
This will be my first post on the Arispotle community forum. For those who don't know me I am the #1 *self proclaimed* submitter of *wacky* ideas to the forums.
The topic I am addressing today is the dapper and its worthlessness. I have an idea to tie it into the some other nessecary aspects of the game and increase its worth.
I was thinking with the incoming implimentation of consumable things, the devs could put in some nourishment items, AKA food. This food could be purchased at a city bar. Food for healing is great, but not really needed. What I am thinking, is that the character has a "need" for this food. Kind of like a Mekatoub; when it runs out of food, it won't run.
Think of it this way: The player exerts him/herself throughout their various grinding activities. Depending on the activity, the character grows hungry. This hunger, if not quenched, will eventually affect the character's performance, doing things like making them slow, more vulnerable to attacks, loss of focus, etc. Since the "food" can only be purchased with dappers, and not player-made, suddenly the dapper becomes needed. Now people will budget their dappers, making sure they make a profit so they can buy food.
Also, to add another twist, the length of time that a character can go without food could be tied to will. I mean, balance is tied to something, will should be too. (and so should metabolism and wisdom, but I haven't thought of anything for them yet. Tune in next week

Anyway, there are probly flaws in this system, so try and point them out to me without being too mean
