life a lot, lot easier...
    On the other hand i understand the point, that Farming, cooking and baking must have a sense. Therefore i suggest that food could add declining points to your hungerbar at a day: e.g. first apple adds 10, second adds 5, third 2 ...
    So you would try to eat more different types of food.
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  • Accepted Answer

    Friday, May 22 2015, 10:02 PM - #Permalink
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    Frostig, that is something I would like to see handled in conjuction with a few things:

    First, there is a spice rather than merely 1 flavor suggestion around, which I expounded on.
    Tying that in, basically a happiness issue would be how I would suggest this be handled. Basically, when you always eat the same old boring food, you end up with decreased happiness. Happiness would start at the middle of the spectrum, much like alignment does. It would be somewhat more flexible (maybe a 5 or 10 maximum change each game day.)
    Eating a food you have already eaten that day would lower happiness by 1, then 2, then 3, etc. Eating a different food would boost it the same way.
    Happiness itself would not have a big effect within a couple days of the middle of the bar. At the outsides, however, it could give small boosts (unhappy things have a 20% chance to take 10% longer, happy the other way around, as a possibility.) This could then come into play with other things (being beaten up is not very happy, but beer and dancing are happy.)
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  • Accepted Answer

    Saturday, May 23 2015, 08:07 AM - #Permalink
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    Oh thats a great idea! :)

    In Starwars galaxies (which has much in common with Lif) they had a negative modifier called Battlefatigue. so when you went out for hunting bugs or rebelscum :p you returned with a lot of BF. Only watching do a dancer and listening to music in a cantina cured the BF. And this system really worked out - the cantinas were a social meetingpoint and we spent a lot of time there watching the dancers and having fun. So when you had to discuss business with someone you met him in the cantina.

    So your idea fighting/brawling/hunting or working in general decreases your happiness and you can cure it in a nice tavern/roadhouse with some good food (and music?) is really great.

    Another thing i could imagine: Nowadays the gods seem to be very happy with a handful of apples. i think that your donations should be of more value and of a higher tier than just apples or higher tier-food adds much more points to your monuments.

    Somebody mentioned that food shouldnt last forever, so another idea could be to make lowlevel food easy to decay but high tier food doesnt decay that fast e.g. jerky

    Also selling high tier food to a tradingpost should give high revenues - much much much more than selling the components
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  • Accepted Answer

    Saturday, May 23 2015, 03:24 PM - #Permalink
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    @ frostig & Jairone
    The happiness idea is great!
    This would actually make taverns, cooking, beer, wine, music and a comfortable home more usefull. You could actually include herbalism as well and introduce mixtures that can negate/reduce unhappiness. And the spices/malnutrition idea would make trading more interesting if certain spices/vegetables would only grow in certain regions.
    Guilds could also organise feasts, that would increase happiness and would eliminate any happiness malus over a certain time periode.
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  • Accepted Answer

    Sunday, May 31 2015, 07:13 AM - #Permalink
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    I would love these survivalist game mechanics implemented - I have already suggested the same about body temperature, climate zones, harsh weather, disease and thirst some months ago in the discussion forum. It would make a wonderful game even more wonderful!
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    Thursday, January 21 2016, 01:58 AM - #Permalink
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    I like the idea of the food, and the temperature , hygiene for clothes could also be like durability for weapons, you would need a washing kit to restore some hygiene to the clothes, once it got to 0 it would be temporarily unusable
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    Thursday, January 21 2016, 09:36 PM - #Permalink
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    I feel like you just took everything you experienced in a game like ARK and asked them to implement it here. I actually kind of like the fact there isn't as many survival mechanics as there is in ARK. I want to spend less of my daily play time on making sure I survive until the next log in and spend that time doing something more productive for the group i play with. This is increasingly more important for those players who don't commit a ton of time daily to the game.
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    Friday, December 16 2016, 12:55 PM - #Permalink
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    Everything op requested, except hygien-bath thing. Screw hygiene - its medieval world.
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  • Accepted Answer

    Monday, March 13 2017, 11:12 PM - #Permalink
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    Perishable food and its consequences

    Food should be perishable and must deteriorate over time, making its consumption dangerous and ultimately impossible.

    Food conservation methods, cooking, jams, preserves, salt, etc. To increase durability.

    Infections and illnesses from eating bad food. Need for medication and treatment.

    Extreme hunger must kill the character.
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    Monday, August 17 2020, 01:10 AM - #Permalink
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    And a better voice and interaction system between players
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