Fix Variable Ingredients

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Fix Variable Ingredients

Postby Mario_Demorez » Mon Apr 13, 2020 6:58 pm

Currently food ingredients is all over the place. You can not accurately predict what a type of spice/milk/flour will give fep wise. Fix by doing what is listed below.

- Add a 9th spice and assign a certain attribute to each spice in the game. Whenever you use a spice it adds some arbitrary number of the Assigned fep no matter the type of food. Or not. You can just assign the current 8 spices with certain attributes and just forgo one attribute.

- anything that requires a non exact food ingredient such as tubers or onions or etc have assigned fep types just like spices. For example: Anything made with Red Onions gets a bonus to intelligence while yellow onions give a bonus to Will. If someone uses cow milk they get a bonus in Con while if they use sheep milk they get a charisma bonus.

- allow mixing of flour in a barrel so you can get generic flour or mixed flour like milk. (Not needed but should be implemented since you can do with milk).
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Re: Fix Variable Ingredients

Postby Mario_Demorez » Tue Apr 14, 2020 7:26 am

Things that need a designated attribute -

Yellow Onion, Red Onion, Leeks, Turnips, Beets, Carrots, All milks, All flours, All berries, All spices, All specific type of meats (Pretty sure this already exist), and also all sorts of garden greens and leaves that exist in the game.
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Re: Fix Variable Ingredients

Postby arpcubone » Tue Apr 14, 2020 6:22 pm

Sweeteners, Fruits, Fish Filets, and Nuts are also variable items that need to be added to your list!
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Re: Fix Variable Ingredients

Postby xdragonlord18 » Tue Apr 14, 2020 8:32 pm

No thanks. The food system is one of the better implemented systems in the game. A big part of its value is discovery and, through experimentation, mastery. If you make all of the variable components easily deducible then you reduce the investment needed to achieve mastery with the system and trivialize that achievement. I think the only way I could see this being an improvement would be if the entire cooking system was reworked to be purely variable.
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Re: Fix Variable Ingredients

Postby Mario_Demorez » Tue Apr 14, 2020 8:34 pm

xdragonlord18 wrote:No thanks. The food system is one of the better implemented systems in the game. A big part of its value is discovery and, through experimentation, mastery. If you make all of the variable components easily deducible then you reduce the investment needed to achieve mastery with the system and trivialize that achievement. I think the only way I could see this being an improvement would be if the entire cooking system was reworked to be purely variable.

"Discovery, experimentation, mastery" - You mean looking shit up in ringofbrodgar or cookbook? It isn't like new food that everyone wants is being discovered every day. If you use salt on something in real life the effect is always the same. It becomes saltier. Right now if you cook some food with spices it can change in the result in completely opposing ways. Add laurel to a meat dish? Add cons. Add laurel to a different meat dish? Removes con. Makes zero sense and not a good mechanic. Over complicated systems are pointless and a turn off.
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Re: Fix Variable Ingredients

Postby xdragonlord18 » Tue Apr 14, 2020 8:58 pm

Mario_Demorez wrote:
xdragonlord18 wrote:No thanks. The food system is one of the better implemented systems in the game. A big part of its value is discovery and, through experimentation, mastery. If you make all of the variable components easily deducible then you reduce the investment needed to achieve mastery with the system and trivialize that achievement. I think the only way I could see this being an improvement would be if the entire cooking system was reworked to be purely variable.

"Discovery, experimentation, mastery" - You mean looking shit up in ringofbrodgar or cookbook? It isn't like new food that everyone wants is being discovered every day. If you use salt on something in real life the effect is always the same. It becomes saltier. Right now if you cook some food with spices it can change in the result in completely opposing ways. Add laurel to a meat dish? Add cons. Add laurel to a different meat dish? Removes con. Makes zero sense and not a good mechanic. Over complicated systems are pointless and a turn off.

Ringofbrodgar is not always up-to-date or accurate and the cookbook does not have all the foods and food combinations. They're also besides the point as any discovery and experimentation based mechanic can become broken by meta gaming. Many people do not use those resources and for them it's discovery. Complicated systems are not pointless and not a turn off to everyone.
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Re: Fix Variable Ingredients

Postby Hasta » Tue Apr 14, 2020 11:20 pm

This thread is about "devs are too lazy and wizards don't have access to the data".

As soon as Loftar (I guess?) gets his hands onto it h'll magically conjure a script to preview a result with selected ingredients (shouldn't be too hard since any result is predetermined).

@Loftar well? We're waiting?!
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Re: Fix Variable Ingredients

Postby Glorthan » Wed Apr 15, 2020 2:36 am

The obscurity around the food system is just another mechanism to separate the wheat from the chaff. Obviously anything that gives established players further advantages is working as intended.

Once apxelog's food data services gets integrated into a popular client like amber, the normies might be able to keep up a bit better.
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Re: Fix Variable Ingredients

Postby xdragonlord18 » Wed Apr 15, 2020 1:50 pm

Glorthan wrote:Once apxelog's food data services gets integrated into a popular client like amber, the normies might be able to keep up a bit better.

It's been integrated.
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