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Removing thirst would be an issue as well, as it would more or less make skills cooldown meaningless, as a player could only pass time between battles to recover skills, without any penalty.
Maybe as QoL make an separate backpack for provision and even add some upgrades that allow to take more supplies.
And don't forget... each character needs to eat. So if you bring two level two characters to a 4xp dungeon, that is half the food/water that you need if you were to bring four level 1 characters.
I think the food/drink in this game are really quite baked in to the design, to be honest. And they haven't been that hard to manage, but it does make me think about how to manage it.
That said... it does me absolutely no harm if you provide an option to disable or reduce, because I can just keep playing on normal. So if you devs do come up with something, kudos to you for it.
And I've got no issue with that or people enjoying it (and I obviously wouldn't ask or even want it removed entirely, since people do enjoy it), but it's just stuff we really find a drag playing with.
I appreciate that options are getting actually considered, even regardless of whether that comes to anything :)
I'd like to see these items used for mid-dungeon-run exclusively. It would feel more rewarding to complete a dungeon quickly and efficiently, just within the margins of your thirst/hunger meters, if they refilled automatically back at home; instead of having to still feed and water them out of the store's limited supply.
A base upgrade could be put in for something like that. Like it refills any character's food/drink that remain in base depending on its upgrade. Along with providing some other upgradable benifits as I dont think a base slot just for that one thing would be worth it.
To me that sounds really bad, way worse than the hunger and thirst (which I don't really mind so far, but the idea of it is indeed a bit annoying, such as forgetting to pause when reading stats and contemplating equipment changes and then losing hunger/thirst and then blaming yourself.. it's not that bad but it's not carefree fun).
Maybe just add an alternative hunger/thirst system: Camping costs a certain amount of food value (hunger restore) per character to be able to do, and skills only recharge out of combat if you have drink items in your inventory which then automatically run out like thirst does now and when you run out no combat penalty but skills then only recharge in combat.
TBH I'd still play with the current system, but I really understand people who don't want to feel the pressure of time. But I like how it works currently, seems well thought out.
It's gross feeling like my whole group are barely surviving off a block of cheese and a swig of water. Only to come back from a dungeon with no gold to remove instability and craft items because I need to buy the next round of food.
If i could play without the need to eat and drink (manage a few inventory spots, click, or die), without any other changes in the game, i'd be happier.