Author Topic: wilderness survival  (Read 6207 times)

Demagul Riwe

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Re: wilderness survival
« Reply #15 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.

Eonwind

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Re: wilderness survival
« Reply #16 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).

Can-ned Food

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Eat, Drink, and Tarry
« Reply #17 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 props for RP, which most of this community already does anyway :sorcerer:
  • efficiency while questing, viz. while grinding :devil:

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.
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Candy

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Re: wilderness survival
« Reply #18 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.
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Gilrond

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« Last Edit: June 09, 2015, 09:23:14 am by Gilrond »