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1) Cooking ratio. The pieces of meat you use as ingredients aren't sized, so the 5 to 1 ratio could be at least vaguely plausibly explained by the pieces of meat being small enough to require 5 of them to make one portion of food. Unless you consider the source, because even an inexpertly butchered chicken would provide more than 1 portion of food. But kind of plausible with a dash of handwavium.
2) Calorie requirements. This one is internally consistent. Calorie requirements in real life increase with increased musculature and increased physical work. Calorie requirements in 7DTD scale with stamina usage, which is roughly the same sort of thing. Player characters in 7DTD are capable of more physical work than is possible in real life, so their calorie requirements scale higher than exists in real life. Player characters in 7DTD also have superhuman regeneration, which would have to be powered by something. So food is used for that too. It's consistent within the rules of the gameworld.
Seeds though, yeah, that's pure handwavium. Makes no sense at all. With all plants, but especially with grains.
Water's another (very large) topic with its own thread, so I'll leave it alone in this one.
And now that I think about it. How in the heck does anyone make a leather duster with just a needle and thread... oops a sewing kit? And on that same venue, how does one apply steel to a well formed and dry cement block? I mean that's just nonsense. For that matter, how does one get a fine edge on an axe or knife? Have you ever made gun powder? Rule number one, don't use fire, as the chemistry station does.
What really puzzles me however, is how is it that some refrigerators are still running? As well as street lights, and corner bars that have lights. Certainly the power company is out of business.
7DTD isn't perfect but it creates a working world that holds up fairly well, as it presently is.
As it is with meat, There's no size or shape to it. When you have 125 meat, it's a big hunk that you lop a cookable portion of it.
The actual reason WHY meat is 5:1 ratio is because it actually used to be a 1:1 ratio, but it was horribly limiting that way; You could not, for example, consume a partial piece of meat (IE, 0.2) for a recipe, you would have to use a whole one.
Further, and this was the larger reason of the two, The meat gathering skill couldn't be consistent with other skills if it remained 1:1; Most other skills had a 20% bonus at the time, and 20% gathering bonus of 1 is 0.2 which adds to 1.2 and rounds back down to 1. You would need rank 5 of the skill to actually get an extra piece of meat, since partial values always round down.
This could technically be fixed by making the bonus 100%; But then just one rank in the skill is explosively overpowered. directly doubling the amount of meat you get; It also makes the skill sound incomparable beneficial to other skills- 100% bonus, vs 20% bonus.
Changing the ratio to 5:1 however corrected both of these issues, Now you could use 1/2/3/4 of the 5 meat in a recipe, effectively using 1/5th of what used to be 1 meat, and the skill bonuses were internally consistent and balanced the way they should be. It's also important to note that the drop rate for meat was also multiplied by 5- Not just the cost. So 5 meat now is exactly the same as 1 meat before, It's just represented differently.
2: Also yep. The fact here is that if you just stand around doing nothing all day in game the way people essentially do IRL, A couple portions of food and water will absolutely last you all day.
It's when you're sprinting all day, Fighting zombies all day, Jumping constantly, swinging tools constantly, chopping trees, mining, looting, dismantling- All while carrying a backpack full of literal metric tons of material without breaking a sweat. You get so much done in an ingame day that it would literally kill actual humans to attempt the same, and it would take nearly a hundred people or heavy duty equipment like an excavator to match your efficiency.
As an example, Every block in the game world is a 1 meter cube. It can take approximately 2-8 hours depending on soil conditions for a human to manually excavate an equivalent volume of soil- But it can be dug in game in about 3 minutes of ingame time, about 20 seconds of real time. Ish.
Your character is consistently and constantly performing superhuman feats- And rather than be harshly limiting, the devs answer to that was to allow you to do these super human feats at a cost- Caloric intake, aka, eating more food. For every stamina you spend, You're draining your food bar just a little bit. This lets you keep going, and going, and going, and going like the energizer bunny by supplementing what at a shallow glance seems like an insane amount of food.
But it's not really an insane amount of food when you really knuckle down and consider just how much you actually get done in an ingame day.
Seeds is another thing. Yes, From a real ear of corn you can get hundreds of kernels- Every one of them a growable seed. Sounds amazing, How dare the game not be consistent with real life here!
But to be consistent with real life, The corn would have to take 60-100 days to grow; Not 3. It also has to be watered regularly. You also have to maintain it's health by monitoring it constantly for plant diseases and manage them when/if they appear. You'd have to constantly manage pests in the area to avoid losing yield. You also can't just plant it at any time of year- If you plant it early, it'll die, If you plant it too late, it'll die. And a lot more problems besides.
In game you don't have to deal with any of that. And the price of not having to deal with all that crap is that it takes 5 corn to make a seed; you then throw that seed in the ground and it grows itself to edibility in 3 days.
Is it handwavium? Yeah probably. But also, This is a game, not real life, And sometimes to make sure the game stays fun you need a little handwavium....
Take your inventory for example. Pure handwavium there. Remember I mentioned carrying multiple metric tons? I wasn't kidding.
Wood weighs in at about 400kg/m3(882~lbs).
Assuming a built block is about 80% hollow by volume, that means that a single building block weighs 80kg (176~lbs).
A wood frame takes 2 wood to craft
A wood frame takes 8 wood to upgrade
That means each piece of wood weighs, approximately 8kg(17.6lbs).
That means in order to build a single block of your base under realistic terms, You'd probably have to take 3-4~ trips or so
Oh, and, Wood stacks up to 6000. So, That'd be a potential of 48,000kg(105,821lbs) per inventory slot. And then there's also stone, which weighs in at 1680kg/m3 (3700~lbs). And you can compact 5 stacks of 6000 of both of these into a single slot with one of the crafting recipes, making them into material bundles. The inventory in this game is nothing but sheer handwavium.
The point of all this is to say- Sometimes a game just needs to be a game. Realism is not all it's cracked up to be, and often times is detrimental to the enjoyability and/or balance of the game.
They just don’t include the gameplay action of inspecting each kernel and finding that most seeds are sterile but rarely you get one that takes and grows to a seedling. Instead it is done via the ratios we have in order to get a viable seed.
For cooking we don’t know how large a portion each meat bit is but there could be rot or waste and that is simply abstracted to a 5 to 1 ratio. The ratio gets better at higher perk levels for cooking to show that your skills result in less waste.
And in that case I consider that fairly OK.
Picture a guy/gal with no idea about how to butcher frantically bashing a poor dead chicken with an ax or something else unsuitable.
The amoount of usable meat I'd expect getting out of this would be rather limited.
I can chop down 5 trees and carry away all the wood in my magic inventory. That's not realistic.
I'll give you all the things on your list, but then they have to make me happy too.
No magic wood carrying. You have to carry individual logs, like "The Forest".
no ammunition manufacturing unless they add about oh, 5 different crafting tables.
One for primers, loading dies, bullet casting, oh and one just for making nitrocellulose,
Because the stuff they have us making in the game is _black powder_. That _was_ used in guns... about 500 years ago. Flintlocks, muskets, matchlocks. It's completely unusable in modern cased ammunition. The only gun in the game that could have used black powder was the old blunderbuss they had. And there's be no way to make ammunition unless you recovered loading dies.
Oh, as far as corn growing goes, yes, many of those are viable seeds. But not all of them will grow. Fantastic failure rate. You plant a bunch in one spot, hope a plant grows.
All the scarcity of seeds was meant as play balancing for "classes". If you spend perks in farming, it's really pretty easy. If you aren't specced into those perks, then surprise surprise, you are not good at growing crops.
Hyperbole is okay for making a point. But when you are arguing about how features in the game work you should strive to be as accurate as possible and make sure to disclose any settings that might make a difference.
I just tested it to be sure and you pretty consistently get 10 meat from either rabbits or chickens when harvesting them with a bone knife which is craftable on day one. 10 meat is two meals from a chicken which means a half dozen chickens will yield about 12 meals. That is a huge difference from your characterization and some may argue that it is actually OP in the other direction. TFP should probably nerf that a bit.
If you are an "aspiring game developer", I would highly encourage to make a mod from your suggestions and see how popular it is. Who knows, maybe a few people who are annoyed at the semantic difference between 'kernel' and 'seed' would download it.
Changing names of items, and quantity of ingredients in recipes, is fairly easy, even for a absolute beginner. It's just xml, and requires only a free text editor.
we have no more bridges now
Sims aren't fun for me. I like the arcade feel.