Hunger and thirst have become staples in modern survival games, and are present in many games that predate the modern genres.
While the cooking system in MO1 was vast, the eating and drinking mechanics were poor, and the reserves mechanic was annoying, hard for new players to understand, and very time consuming when messed up.
Food should play a vital role. Honestly - I would prefer for this portion of the game to get less forgiving, though rethought out to be less annoying. Food and hydration should be something your character needs. Hydration should be obtained via fruit or liquids, particularly water, of course, and it should be more intricate than just grabbing fist full of water.
This makes travelling need to be thought out, and puts a small time limit or survival aspect into play. If you dont pack rations, you need to know your environment. It promotes situational awareness and planning.
This adds another layer of personality and strategy for the game. It also adds value to those who like to cook, as food will be more commonly sought after.
The player should have reduced stamina regeneration when hungry or thirsty, and if both hungry and thirsty in the extreme levels, health would degrade to 50% and healing would become less effective.
Mechanics such as this would also promote pre and post war feast as the players prepare or recover from battle, allowing players running inns, or guilds, to prepare fun gatherings in celebration.
While the cooking system in MO1 was vast, the eating and drinking mechanics were poor, and the reserves mechanic was annoying, hard for new players to understand, and very time consuming when messed up.
Food should play a vital role. Honestly - I would prefer for this portion of the game to get less forgiving, though rethought out to be less annoying. Food and hydration should be something your character needs. Hydration should be obtained via fruit or liquids, particularly water, of course, and it should be more intricate than just grabbing fist full of water.
This makes travelling need to be thought out, and puts a small time limit or survival aspect into play. If you dont pack rations, you need to know your environment. It promotes situational awareness and planning.
This adds another layer of personality and strategy for the game. It also adds value to those who like to cook, as food will be more commonly sought after.
The player should have reduced stamina regeneration when hungry or thirsty, and if both hungry and thirsty in the extreme levels, health would degrade to 50% and healing would become less effective.
Mechanics such as this would also promote pre and post war feast as the players prepare or recover from battle, allowing players running inns, or guilds, to prepare fun gatherings in celebration.