Darkest Dungeon®

Darkest Dungeon®

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ΛƘ 420 Oct 12, 2015 @ 8:27pm
Hunger
Isn't it completely broken? Because my party "asked" for food and I gave it to them, one room after they ask for food again.
Shouldn't there be at least a tiny interval in between hunger? Any dev?
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Showing 16-30 of 74 comments
Quickshooter Apr 30, 2016 @ 9:25am 
hunger is scripted by rooms appearntly
Macdallan Sep 3, 2016 @ 5:31am 
Okay, I was only a few rooms into a long dungeon and got a hunger notification. I walked *ONE* corridor and got another one. Okay, so the first snack wasn't quite enough. I walked *ONE* more corridor and got a third. Um... no?

As much as I love how brutal this game can be, this is just silly. I don't mind it happening fairly often, but you should get at least a few corridors and rooms before they decide they are so famished they'll lose a fifth of their health if they don't have a snack.
Last edited by Macdallan; Sep 3, 2016 @ 5:32am
Pixel Peeper Sep 3, 2016 @ 9:56am 
Hunger has been very, very poorly implemented.

You could manually eat 4 food with each character (that's 16 food!) until they're all full, then have a Feast, and then get a Hunger event the very next tile.

Also, characters don't seem to know if they're hungry or not. They'll be walking down a corridor, totally not hungry, and suddenly become so hungry that they'll actually take significant physical damage if they don't eat. No warning.

Mechanically, it works; it's basically like a trap that requires supplies to avoid.

Thematically, it's completely idiotic.
Hedning Sep 4, 2016 @ 2:24am 
Originally posted by Tripoteur Ventripotent:
then have a Feast, and then get a Hunger event the very next tile.
Are you sure about that? I've never had a hunger event trigger right after camping.
Hunger may be a bit "gamey", but it's simple and works and if you want to nitpick how is food healing the cut you got from that pirahna swinging their sword? How can you fight just as well on 1hp as on full health? etc.

If there was a meter it would take away suspense and danger.
If every character had their own individual hidden hunger meter a starvation event wouldn't be as impactful and you would get spammed by 4 times as many hunger popups.
I think the current system is a good compromise.
Macdallan Sep 4, 2016 @ 3:42am 
Originally posted by Hedning:
Originally posted by Tripoteur Ventripotent:
then have a Feast, and then get a Hunger event the very next tile.
Are you sure about that? I've never had a hunger event trigger right after camping.
Hunger may be a bit "gamey", but it's simple and works and if you want to nitpick how is food healing the cut you got from that pirahna swinging their sword? How can you fight just as well on 1hp as on full health? etc.

If there was a meter it would take away suspense and danger.
If every character had their own individual hidden hunger meter a starvation event wouldn't be as impactful and you would get spammed by 4 times as many hunger popups.
I think the current system is a good compromise.

The health and combat effectiveness comparison doesn't work here. You can look at "health" as minor injuries until you get to zero hit points, then you're critically wounded and can die if you take a single hit for any amount of damage. At that point you do suffer penalties even if healed up beyond zero. You don't go from full health to death's door randomly just from walking from room A to room B, a lot of things happen and although those things are random, you have a lot more control over what you do.

I'm not going to discuss the sword swinging fish. We all know that's just silly.

Hunger is the opposite. It just randomly happens. And you get stressed and lose health if you can't, or don't, eat, just from walking what the game makes seem like a few dozen feet. And it does happen frequently at times, and infrequently sometimes, too. And that's fine.

The issue isn't if it happend four or five times in a dungeon run or only one time, it's that you can eat four food with a character and one tile later be hungry. You can eat then go to another corridor or room and be hungry again right away. Then again. So hungry you lose health from it. There should be a minumum amount of torch light burned, or time expired, or spaces moved, before hunger can hit again. Obviously the longer it's been since the last time someone ate, the higher the chance they'll get hungry.

I wouldn't want a hunger meter, though. I agree it would take away from the suspense and danger a bit, but you should have a bit of a grace period if characters *JUST* ate food so you don't need another entire meal moments later. They already have functions in the game that account for a character who doesn't need to eat, so it would not be too hard to program the game to only make three characters hungry if the fourth just ate.

It's kind of a minor issue most of the time for me because I tend to take a fairly large amount of food. It's only a problem if I'm broke, or go on a short run and the cannon fodder I bring along decide to be hungry more than three times.
Arrrtyom Sep 4, 2016 @ 6:40am 
Originally posted by Tripoteur Ventripotent:
Hunger has been very, very poorly implemented.

You could manually eat 4 food with each character (that's 16 food!) until they're all full, then have a Feast, and then get a Hunger event the very next tile.

Also, characters don't seem to know if they're hungry or not. They'll be walking down a corridor, totally not hungry, and suddenly become so hungry that they'll actually take significant physical damage if they don't eat. No warning.

Mechanically, it works; it's basically like a trap that requires supplies to avoid.

Thematically, it's completely idiotic.

Agreed, it's really stupid. They've said that they're looking into changing the mechanic after other stuff, but it's been a really long time already. I don't code stuff at all, but would it be that hard to make it so that hunger triggers every X number of tiles or something? (assuming that they haven't changed it yet, I haven't been playing that much to get unlucky hunger checks)

Hunger is basically the most irksome mechanic in the game since for every dungeon i'd have to always keep one slot for food incase the hunger event triggers and I get a ♥♥♥♥♥♥♥♥ of stress.

Originally posted by Hedning:
Originally posted by Tripoteur Ventripotent:
then have a Feast, and then get a Hunger event the very next tile.
Are you sure about that? I've never had a hunger event trigger right after camping.
Hunger may be a bit "gamey", but it's simple and works and if you want to nitpick how is food healing the cut you got from that pirahna swinging their sword? How can you fight just as well on 1hp as on full health? etc.

If there was a meter it would take away suspense and danger.
If every character had their own individual hidden hunger meter a starvation event wouldn't be as impactful and you would get spammed by 4 times as many hunger popups.
I think the current system is a good compromise.

I think the problem is that it's extremely illogical and that food is expected to work in a certain way. There are no walking fish in real life for comparison.

I wouldn't mind that much if it was like a random dungeon event that gave you stress and damage. Maybe like, your party got hit by a falling rock. ♥♥♥♥ like that. But the hunger mechanic right now is pretty moronic.
Last edited by Arrrtyom; Sep 4, 2016 @ 6:42am
Sojiro Sep 4, 2016 @ 7:14am 
Yes, the system for hunger works just fine, but it makes no sense and with a game like this you expect it to. A lot of things are based on common sense. Except that in this game, being hungry has nothing to do with how much you've eaten or how much energy you spend. You just get hungry before resting, and when walking on some tiles that have an invisible trap.

Since the game doesn't explain at all that you should expect hunger to work like a trap and not ... well, hunger, that makes it most unintuitive. It's bearable once you know how it's supposed to work, it doesn't break the game. But it seriously breaks immersion when you're trying to work your head around it (and you can't really understand how it works by just playing the game).

The easiest fix would be to make things more transparent, or change the flavor of the hunger events.
GZstar Sep 4, 2016 @ 7:29am 
I don´t mind my people being neurotic in terms of food. It is fitting to them reacting like a Toddler who does not know if he wants to eat or not.
Macdallan Sep 4, 2016 @ 7:11pm 
Originally posted by Sojiro:
The easiest fix would be to make things more transparent, or change the flavor of the hunger events.

That would fix nothing, and the flavour text would also fix nothing as we all know that our team is getting hungry immediately after eating so much food that they can't eat another bite. You can literally stuff them to the point that they can't eat anything else, walk a tile or two and be so hungry they'll suffer health damage if they don't eat *RIGHT NOW!!!*.

It's broken, and it's been pointed out a few times that they're looking at changing it to make sense.

Let's clear this up. Being hungry has nothing to do with land-walking fish wielding swords, skeletons, or any of the other supernatural or otherwise "not normal" stuff about the game. It is simply that characters in the game are supposedly so hungry they're going to suffer physical harm if they don't consume food immediately. Does it make any sense that they should be affected by hunger that severe if they just ate several rations?

As per my explanation about health earlier, though, it can easily be considered reduced combat effectiveness instead of an actual injury. The odd thing, though, is that hunger damage can be healed exactly the same way as real damage, so the game is tellling is the characters are so hungry they're actually becoming injured from not eating, and healing abilities or items will fix the problem.

Perhaps the penalty should be the one time stress gain, or a percenatge stress gain each time they're stressed until they eat something, and maybe a combat debuff that isn't cured until they eat as well, rather than just a one time stress hit and a percentage off their health.

The only thing I really want to see changed about the hunger mechanic, despite throwing out these ideas, is basically that immediately after eating you should not get hungry again for a reasonable minimum amount of time. That'd fix it well enough to make me happy.

My team simply not become hungry three times in three consecutive corridors. Maybe put eight to twelve corridor tiles and/or three rooms worth of grace period in there where you're immune to becoming hungry if you just ate some food. I've literally stuffed a character with four food, had them get hungry with the rest of the party very, very shortly after that and then the whole party *ONE* room later got hungry again. So this one guy just ate six portions within a few tiles and two rooms worth of travel distance. Six. Unless he's got a debuff requiring more food than normal, it feels broken. I've seen that sometimes 12 food can be enough for four characters to get through a long dungeon so there's no reason a party of four sould go through 16 to 20 food in a short one.

Sorry for the long rant... I usually bring enough food that hunger isn't an issue - unless I'm broke. I realize that it hits very often sometimes, so plan for it.
Hunger doesn't randomly happen per se ... when a dungeon is created, each hallway "square" rolls a die and it may be an encounter, a trap, a curio, or a hunger event. So they are scripted as soon as the dungeon is generated. This means your use of food has absolutely no impact on when the hunger event happens, neither does camping or anything. It is simply generated like any curio or trap that exists.

Source: Chris Bourassa Live Stream with Matteo

https://www.youtube.com/watch?v=DMQ8wN4XCN8

34:40
h0b0king Sep 4, 2016 @ 9:02pm 
Okay, so this hunger discussion has been had a million times since the game started - it's a gamefied mechanic, it's not designed to be a simulation of hunger and here from what I can tell is why it works the way it does.

1) Food is the only means of non-combat healing* making it rather valuable and useful.
2) Food is also a resource that determines time in dungeon and limits backtracking (food needs can trigger multiple times if crossed multiple times)

Because of this dual use the food mechanic can't be predictible and still meet these two criteria. Stravation and the associated damage needs to be there to make feeding your heroes to heal damage a risk/reward mechanic. Most of darkest Dungeons mechanics follow a risk/reward system rather then just inventory management, though that is also an aspect.

So advice: take a stack of food for each time you camp plus one more stack. Eat sparingly to cure damage. Don't backtrack if you can help it.

*Yes I know some curios.
Pixel Peeper Sep 4, 2016 @ 9:21pm 
Originally posted by h0b0king:
Okay, so this hunger discussion has been had a million times since the game started - it's a gamefied mechanic, it's not designed to be a simulation of hunger and here from what I can tell is why it works the way it does.

1) Food is the only means of non-combat healing* making it rather valuable and useful.
2) Food is also a resource that determines time in dungeon and limits backtracking (food needs can trigger multiple times if crossed multiple times)

Because of this dual use the food mechanic can't be predictible and still meet these two criteria. Stravation and the associated damage needs to be there to make feeding your heroes to heal damage a risk/reward mechanic. Most of darkest Dungeons mechanics follow a risk/reward system rather then just inventory management, though that is also an aspect.

So advice: take a stack of food for each time you camp plus one more stack. Eat sparingly to cure damage. Don't backtrack if you can help it.

*Yes I know some curios.

That's the thing, you can do a Long dungeon and only hit 2 or 3 "food traps", or do a Short one and hit 5 "food traps". It utterly fails at properly setting time limits.

Base hunger should be somewhat predictable. There could be monsters and maybe even magic traps that make characters hungry if the developers feel that they want some unpredictability there, but at least it would make more sense than characters fasting for long periods of time or stuffing themselves constantly for no logical reason.

Out-of-combat healing could be achieved via healing potions or whatnot. Food doesn't heal people, that's just silly.

The food mechanics as they are in-game right now are wrong on all levels.
Arrrtyom Sep 4, 2016 @ 9:39pm 
Originally posted by h0b0king:
Okay, so this hunger discussion has been had a million times since the game started - it's a gamefied mechanic, it's not designed to be a simulation of hunger and here from what I can tell is why it works the way it does.

1) Food is the only means of non-combat healing* making it rather valuable and useful.
2) Food is also a resource that determines time in dungeon and limits backtracking (food needs can trigger multiple times if crossed multiple times)

Because of this dual use the food mechanic can't be predictible and still meet these two criteria. Stravation and the associated damage needs to be there to make feeding your heroes to heal damage a risk/reward mechanic. Most of darkest Dungeons mechanics follow a risk/reward system rather then just inventory management, though that is also an aspect.

So advice: take a stack of food for each time you camp plus one more stack. Eat sparingly to cure damage. Don't backtrack if you can help it.

*Yes I know some curios.

It's not about the balance, it's more about "there's this thing that looks like a normal game mechanic and behaves like one (eat food, get health. during camp, eat food) and yet it's triggering like some newfangled sorcery from outer space. If they really want unpredictability, change the food text screen to something else. So everyone won't get the silly feeling of "dear god my characters just ate and the game says they're full and NOW THEY WANT MORE FOOD WTF"
Last edited by Arrrtyom; Sep 4, 2016 @ 9:40pm
Nemo, Forevermore Sep 4, 2016 @ 10:03pm 
Perhaps a cap could be placed depending on the dungeon length?

There is a hard cap on Secret Door spawns, so couldn't there be a hard cap on Food Cards?
Arrrtyom Sep 4, 2016 @ 10:07pm 
Originally posted by mad_myke:
Perhaps a cap could be placed depending on the dungeon length?

There is a hard cap on Secret Door spawns, so couldn't there be a hard cap on Food Cards?

Hm but it would remove the risk/reward part, which I do like. So like the more you explore, the more you'd have to 'pay'. It's just that I rather have rocks falling on my head than some sneaky hunger than pops out of nowhere.
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Date Posted: Oct 12, 2015 @ 8:27pm
Posts: 74