exomonkeyman 103 Posted December 26, 2013 Shows how hungry you actually are. Although almost all of it would be spam only be useful when it gets to %75 hungry. But you will know. Will show how much food could give back. Saves you having to eat lots & lots of food & water wondering when you will finally not be hungry or thirsty any more. 5 Share this post Link to post Share on other sites
JPWiser 251 Posted December 26, 2013 This is what you came up with? Looks fantastic. Share this post Link to post Share on other sites
creature 1189 Posted December 26, 2013 The little color changing box works for me. Do you really need a percentage number as well? I'd be more concerned about them possibly pulling the little box outta the game as it wasn't intended to be in there at all. ;) 2 Share this post Link to post Share on other sites
cadeudo 24 Posted December 26, 2013 (edited) god idea, becuse u shuld feel all of this anyways :) Edited December 26, 2013 by cadeudo Share this post Link to post Share on other sites
exomonkeyman 103 Posted December 26, 2013 The little color changing box works for me. Do you really need a percentage number as well? I'd be more concerned about them possibly pulling the little box outta the game as it wasn't intended to be in there at all. ;)Actually i guess with the hole color changing this the % is pretty useless. Share this post Link to post Share on other sites
Mcleane 24 Posted December 26, 2013 (edited) I like the idea, allows for efficiency the only problem is I would like to be able to turn the percentages on or off for more immersion. Edited December 26, 2013 by Mcleane Share this post Link to post Share on other sites
nickholder85@gmail.com 19 Posted December 26, 2013 Nice, I like the colour coded transition messages, it's nice and intuitive and the traffic light colour scheme works really well across all games. I agree with creature though, I personally would leave out the percentages on food etc on screen notifications, however they could be useful in the character UI screen. I think the less amount of text and stuff on screen while playing the better. Share this post Link to post Share on other sites
JPWiser 251 Posted December 26, 2013 Still dont think you should have to eat 8 cans of food to go from 0%-100%+ Share this post Link to post Share on other sites
Noctiluxx 48 Posted December 26, 2013 I hate the idea of percentages.. I have no clue what percentage of hunger I currently have, nor do i have the technology to figure it out. a vague idea, yes... not that hungry. but could eat a light snack. I like the idea of the colour gradient, however, fewer options so you only have a ballpark of what range you're in, not 'oh snap its purple, im at %15 hunger!' Share this post Link to post Share on other sites
aseliot 23 Posted December 26, 2013 Nah the game is about authenticity, you yourself in real life dont know how hungry you are by a percentage. 1 Share this post Link to post Share on other sites
Mos1ey 6301 Posted December 26, 2013 (edited) Percentages or any kind of bar are a bit too far IMO as you could never know how close to starvation you are with the same accuracy in real life.I think the idea of a wider spectrum of messages and colours to give you a better idea is great though. Edited December 26, 2013 by Mos1ey 1 Share this post Link to post Share on other sites
ramatakahn 38 Posted December 26, 2013 The hunger/thirst in this game isn't hard to manage at all once you figure it out, if anything it needs to be more difficult. 1 Share this post Link to post Share on other sites
wartzilla 182 Posted December 26, 2013 (edited) The hunger/thirst in this game isn't hard to manage at all once you figure it out, if anything it needs to be more difficult. I'm surprised there are still people who haven't figured out that you need to eat and drink until you get the 'full' message. It's like filling your gas tank just to the point where the 'emergency' light stops glowing, and complaining about the poor gas mileage. Once you figure out that you need to eat and drink way more than just until the notification goes away, thirst and hunger is not an issue at all, perfectly manageable. Edited December 26, 2013 by wartzilla 1 Share this post Link to post Share on other sites
Noctiluxx 48 Posted December 26, 2013 The hunger/thirst in this game isn't hard to manage at all once you figure it out, if anything it needs to be more difficult. couldn't agree more to be honest. Share this post Link to post Share on other sites
bad_mojo (DayZ) 1204 Posted December 26, 2013 ^What wartzilla said Share this post Link to post Share on other sites
RachetSmurf 2 Posted December 26, 2013 Definitely great imagery to demonstrate your idea. Agree that percentage is a bit much, but the rest is great. Share this post Link to post Share on other sites
quobble 175 Posted December 26, 2013 http://s7.directupload.net/file/d/3484/zrr8lin2_png.htm Thats how I would do it.(exclude the white text, its just for those who dont know what the symbols are) 1 Share this post Link to post Share on other sites
G-lens 7 Posted December 26, 2013 Nah the game is about authenticity, you yourself in real life dont know how hungry you are by a percentage.I agree. I like this game because of the guessing and not knowing. It makes it intense. Great idea man but not for this game. Share this post Link to post Share on other sites
LouisK 85 Posted December 26, 2013 Still dont think you should have to eat 8 cans of food to go from 0%-100%+ I've thought of something that could sound logical and maybe is like this already: "Maybe this changes with the addition of cooking and all, after all, in the mod cans regenerate very little blood compared to what cooked meats do, and here that could be the same but with hunger and energy points. A full can (4 uses) could restore 10%/5% (2.5%/1.25% every full bite*) (respectively) while meat (Let's suppose this is cow meat, and each bite takes 50% of it's use) could restore 50%/%25 (25%/12.5% per full bite*) *Full bite in cans would actually be 25% of it's use. This would mean 25% of the can would regenerate 2.5%h and 1.25%e (hunger, energy) every time, if the bite consumes less than 25% a three-simple rule should be applied: 25% - 2.5x% - y x being the percentage consumed and y the percentage of hunger it should restore: (x*2.5)/25=yThis would mean every 1% consumed, the hunger restored would be 0.1% Same procedure for energy: 25% - 1.25x% - y x being the percentage left on the can and y the percentage of energy it should restore: (x*1.25)/25=yThis would mean every 1% consumed, the energy restored would be 0.05% Exact same procedure applies for meat." Full post is regarding the saline effects: http://forums.dayzgame.com/index.php?/topic/158804-blood-bagssaline/ 1 Share this post Link to post Share on other sites
JPWiser 251 Posted December 26, 2013 I've thought of something that could sound logical and maybe is like this already: "Maybe this changes with the addition of cooking and all, after all, in the mod cans regenerate very little blood compared to what cooked meats do, and here that could be the same but with hunger and energy points. A full can (4 uses) could restore 10%/5% (2.5%/1.25% every full bite*) (respectively) while meat (Let's suppose this is cow meat, and each bite takes 50% of it's use) could restore 50%/%25 (25%/12.5% per full bite*) *Full bite in cans would actually be 25% of it's use. This would mean 25% of the can would regenerate 2.5%h and 1.25%e (hunger, energy) every time, if the bite consumes less than 25% a three-simple rule should be applied: 25% - 2.5x% - y x being the percentage consumed and y the percentage of hunger it should restore: (x*2.5)/25=yThis would mean every 1% consumed, the hunger restored would be 0.1% Same procedure for energy: 25% - 1.25x% - y x being the percentage left on the can and y the percentage of energy it should restore: (x*1.25)/25=yThis would mean every 1% consumed, the energy restored would be 0.05% Exact same procedure applies for meat." Full post is regarding the saline effects: http://forums.dayzgame.com/index.php?/topic/158804-blood-bagssaline/ Unsure of what your point is. The fact remains, any human having to eat 8-10 cans of beans to be full is ludicrous. Amount it takes to restore Hunger to 100% needs to be decreased and less eatable foods need to be spawned, but you should have more time to search for said foods. This will promote map exploration, cooperation, and still make you have a constant worry on ensuring your properly stocked. But most of all, would be much more realistic. Share this post Link to post Share on other sites