Existing players used to logging in with their character name and moo password must signup for a website account.
- Veleth 2m
- cata 1m
- Dale 15m
- xXShadowSlayerXx 57s
- BubbleKangaroo 11m
- spungkbubble 7s
- JanekSembilan 4m
- meero619 10s
- SmokePotion 7m Right or wrong, I'm getting high.
- Rillem 23s Make it personal.
- LadyLogic 19m
- Vanashis 4h
- Sivartas 3s
- zxq 1m Blackcastle was no ordinary prison.
- NightHollow 14m
And 27 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Expanding survival mechanics
Eating nothing for months shouldn't be the norm

Coming off XOOC, and the theme thread on wiping kitchenettes of legacy items, and such, there came a part of the discussion where we began talking about hunger/thirst mechanics expanding past just the recovery buff/debuff. I feel like it doesn't need to be a daily thing but like, a week of not eating something or drinking something should impart a slightly heavier penalty and scale to a certain point TBD by balance needs.

As for how it could affect new players, it wouldn't start the counter until the coffin time was up. Not sure how we could expand the systems we already have to incorporate it, but I think it would be interesting.

I love this idea. Honestly, if Immy's had more to keep them engaged I feel it'd keep them around longer.
I was one of the voices that thought the idea would be nice. Seconded on a grace period for immies as well. Genuinely new players should have a period to acclimate without getting dropped.
I don't understand what this adds to the game. Most food is already basically free, you're just mandating that someone goes through the motions of eating every once in a while.

Hunger mechanics have a place where food is intentionally scarce, like the badlands, where you can dehydrate to death already. Without making food difficult to find, this wouldn't add any value to the game or any interesting mechanics.

I like having something like this for the badlands for sure, yeah. Enforce preparation to go out there, whereas in the city, I suppose you can absolutely handwave 'Oh yeah, I ate takeout earlier, I'd rather focus on biz right now' while you were logged off or w/e
Thirst is already a thing in the badlands, as I said. I guess there could be food needs too, since Slither added hunting and fishing, but I wouldn't want any of this to be necessary inside Withmore.
I don't necessarily disagree with the idea, but at the same time, the changes to the game have been trending heavily toward higher upkeep and overall time investment. Slither stepped it back a bit by removing rent from weekly earnings, but it doesn't necessarily negate all of the maintenance routines that were added over the last four years.

This is a relatively minor step, but a good opportunity to remind some of you that this is a game and if it continues to develop into a real life sim with tedium mechanics, you're going to drive away players who have responsibilities outside of the game.

Also, referencing my experience with 'hunger mechanics'. Almost nobody actually seems to like them in practice when they're forced. Right now people deliberately make time and roleplay meals and other interactions around sustenance because they genuinely want to, and I think that's how it should be.

Survival mechanics only appeal to a vocal minority in my experience and would not in my opinion improve either the roleplay or gameplay and would largely alienate players.
I am just brainstorming out the top of my head but.

One thing survival type games have is "item degradation", I am not saying it should be applied to everything. But imagine having your fancy custom tailored threads becoming less and less trendy to the point of shabbiness due to constant exposure to acidic rain and other environmental hazards for example.

This would give, tailors even more work and things to do and also give people extra reasons to wear a poncho, etc, etc.

Also maybe, you could gather materials in the Badlands, junkyards, sewers, etc (hopefully with some element of danger) in order to fix stuff up and it give non-tailors a role in this too.

this is a discussion for survival/food stuff, if you want one on degrading items, a new discussion would be most appropriate tro make sure your idea is seen
My bad, I've been XOOC free for over 2 years, and maybe I lost the context of the topic.

The title suggested it was a more general conversation on survival mechanics at first glance, but I have no intention on starting my own thread. Please don't mind me, and carry on. Didn't mean to derail the conversation.

This my opinion of course, will just be tedious micromanaging and there are plenty of survival games out there with this mechanic.

I do not like a hunger/thirst mechanic. I'm not complaining, I'm saying I'm against it.

No thanks for me, game feels like enough of a job with everything there is to do already. I can't even water my fern, not sure how i'm going to keep up with eating and drinking. I think eating is best used as a roleplay thing rather than something your character has to do.

And it's off topic but armor degrading actually was added several years ago though it was very haphazard.

Also not interested in this. Not a huge fan of the more mundane life simulator aspects of the game. I'd prefer to remove some of those rather than add more. Just my personal preference.