Time after eating is so annoying!

I think brainstorming is always good and there are no such things as bad ideas when doing it. Apologies if I came across a little cross earlier. We will know more when we see more. This is still early times and I feel more big changes are in the pipeline.

you did not, dont worry! actually it was nice to have a good and healthy conversation so thank you; jinpaw has been harassing me through multiple threads even though ive been ignoring him and i really dont know what to do cause i cant even block him.
and yeah when brainstorming ideas everything should be thrown at the wall to see if it sticks. i have playtested for a lot of games so i know the environment of brainstorming very well lol

Yea, early on food was rough especially for those that didn’t know better or didn’t take advantage of exploring and gathering. We shall see what comes down the road.

Based on my experience with the current EA I think food timers are a good thing (which I explained above). If anything the current EA in it’s totality is on the easy side (once one understands the combat and systems) and my food bins are over filling with the stuff and that is a separate issue for a different thread;-)

You two need to stop fighting on threads msg each other privately ffs it’s hard enough looking through these long as threads lol

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Just curious, how would you feel if something changed as I mentioned before? Where eating takes a little bit longer, making it riskier, but removing or reducing the food cooldown.

Trying to think of different options that would potentially work as a compromise! I will agree, however, that food drop rates at the end game should probably be toned back by maybe even 50%? That or make it so enemies mostly drop lower-tier foods.

Lol just stop no one’s gonna agree on everything please stick to the topics

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I think it would potentially irritate more people. It would irritate those that like the way it is. It would irritate those that want food timers gone because now they are locked in a eating animation and still dying.

It could also throw the balance of the combat out of whack because I think animation sequences are timed so that there are windows to eat or attack. Now the timing of the baddies would have to be adjusted.

The number of times I have died because I made a silly mistake far far outweigh the times I died because I was waiting on a food timer. The timer becomes like second nature once a player gets used to it. You’ll start to get a “feel” for when food is up again.

The timer, along with making the quality of food matter more (as I mentioned previously) also adds to the risk reward of combat. Do you go in for the attack when you know you still have a lot of time before you can eat again or do you pick a defensive posture and push your luck when it is safer to do so?

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The animation is fine as it is imo, but as someone else pointed out they could add a affix that decreases food cooldown for blue and increase for purple. This way not every one has to be affected and further more make it more challenging for others who make do with out needing to use food that often or just gives them a good upgrade to use depending.

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Also being burned or poisoned and there’s nothing you can do about it is unnecessary annoying because you food is on cooldown unless they add elixir that can remove that.

Echo Knight has situations where you can get poisoned and if your food is on cooldown you have to just give up cause there’s nothing that can be done.

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I don’t think the food cooldown should change as being able to spam what quickly becomes a near infinite amount of food trivializes the game. I do think that food cooldown reduction would be a cool stat to be able to roll on our gear though.

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Very, very few games in the genre let you “heal as you need”, not sure what games you’re referring to when you say this. The most popular games in the genre tend to actually have pretty strict healing animations or quantities of times you’re allowed to heal before you need to rest, often resetting the enemies in the process. A lot of appeal to a game is lost when players know you can simply spam consumables to overcome a tricky fight, it’s not simply an issue of playstyle like you’re making it out to be.

I think giving us options like consumable CDR on our gear could be interesting, or maybe an “easy” difficulty option that removes restrictions like food cooldown could be a viable choice. Tossing out the cooldown on healing entirely would be a mistake though, imo.

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I do think that food cooldown should be gone as most of those provide buffs effects, but food heals should now be a non-stackable regen so multiple instances do not make regen faster. Something like raw ingredients but with more acceptable value.

In compensate, a HP potion of finite charges and a cooldown should be added as emergency heal, which only recharge fully on death/whisper and partially on kills (optional).

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That could be a neat system, essentially an added estus flask with food now giving a heal-over-time and buffs. Maybe they could add buffing the potion with ichor an option and let us upgrade our inventory size with gold instead :sweat_smile:

The problem is when I eat another focus flask by error, so:

  • to prevent to eat flask when bar is full for focus

  • to remove the timer/cooldown to eat life flask

  • increase a lot the size of life and focus: to can at least recover 80%

  • to can have flask of life AND focus in the same time: when you fight against Echo Knight with no enough focus and life, it’s a dead end…

If you’re relying on spam healing to stay alive, that’s not an issue with the game.

The healing cooldown means you need to approach combat more intelligently.

It’s a good mechanic that doesn’t need changing.

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In Hollow Knight you can heal aprx. 3 hits.
To Heal ONE hit you have to stay still (you cant move).
If you are out of “soul energy” to heal, you have to hit enemies to refill your soul energy.
→ In boss fights there was no time for me to heal so i ended up to not heal.

Darksouls, you got a few (3-5 or so) flasks, if they are empty your doomed.
You had to rest on a bonfire to refill them

In NRFTW you can have how many heal items for one single fight? hundreds.
They do not refill but you can farm them.
To heal you have to wait the few secounds.

For me its fair
Go out of fights or dodge/roll untill the time is ready

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Idk. I don’t think there’s anything wrong with healing or its CD. I thought it was part of the Souls experience.

I would however say that “sleeping” seems useless. It should offer a 20-30 min CD of an overshield or faster healing lag and CD to have some sort of meaningful benefit to sleeping.

Not gonna say it’s a skill thing but maybe a genre kind of thing? It would probably feel like EZ mode with Donald casting Curaga as Goofy chips damage away as Sora hides in a corner kind of feeling.

I just started a new realm and character and the skill development from the first play through feels so rewarding. I hardly die too and I haven’t even allowed any stat points from a level up cuz I wanna build it after I find the right weapon to stick to.

I agreed with you on spamming heals to stay alive is not the right approach to the fight. But saying the currecnt mechanic is good and no need to change is wrong in my opinion.

The problem here is that Foods has both direct heal & buff effect.
Having cooldown as is now, make fully buff yourself take a minute;
Not having cooldown make spamming direct heals possible.

So a possible solution should be remove direct heal from Foods, make them provide buffs and passive Heal-Over-Time (non-stackable), solely to provide recovery outside battle.

And move direct heal to a seperated mechanic with cooldown (eg: HP flask/potion)

Then will make both side happy. In the current system, there is no win-win situation no matter how you tune the cooldown.

but for just buffing you got the other items, like oils to increase weapon damage.

I started playing Jedi Fallen Order today the first time. Here i have two stim packs, witch heals me aprx. 50% of my live and my character is slowed down at the time of taking the stim pack

would you prefere this version? Taking two or three stim packs in a row and not being able to heal more.

I thing there is no best way.
Even if we find the best solution for you, other people will dislike it at the same time.

I now, its not what you want to hear but for me the healing system is part of the game style and part of the difficulty.

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I think there is a solution that compromises a few points from all sides.

  • Add 2-3 extra frames to the eating animation, making it riskier to eat.
  • Potentially reduce move speed even more when eating.
  • Reduce the cooldown of food to 5-7 seconds (starts after the animation finishes).
  • If out combat for X seconds (maybe 30?), food has no cooldown. This will allow for a better experience buffing up.
  • Reduce drop rates of food.
    – When food is dropped, increase the chance that it is a lower-tier food.
    – Let the top recipes be a lot rarer, so players have to focus on making them more.

This transfers the risk from waiting for food to come off of cooldown, to making you be more calculated about when you can eat. This limits the need to breakaway, while also making it a better experience for buffing up pre-fights.