Quote:
Originally Posted by larper99
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While it is a wonky mechanic, I can see how it came about, being an applications programmer for many years.
In hindsight, food eaten should give an unremovable spell effect, just like any spell cast on a player by a mob during combat. The effect would have stats such as duration and player stat adjustments. The effect would survive zoning, like other detrimental effects.
But, perhaps food was added to game development late (or perhaps actually early, before spell effects were added). In this case, it was simply an inventory check, not a state of the character. The character has a state of "fullness", but not a state of what was eaten. So, to implement food stats, that said, well, we already pull food from an inventory slot, what is in that slot? That will be the current food stats if the character is not "hungry". Just like how armor and jewelry work. The system checks the inventory on any event (such as zoning or changing inventory) and applies the stats based on current inventory.
I can see the meeting: "Well, players could change the food they are going to eat to maximize their stats at any time." "Yeah, right. Who is going to do THAT? Besides, it's too late to change the code now for something that will never happen."
Happens ALL OF THE TIME in app development when requirements are constantly changing. The words "That will never happen" are always negated on day 1 of beta.
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They figured it out later in Star Wars Galaxies: that game had all sorts of long lasting buffs from eating, drinking, and some other stuff like doing drugs or watching someone dance (no joke). Like you said, in EQ they were just shoe-horning something into their engine, after the fact.
But while I don't know if stat food works on Green or not, I'm pretty sure it shouldn't. On live EQ stat food bonuses were not added until much later in the timeline (I want to say Velious era but I'm too lazy to look it up).