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The irony the devs must feel.
The implementation was just clunky, unfortunately. Especially water, which you should just be able to gather and purify yourself.
Then again, I am playing only in the beginning difficulty since the 1% I played months ago I was getting my ass handed to me, but judging by everyone's answer here it doesn't seem like starting over and upping the difficulty a notch changes much, at least as far as hunger goes.
-Barman fills food/thirst up as he has been. this satisfies people who want a quick easy solution to "survival" (maybe a slight increase in price, as its currently basically free)
As for those who want to venture into the culinary arts;
-Early game cooked food fills up bars AND provides a single day-long buff, which is overwritten if you eat something else INCLUDING barman bar refills or it expires 24h later. For early game buffs that would be stamina regen boost, more weight carry, slight aim cone reduction, small speed boost, faster search speed, decrease chance of bleeding on hit, increased healing effectiveness, slightly faster item use speed.
-Late game cooking using harder to get materials from dangerous monsters or zones would give a small but steady health regen or total health buff/total stamina buff, large increases in carrying capacity, large speed buffs, increased memory (see enemies after leaving line of sight, which adds on to the weapon skill), slight increase to natural anomaly defenses/minor increase to bullet/melee damage, bleeding immunity, radiation protection that adds to your total, allowing you to take suits you normally wouldn't be able to.
Buff up, not down. If you FORCE people to cook, they'll hate it. if you give them a REASON to cook, they'll be more accepting. This also gives those who already like to cook for immersion another incentive to go looking for rare creepy-crawlies so their only reason for cooking isnt "My immersion" or "Barman is too easy and convenient/cheap"
Basically, this way those who dont care about going out of their way to cook or dont want the kitchen module because they think scavenger is more important can still play as they have been with the added benefit that workbench recipes will give minimal but some-what useful food boosts that might entice them into replacing a module later down the line.
Everyone is a winner, and we give the current arguably worst module a reason to exist.
I think the point of the OP is to buff food items, not remove the barman's refill options.
the way hunger and thirst work right now is just fine. it could be more sparse in the run. right now any hunter and bandit you run across has food items in their inventory.
Was way less in the "good ol' days" a year ago. even in the vending machines.
So yeah. my solution would be to make food more rare to come across in the runs, delete the refill bars for rubels again from the game.
That way people might actually collect some meat again from animal kills and loot coal to save rubels by making sandwitches.
I never use the barmans refills and dont feel like its a hassle or money bleed.
The only mentainance that really is troublesome in the game is the repair costs of class 4 and 5 armors. be it in cash or in mterials to craft the repair kits on the workbench.
A drill and 100 scraps for the repair box? WTF...
and if you have built the repair station and class 5 armor still at 60&: 100 weapon parts and 60 scraps...
ouch. Still cheaper than to have to buy a new one, but ouch.