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I do sometimes find myself heading back to get some water, but now I just carry around 2 waterskins and it's usually not an issue.
Maybe if the cooked food rotted, but I think this would probably just make it more unfun. Without respawning enemies, I think fishing might be a requirement if the cooked food did rot.
In CDDA and Unreal World, I remember having to focus on food often, especially in CDDA if I'm sitting in my house reading books all day. CDDA is nice because you can get bonuses depending on how good the food was. Unreal World it can be very easy to starve to death.
Hunger is rather pointless. If there was a good reason to keep it high then it would mean something, like having above 80% makes you regenerate 2x faster health or stamina on rest and so on. So far it doesn't do anything and even if you dip below 1% you still get another grace period in starvation.
Ah, yes. Ye olde Ultima Online style fishing.
Perhaps we might pull up a treasure map.
I think that this, and the item durability system as well, is supposed to make it so that your expeditions into unknown parts of the map can't go on indefinitely and that eventually you will have to return to a safe haven that you have previously conquered by clearing it out from enemies, where you can recuperate, resupply, rearm and repair.
It gives you a reason to engage with the game in a non-violent way, as a downtime from progress, where you complete more mundane tasks, like catching fish, milking animals, or harvesting/threshing/milling grain to make bread, as well as encouraging you to make use of the crafting system a bit more and generally preparing yourself for the next adventure.
I think what these more reptitive tasks, like backtracking, ultimately cause is to increase the total amount of work that is needed to progress in the game, but I don't mean that in an "artificially lengthen the game" negative kind of way (though it definitely does lengthen the game), but that it means that progressing feels a lot more satisfying than it would if the game was simpler. I very much know that feeling from other games, like Workers & Resources (a city builder where even a simple road can turn into a lengthy, complex construction process) or Vintage Story (a minecraft-like game where even crafting simple copper tools requires a ton of work and resources), but it is often overlooked by players.
If you find the idea of these tasks tedious or if you don't really have the spare time for this kinda gameplay, then you can use mods to get rid of thirst/hunger and durability, but it will make the game less interesting, more straight forward, in my opinion. It will be a more traditional dungeon crawler where you always move forward. As weird as it sounds, but the "tedium" is one of my favourite parts of this game.
This actually points to the center of the thread: Should I make a mod to remove thirst/hunger, because I haven't seen one as of yet. So far, I'm leaning towards yes but I'm not entirely sure how to implement it. I could just change the character.json file to give each race 2.0 hunger and thirst (it seems like lower numbers mean more hunger, humans have 1.5 for "50% slower" and trolls have 0.5 for "50% faster"), but I think this method would then be incompatible with other mods that modify character.json. I could also do a similar thing to my mod that lets all classed start with bolt skills and give everyone a skill that restores hunger and thirst, but that's just a really awkward way of doing things. I haven't yet seen a graceful way of just saying "hunger: no" in my exploration of the code.
As far as food and water requirements go, they've had influences on my longer forays. Since carry weight is a prime consideration, I tend to only take a small stack with me when exploring, and leave the rest in conquered towns being used as a home base. However, when getting sucked in to a long expedition, such as the constant fighting through the big city, I've run out before and been forced to scrounge until I could get out and head back to base before starving.
It's there, but it's not a constant concern. Which is quite alright by me.
this is really good explanation. im still unsure if i should buy this but it is very different from allot of other roguelikes i have played