Chef Archive
Thread: Food Decay? Please??
I posted this in the top 5 issue thread as well, but I want a little 'spotlight' action on it. ![]()
Mainly I am worried since the responces to tailor addressed their class and this issue, which is causeing a massive NON-DEMAND for clothes since you can keep em forever. We too (And the architects for furniture...) need decay! Food decay will force a demand, is realistic, and is needed!
It does not have to be rapid, or perhaps it will depend on the food item...heck you could make it so stats decrease with time or the thing just rots...in the end I fear it is an overlooked topic. ![]()
Thanks for the read, voice your opinion here. Latter!
I don't think the devs need to worry about creating decay on food. The problem with Tailor and Architechs not having decay is that their marketable products are not consumable, and once a person has as many harvesters, houses, and power generators that they need, they have no need for an architech. In the same manner a person who has all the cool outfits that he wants, there is no need for a tailor.
However, Chefs create a product that is consumed and so eventually the person will need to restock his buff supply, unless he/she finds no need for the buffs. If that were the case though the person would just delete the food to free up precious inventory space.
I think devs need to work on more important issues other than decay for food. Sure its realistic and everything... but does it really add to the 'fun' factor to the game, or are you just looking to make more and more credits?
Decay does not take long to put in...it is needed and was promised...if they are not going to force eatting into the game, something needs to be in to stop those 'survivalists' who stock up on food (They do...I know...)...and finaly it is needed for the future of the game when there are more players then now, and the market is actually stabalized.
Sorry for the big run on, I was woken up early. ![]()
As mentioned above, for tailors and architects, once they've sold stuff to everyone in the game, they're finished (well, perhaps not that dramatic, but still...). Decay may make their products somewhat less desirable, but everyone in the game wants a furnished house, and most of them want to look swank, so demand won't drop that much.
For an "optional" item like food, though, any decrease in desirability will hurt the producers of that item tremendously.
/sigh
I guess it is a lost cause...just like to point out it was supposed to be in game and if it is not then remove the worthless condition 1000/1000 part of its description. ![]()
I agree, food decay would make food less desirable, and is not necessary as food is a consumable. Also, that would provide more things to have to experiment on (we already experiment on 3 attributes, compared to 1 for tailor - decay), meaning the overall quality of our food would go down.
I do think tailors and architects seriously need decay, as their products can pretty much stay on the market forever.
WeAreLegion wrote:
Decay does not take long to put in...it is needed and was promised...if they are not going to force eatting into the game, something needs to be in to stop those 'survivalists' who stock up on food (They do...I know...)...and finaly it is needed for the future of the game when there are more players then now, and the market is actually stabalized.
Sorry for the big run on, I was woken up early.
![]()
Why do you point out survivalists? They go through food as fast, if not FASTER than anyone else. My main customers are survivalists...they come in and empty my vendor...and come back in a week or so.
I say don't worry about food decay until they fix us. Do you REALLY want food to rot whilst we don't have larger farms, whilst we don't have multi-charged food from crates, etc, etc, etc...