DISCLAIMER: I'm very new to the game. I've played quite a lot the past few days, but as far as progression my next goal is making a Copper Anvil. Lotsa Lead, not so much copper... So maybe something changes later. I think it's almost September in my game, and this has been on my mind as I'm staring down my first Winter with an empty cellar.
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Much like in MineCraft, it really bothers me that for a "survival" game, survival doesn't really seem to be all that important, it's really only as meaningful as the player chooses to it to be.
If I'm starving near my spawn point, why would I eat instead of just letting myself die and getting 50% satiation for 'free'? Through this lens, the importance of food preparation and preservation seem almost kind of superfluous.
I understand you don't want the player to respawn starving because if you died a thousand blocks away, deep in a cave, you don't have time to go wolf down a meal and sprint to where you think you died and spend frantic minutes trying to find where exactly you died. But this does raise an issue that if you're just building around your spawn point, you get essentially free food forever.
MineCraft almost kinda sorta solved this with its levels, having you irrecoverably lose a vast amount of the XP you've acquired if you die. Buuuuuuuut... you can make manifold variations of XP-farms which render that a non-issue. Also, that's a stick, and I prefer carrots; that is, I'd prefer a system which rewards survival rather than punishes death.
I hate identifying problems without offering solutions, but I don't really have enough information what with not having a seat at the developer's table.
Perhaps this has already been discussed to death.
Perhaps this is deliberate to make the game easier for n00bs like me (if I hadn't restarted my world about 5 times, I'd probably be on my second Summer by now and in much the same place in terms of progression having starved-to-death umpteen times through my first Winter, as I'm probably going to do even in my current game if I don't restart).
Perhaps the death penalty (or survival reward) system is planned but the design isn't finished yet (Enchanting in MineCraft wasn't added until the 1.0.0 launch version).
It just seems so weird to me to have these deep food systems (which I love! It's a wonderful fusion of the simplicity of MineCraft and the @_@ complexity of Eco!), to have seasons that affect food abundance and scarcity but...none of it really seems to matter.
To be clear, I'm *NOT* asking for hardcore. If I wanted to play Hardcore, I could just delete my worlds when I die. But I would like to see survival rewarded when it seems like you guys are trying to make the survival aspect of the game more interesting than MineCraft's "get seeds from grass, find water, make hoe, eat bread forever!".
...also...could you reduce the Wolf's attack damage a bit? Being two-shot is pretty lame, given they tend to live in extremely cluttered environments and your first 'warning' that there's even a wolf around is a bite on your butt. =(