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I am eating a metricsheeton of cattails that I normally wouldn't though, while I'm exploring
My goal is to be mobile and travel more, where being well fed would require consistant hunting along the way, and one bad blizzard might spoil maintaining the buff.
That might just save you during a wolf encounter that would have otherwise killed you.
IMO this bonus is great also when moving from 1 region to another when you are dragging like 50kgs with you.
Also for wolf fights.
So bonus is very good but it depends on your playstyle.
Hanging around camp doing chores, I might let it lapse, but any more I won't travel any great distance without it.
The health buff's helpful after a wolf attack, too, since it basically negates the bleeding damage you take while trying to dress wounds - not to mention the condition loss just from being out in the cold. Moreover, the increased carrying capacity mitigates the danger hostile wildlife poses in the first place since you're less likely to be overburdened.
But then again, I guess it puts people at greater risk if they have to go out of their way to maintain it.
Where I disagree is that, FWIW, I actually think it's a really well designed change: it leaves the existing arrangements in place (so we can all play using starvation the way we've learned) but gives a bonus at the other end of that scale. So that starving is not a 'costless' exploit any more - it involves forgoing the WF buff. That, to me, seems like quite elegant game design.
Finally, one unexpected feature of it is that I've found it unhelpfully difficult to stop eating food once I'm well-fed - the psychology of 'losing' the buff means that when my hunger gets low, if there's lots of food around, I'm really tempted to eat it instead of letting the buff lapse and saving the food for later. I think this may have something to do with the cognitive bias that behavioural psychologists call 'loss aversion'.
What it means in practice, is that if I don't exercise a bit of self-control, my WF survivor is like a meat addict, burning through all their food in the white-hot blue glow of a WF binge, and then crashes to earth when the food runs out... :-)
That’s a fair point, micah6vs8 - in a long-established base, especially, we are generally accumulating food as we hunt, rather than running down supplies. We all have (some) bases that look like abattoirs after a while, I am sure.
A more nomadic style makes it harder, since carrying enough meat to stay WF is both literally a burden and more importantly a source of heightened predator risk.I guess my instinct is that a lot of the time, when exploring or other than being at or travelling between established bases, the margin for error in Loper will remain very slim. Often, trading the benefits of the Well-Fed buff in return for less of a buffer in terms of being able to have food stored away for a set-back (broken ribs or IP, for example, or a massively bad set of blizzards) may not be a good trade-off.
We will all learn as we use it more, of course - look forward to trading experiences with others here and hearing from others about how they’ve made it work creatively.
I think it's a little bit of both play style and psychology for me. I'm a real miser when it comes to resources. I play as if I'm going to survive 1000 days or something. I swear, 50 days or more can go by and I've only consumed 2 cups of reisha tea.
Not to mention I've become accustomed to being a very light traveler, so that's likely part of the reason + 5 kg. isn't impacting my game in a huge way. However, if I ever get my desired crafted gear, the extra weight will surely have me thinking more about this buff.
This made me think of the movie "The 13th Warrior". If you haven't seen it, check it out.