(UPDATED) Changes to Consumable Timer & Adding More Depth to Consumables

@RomoloHero I ain’t quite sure how I feel about this.
You mention some aspects that I would love to see but some aspects that I am on edge about, so let’s break it down…

I absolutely agree, I think these “Elaborate Meals” should definitely require more ingredients.

Here I disagree because I think these “Elaborate Meals” should almost be used as a bulk-craft option, this incentivises players to mass collect ingredients and there is a reward for doing so. They would then potentially not be consumed once but instead can be consumed several times.

I love this… I think it would also be really cool if these “Elaborate Meals” were only allowed to be consumed at camps? (Just throwing out ideas) Due to their nature of rewarding the player with a large buff thus then prevents fights from being really cheesy and prevents the constant spam of the consumable and instead incentivises players to use all the other consumables that are in the players arsenal.

i feel reminded of monster hunter and the “pre quest” feast that gives you buffs as long as the quest lasts, or until you die. If implementing something like this there needs to be more than just a 600s timer, and it needs to be independent of the “in between” heals.

which brings me to a point i suggested in one of the other treads:

  1. Keep cooldown, but instead of applying it to the whole “food item category” only apply it to the item consumed, for example, veggie cake. Time after eating is so annoying! - #73 by Chemile0n

  2. Potions, or rather the portion crafting and merchant are at this point pretty much useless.

So why not go the well established way of offering some sort of healing potion that gives u a healing buff or even reduced cooldown for food items. So chugg Potion X and cooldown is removed for the next X mins.

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Yeah, I saw the food stack comment and I think that would work really well. Looping back to what I always say…

“It incentivise players to engage with”

It then pushes players in the direction of not only just using 1 type of consumable, that’s why I want their to be a pro and a con for each type of consumable, so there is no right choice.

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I imagine the bulk crafting to be more used for the quicker to consume meals since they require less ingredients and even less rare ingredients. I feel like making an ‘‘elaborate meal’’ should feel special. Like going out of your way to create it to match the bonus. I do think mass collecting should be rewarded though.

I don’t like them being able to be consumed multiple times. I’d personally prefer that with the ‘‘snacks’’. So you take a bite out of it and have 2 bites left or something.

Would be even cooler if it was like a Feast in WoW. You slam it down near a campfire in people in co-op can eat alongside you. They shouldn’t be used before a boss, but, rather before an adventure.

@RomoloHero Okay, lets establish something before we delve deeper, how do you envision “snacks” to be used?

Personally I find them to be a quick eat’n’go. They quickly replenish the players health so they can get back into the fight.

Whilst for the “Elaborate Meals”, you state yourself that you want them to…

and therefore should be treated like a feast, meaning that the player would have to sit down to consume such a meal.

Whilst “snacks” consist of consumables such as kebab, berries (going back to our convo about berries being a consumable on your farming post) and other types of consumables that come in snack form.

So yes, I agree with this, that “snacks” can be mass produced… but I also believe everything type of meal should be allowed to be mass produced. However the difference with “Elaborate Meals” is that they aren’t immediately consumed after consumption but can be consumed several amount of times (example: 5 times per consumable?), the reason why I think this would be fair is due to the nature of only being allowed them to be consumed at camps.

have you played and monster hunter game? i understood the feasts, like a “pre adventure buff” you ude before you venture out from sacrament. so you can only eat them in the canteen. but then you get a buff (e.g. increase max HP by x%) until you die.

and the snacks would be the potions you use, when in fight, but u sadly got stomped by a massive hammer attack.

and for those snacks a cooldown or some sort of limitation should be there, but these limitations should not appear to all of the healing items.

plus i want to make the poor potion guy matter. so why not give him a recipe so people who want no cooldown at all, can craft a potion to remove those cooldowns for a set amount of time.

this would pretty much fit all needs?

haha, you really seem to be pushing for the potion guy to get more credit for his job… I suggest making your own post about it so it can get its own attention.

i think he already has like 3 or 4 posts.

but i really think he needs more love. he is super under appreciated.

and hey, why not combine all the things we already have, instead of re-inventing the wheel?

I have not seen any post regarding him being under utilised. Maybe you could create another post and link the originals if there is other posts regarding him?

Cause currently we are kinda off topic.

puuh i might have “overdid” the thing :rofl:

I’m against arguments like these because if you’re just 1v1ing a mob or 1v2ing some weak mobs and you’re so unconfident that you’ll pace around them for TWENTY whole seconds or more then I’m not sure there is anything the devs could do to push you into an active style that doesn’t involve you just bashing your head against an enemy ala soulsborne.

I don’t want to gatekeep either but I saw your comment saying you’re level 8, a lot of players haven’t even fought a 2nd boss by that point yet. That’s like fighting gundyr & complaining about only have 3 charges of the estus flask. The cooldown actually becomes scary when you’re locked in arenas or the only exit is a ladder that you don’t know if you can get up in time to avoid dying. You pace around but it’s with desperation trying to stay alive on like 5 health because even catching on fire + DOT can kill you.

You must be heavily mistaken about what is going on here. If you are here to have an argument, then you are in the wrong place. This thread is meant for conversing with others, understanding their opinions regarding the original post, and brainstorming ideas for improvements.

From my interpretation of your message, all you have basically said is that it’s a “me” problem.

Instead, you could converse and share your opinion on why you believe the current system is fine the way it is and potentially suggest ways you would like to see it change.

i think you misunderstood the points made here. i think most people are used to healing without cooldown, for example chugging 3 estus in a row until they are all gone, then you either win or die and have to rest at a bonfire.

i like the (almost) unlimited amount of healing items you can carry, but having a cooldown, so you don’t spam them. but i also understand, that 20 seconds can be super long, especially in the current late game, taking into account, that when you buffed before a fight, you can’t heal when you instantly get hit for whatever reason.

so we tried to find a compromise. keep cooldown but change it, to only apply to the item used, not the item category, or remove cooldown and limit the mount of healing items you can use. and some things in-between.

and i am also fully aware, that these are just suggestions, and the end result may still vary, depending on the developers creative freedom.

at the end of the day, i trust the project to do it right for its intended purpose.

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So, if the normal foods are the baseline we can consider the ‘‘snacks’’ and ‘‘elaborate meals’’ to be upgrades; albeit in different directions.

Snacks → During Combat (High Pressure)
Normal Food → During Exploration (Low Pressure)
Elaborate Meals → Pre-Adventure buff (Long Duration (once a session))

Okay so, mass production for elaborate meals should be possible. However, it shouldn’t be easy to do so in the first place. You would need various rare ingredients and actively explore to obtain them. So we are able to mass produce them, but, not in the sense that we can mass produce lower tier foods; if that makes sense.

The way I envision elaborate meals to be used is like once or twice per session. With an effect that lasts for an hour and persists through death. Now if they have a shorter duration then I can see the idea behind multiple charges.

Also,

This is kinda what I am imagining as well, I really like the immersion from this. Not saying we need cats to prepare and cook the food, would be funny though :joy:

So, you want to treat consumables more like an upgrade rather than just another option when it comes to crafting consumables?

I agree, I want there to that sense of reward; rewarding players with the bonus/buff for collecting said ingredients but, you need to ensure there is a balance between such, if you make the “elaborate meals” too buffy then it won’t incentivise players to use the other types of consumables.

I would personally prefer the short duration buffs with multiple charges. What do you think of the idea about using them only whilst at camps? Because if you only made them available for use within Sacrament then it could have the negative affect of players not using them as much (it depends on how many times a player goes back to Sacrament)

Upgrades in the sense that they add more than regular food. Like you start at with the regular food pre Sacrament. And as you progress other food types become available. We already have this relevant to different areas. So ‘‘snacks’’ could become available with T2 and ‘‘elaborate meals’’ with T3. They add more value than regular foods, but in turn cost more to craft.

They could be two separate categories. Where one can be consumed only at Gordon’s restaurant, the tavern or at home. And, the other is campfire exclusive, but, with a shorter duration.

I actually think the different types of food can easily be linked to Gordon and you unlock a new type throughout the game.

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The wait time between using consumables feels unnecessarily restrictive. While I understand its intent to increase the intensity of fights and encourage tactical gameplay, I believe it detracts from the overall experience.

The restriction is just fine IMO. Not mentioning how stupidly overpowered ranged/spell stuff is, or even parrying for that matter.

Anything that makes this game easier at this point is a bad idea. It’s already trivial enough (as of current state).

Personally, I find myself more focused on when I can next heal rather than fully engaging in the fight.

TBH if you are finding yourself doing that, you should maybe learn the enemies more thoroughly instead of eating damage you shouldn’t be.

As for other suggestions,

  • ad.1 sounds fine, no complaints;
  • ad.2 I’m kind of indifferent to that; not a system I’d use much but I see no cons
  • ad.3 disagree, see above
  • ad.4 IDK, it smells like a prescription for even more cookie-cutter builds material; and for sure the game doesn’t need more of that …

I opened a post about some concise options, could be up your alley.

My angle: Why not both?

I’m abit confused by what you mean here?