Complexity is very much appreciated, but not in the sense of user unfriendliness. For example, obtaining bait and watching over a bobber would be a more complex system that will remove macroing for free food, which is a huge issue. I'm sure Xsyon could think of more and even better ways.
As for starvation, you need to realize that this is after all a game. Keeping that in mind, realism should not be affecting my overall gameplay. You come in trying to punish macroers and by doing so, you affect the newcomer's gameplay and even those who took no part in macroing. This is not user friendly or even ethical. Hunger and thirst is supposed to punish players, not kill them. I'm sure that was intended for a reason...
I agree.
See, GameFreak's idea has born what could be a good idea from someone else. I don't mind either way really, dying or no skill gain. However I really would need something that said "You're pretty damned hungry and are going to die soon." because right now, I run outta food/water all the time and don't notice. heh
So looking at an energy bar on the screen is realistic, but a message on the screen in text (like one that would go through your head, saying "I'm hungry"), is too far out there? Personally, I couldn't give a crap about realism, I want fun.
However, I'm a firm believer in options. Therefore, assuming the only people playing this game are commenting in this thread...
A loss of skill gain is acceptable, when starving/thirsty.
A message if any, should be optional.
Problem solved.
Again, assuming no one else is playing the game, has ideas of what the game should be to THEM or otherwise just disagree because they feel like it. We're all set! =)
Oh sorry, I should of been more specific. I meant that I could visually see when my character is hungry or thirsty because he frequently gets out of breath. That's my non-message alert that I must eat or drink without relying on any meters.
It should be optional.