PlaneShift

Gameplay => Wish list => Topic started by: Aramara Meibi on May 19, 2011, 02:12:46 am

Title: wilderness survival
Post by: Aramara Meibi on May 19, 2011, 02:12:46 am
in the end product, i would like to be able to sustain a character living in the wilderness. Some things that would enable a character to do so:

1. hunt for food (already done with clacker meat, rat meat (not sure if that's edible), tefu lard, fishing, etc.)
2. cook over a campfire
3. forage (harvesting counts if more wild edible vegetation were provided)
4. perhaps, setting up a light, portable structure, like a tent, for shelter

add more at your leisure
Title: Re: wilderness survival
Post by: Gilrond on May 19, 2011, 02:13:20 am
+1.

I'd also add getting a water in a container (be it from the river, or the well in the city or etc.). Running to get water pouches from the city isn't reasonable in the wilderness.
Title: Re: wilderness survival
Post by: Karlyle on May 19, 2011, 02:15:37 am
Sounds like a cool idea to me  :thumbup:
Title: Re: wilderness survival
Post by: Sangwa on May 19, 2011, 03:44:36 am
First you'd have to convince these people to add hunger and thirst to the game. :P
Title: Re: wilderness survival
Post by: Mekora on May 19, 2011, 04:02:40 am
I don't know if there should be a death penalty for lack of foods and drinks, but maybe it would lower all your stats if you haven't eaten/drank in a while. Etc. If somebody has not eaten or drank in 10 hours IG your stats can go down 30% each or so until you eat where the food will replenish the stats.
Title: Re: wilderness survival
Post by: Aramara Meibi on May 19, 2011, 04:50:57 am
yes, this idea presumes that the game will take the basic needs of all living creatures into account.

mekora, i like your idea.
Title: Re: wilderness survival
Post by: Earowo on May 19, 2011, 06:15:54 am
The idea of Thirst and hunger has been discussed in several threads, I made one a good year or so back, Should keep suggesting ideas rather than discussing one of em >.>
It will happen eventually just wait.
Title: Re: wilderness survival
Post by: LigH on May 19, 2011, 08:23:06 am
I could well imagine that "Small tents" or "Medium tents" (like some of the installations in the Explorer Outpost and the Explorer Information Booth itself) may be offered in a GM sale event, before they may even be available as NPC stock. But before, woodworking and leatherworking may need to be developed too...
Title: Re: wilderness survival
Post by: Catlemur on May 19, 2011, 12:30:10 pm
Hunger and thirst are the reasons I left Wurm. :thumbdown:
Title: Re: wilderness survival
Post by: Sangwa on May 19, 2011, 01:21:27 pm
Well, I don't care much bout that. Anywho, the way I proposed it, hunger wouldn't provoke death either. Just stat reduction, like Mekora said.
Title: Re: wilderness survival
Post by: Knightspark9 on May 19, 2011, 01:48:42 pm
I think roleplaying your eating would be far better, but that's just me.
Title: Re: wilderness survival
Post by: Aramara Meibi on May 19, 2011, 06:08:49 pm
please return to the topic  :innocent:
Title: Re: wilderness survival
Post by: Candy on May 19, 2011, 11:59:20 pm
I'd definitely want to see the tents and cooking at least a few things over a fire (fish, clacker meat, maybe the grilled meats).
Title: Re: wilderness survival
Post by: Sangwa on May 29, 2011, 11:22:32 am
I think roleplaying your eating would be far better, but that's just me.

Unfortunately it's not just you. And the rest of us have to eat all this hacking and slashing icky goo because of it.

please return to the topic  :innocent:

Food and hunger are 75% of your post.

I think the fire could work as a portable grill, can't be too much work like that. Tents would be good too I guess, for aesthetic purposes. Not something I'd give priority thoughl
Title: Re: wilderness survival
Post by: manonoc on January 26, 2015, 06:37:02 pm
some years latter...

i've made a post in this sense, i would like to create a mod, or a new game, from planeshift (lots of c++ classes could be very useful i think), that would be a survival
the game starts in nature, and we have to construct all, like CroMagnon does (and perhaps, it's a good name for a game !)
make a rope with grass
stone + rope + sting = stone axe

someone interested ?
Title: Re: wilderness survival
Post by: Demagul Riwe on January 26, 2015, 10:57:49 pm
This seems like a fitting place to post my idea of having campfires and/or outdoor cooking facilites (I can't remember what they're called) that can heat raw food items, probably of a lower quality than that if you cooked it indoors. That would definitely be a must-have for independent wilderness survival.
Title: Re: wilderness survival
Post by: Eonwind on January 27, 2015, 11:02:50 am
This seems like a fitting place to post my idea of having campfires and/or outdoor cooking facilites (I can't remember what they're called) that can heat raw food items, probably of a lower quality than that if you cooked it indoors. That would definitely be a must-have for independent wilderness survival.

There is a feature request about cooking in the wilderness, I think it's fitting and we can do it in the future but at the moment it's not high priority (there are more pressing tasks being worked on).
Title: Eat, Drink, and Tarry
Post by: Can-ned Food on June 09, 2015, 05:02:39 am
The simple reason why most RPGs don't implement requirements for things like Food and Drink (and Shelter) is that they aren't fully developing those Roles which are portrayed, because they derive from hack-and-slash.  To implement them requires changes with certain aspects of the game world, such as considering how much time players would spend on their characters' hunger and thirst; most designers would rather not bother. 
If F&D aren't necessary for survival, then they become little more than bonuses or salves.  The only reasons which I see, then, that these things are done in the wilderness of PS:

As far as goes a basic run-down of that stuff, anyway.  In conclusion, I don't think PS as it is now would benefit much from developing wilderness survival skills, and requiring them sans changes to the game mechanics would break it.
Title: Re: wilderness survival
Post by: Candy on June 09, 2015, 08:01:38 am
some years latter...

i've made a post in this sense, i would like to create a mod, or a new game, from planeshift (lots of c++ classes could be very useful i think), that would be a survival
the game starts in nature, and we have to construct all, like CroMagnon does (and perhaps, it's a good name for a game !)
make a rope with grass
stone + rope + sting = stone axe

someone interested ?

I see a lot of these survival games like Rust or clones of MineCraft advertised lately - the market is getting saturated with them. If it's the game you want to make, then go for it, but if you have any notion of monetizing it? Better to find a less common idea.

As for hunger and thirst in PS, it would be rather obnoxious to have a system like that implemented - I think our current system where overeating gives you a debuff is fine. I tried an RP game within Second Life recently (Wastelands) and while the game itself is pretty good, players often disable the HUD (the 'device' that allows for the game's mechanics) if they plan to roleplay for an extended period of time.
Title: Re: wilderness survival
Post by: Gilrond on June 09, 2015, 09:21:40 am
Here is an interesting survival game: https://www.kickstarter.com/projects/112359230/we-happy-few-welcome-to-wellington-wells-you-saucy/description

Pre-alpha gameplay: https://www.youtube.com/watch?v=wIablvw_HV0