Please Make Crafted Foods Have Level Requirements

Discussion in 'General Discussion' started by Alleine Dragonfyre, Sep 8, 2018.

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  1. Lars vonDrachental

    Lars vonDrachental Avatar

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    Sadly in most games the beginner products seems to be quite worthless…why it is that way I do not understand as it sounds just reasonable that new avatars craft items to raise their level while advanced avatars buy these items as it is a lot less time consuming than to craft them themselves and additonally they support new avatars by giving them in exchange some money.
    We also do not have some kind of quality-marker valuing the diced vegetables and so it shouldn’t matter who cut them into cubes and bread is bread no matter if you are GM or level 5 in cooking...maybe the devs should rework the recipes to be more based on each other. E.g.:
    - you need at least level 5 in cooking to cook a vegetable soup
    (e.g. 2 water buckets + 2 potatoes + 2 coal = 1 vegetable soup with +0.5 focus per second for 2h)
    - at least level 40 to create out of vegetable soup a normal meat soup by adding meat or wait till level 75 to be able to add exotic meat to create a exotic meat soup (mid bonus but also a low downside)
    (e.g. 2 vegetable soups + 2 meat cubes + 2 coal = 1 meat soup with +1.5 focus per second for 2h)
    (e.g. 2 vegetable soups + 2 exotic meat cubes + 2 coal = 1 exotic meat soup with +1 focus per second and +5 str and -2.5 int for 2h)
    - at least level 90 to created spiced version of meat or exotic meat soup (high bonus but also a mid downside)
    (e.g. 2 meat soups + 5 pepper + 2 coal = 1 spiced meat soup with +3 focus per second for 4h)
    (e.g. 2 exotic meat soups + 5 pepper + 2 coal = 1 spiced exotic meat soup with +2 focus per second and +10 str and -5 int for 3h)
    - …
     
  2. Baratan

    Baratan Avatar

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    I agree. The current system is broken. Right now the only reason anyone crafts 9/10ths of the recipes is to grind their cooking skill up to where it needs to be to make the useful recipes. Totally, utterly broken imo.
     
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  3. Spungwa

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    SWG got the low level stuff right.

    They made the low level crafts components in the crafts for high level crafts, but the quality of the low level craft had no bearing on the quality of the high level craft. Including crossing trees.

    This meant high crafters could buy low level crafters stuff to save themselves time. EG an architect could buy walls off a levelling architect and make high level extractors without it affecting the quality of there goods.


    Spung
     
  4. mass

    mass Avatar

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    This sounds good, like Ardoris Coleslaw being a component of the Obsidian Venison Meal. Was it effective in SWG? Like did people really buy from low level crafters or did high level crafters just make everything themselves? In our current cooking system, it's hard for me to see high level players buying components from low level players, but would be awesome if it would work.
     
  5. Spungwa

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    It did work in SWG, as you were limited to the number of factories and factory jobs you could have running at time. So you could produce more by buying the components. Same for Eve Online, if you wanted to make a tech 2 ship and do every part of the process it would take like 2+ months to produce one ship from raw materials to finished product (for those that know (in the past) moon miniing, bpo copy, invention, moon goo processing in the pos, advanced material production, normal minerals build, tech 1 ship build, tech 2 ship build). So people specialised in sections of the production and sold it on to someone doing the next part of the process.

    Would it work here, NO, not yet, the lack of consumption in the economy for crafted goods means there is not the high enough demand for crafted goods for the crafter's time to be the limiting factor.

    But if in the future, if the adventuring types hugely out number the crafters or more likely there is a new mechanic that consumes crafted goods it would.

    So if for example you had to "feed" the new dungeon encounter rooms with crafted goods periodically to drive demand of the crafted good, you could get to that position. Or castle sieges means having provisions made ahead of time for the siege that are consumed by the siege, and this just food needed so stats of the food is irrelevant. This would drive demand for all food, you would just buy whatever was cheapest.


    Regards
    Spung
     
    Last edited: Sep 10, 2018
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  6. Spungwa

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    This is the root of all the crafters being able to sell goods problems. We gather and produce too much so that the supply vastly out weighs the demand. But as i have said in other posts i don't think gear durability is the answer, good gear is too hard and expensive to be short lived. New consumption mechanics are required to my mind, lets hope for episode 2 some of these materialise.

    Spung
     
  7. Vaentorian

    Vaentorian Localization Team

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    It occurs to me that, food being food, it would make sense for it to decay (I can't imagine coleslaw left in a backpack for 6 months would smell great). Certainly not on 'realistic' timescales of in-game days or weeks, but maybe graded between say 1 RL week and 1 RL month for different products. Could be an alternative or additional consideration to changing the buff length to be better for low-level food.

    Upside for sellers: more frequent custom
    Downside for sellers: smaller individual purchases

    Of course a lot of people don't like decay in any form so I doubt this suggestion would be popular...
     
  8. Cora Cuz'avich

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    Sort of. I manage to sell pie dough steadily. It's an annoying step (well, several steps) if you just want to make wolf/bear surprise, especially if you're making a lot of it to sell. But mostly, it gets used in two of the most commonly used foods. The only other thing that's comparable is the brewing ingredients, and I think there are a few people who do well selling those.

    I think if higher tier foods required lower tier foods, they would sell, but mostly because it'd be annoying as hell to make a bunch of A and B so you can then finally make a bunch of C. One of the reasons I bailed on brewing quickly was because it was so many steps to get to a final product. It's not inherently a bad idea, so long as there are plenty of people willing to make the lower tier foods.
     
    Last edited: Sep 10, 2018
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  9. Spungwa

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    Good to hear there is at least some crafter to crafter economy in the game.

    Spung
     
  10. Floors

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    It's not reasonable I can carry fences or other things in my backpack, either is it ? Or the gigantic amount of weapons I get from tears ? or tables or chairs ?

    We want this to be a game, not a reality simulator. Adding in food decay would just PO people more than they already are.
     
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  11. Bowen Bloodgood

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    Some reality is broken because it MUST be because it's a game. It's not always a question of whether or not simulation is too much like reality. I've never been fond of the 'we don't want a reality simulator' argument, because ultimately what it really boils down to is, is it fun or not. Some realism can still be made fun. Though I don't think food decay would suit SotA the way it is. But making this kind of argument makes me wonder.. if you want no reality/simulation at all, why not just play tetris or something? And before anyone takes that in a way not intended.. it's a rhetorical question only. I'm only making commentary on a generalized argument.
     
  12. Floors

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    I did not say that I wanted “no reality or simulation at all”. What I dont want is worrying about if my hard crafted food expires. F that
     
  13. redfish

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    Level 20 people don't need to eat food at all.

    Its not really useful unless you're doing high DPS activities like PvP or fighting bosses. In a certain sense, it's a little more desirable in multiplayer, just because you might not want people to wait around for you. If you're just going out hunting though and are low health, you just spam some heal spells (free), or wait, or avoid enemies for a while, because the regen time is quick.

    This has worked the same as every other theme park MMO I've played. Food for me is largely vendor trash. That's why I don't eat. None of these solutions would make me buy low-level food from your vendors.

    The solution IMO isn't to make it even more like every other theme park game by putting level requirements. It wouldn't even help. I remember conversations LB was having about food early in development and he was talking about making water intake necessary for health regen to occur at all. He was also a personal fan of the idea of food decay, by the way.
     
  14. Bowen Bloodgood

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    when my characters were "low level" I'd just get a couple shrine buffs.. same effect as higher tier food. Anything beyond that was overkill and unneeded.
     
  15. redfish

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    @Bowen Bloodgood

    I don't use either shrines or food even today; didn't use them around lev 20, or now around level 100. I find them completely unnecessary for playing the game; and given that, more trouble than it's worth.
     
  16. Floors

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    Wait, you can PVP at AL20 in this game ? Since when ? lol
     
  17. redfish

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    I didn't say you could one way or another. ;) Just making a point about food only feeling useful in high DPS activities.
     
  18. smack

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    Agreed -- the really low level foods will never sell. A change to this system is definitely needed.

    Would love to see them implement the Nature to Nutrition design they announced years ago.

    Yeah, instead of level restrictions, I'd lean more towards something like this. But they should also re-evaluate the types and number of buffs in a single food item vs its duration.

    But I'd be open to other ideas too....like treating the buffs like drug dosages. Take too high of a dosage (buff) at a young "age" (ie level) and it could kill you :) Ok, at least cause a chance at one or more negative side effects...
     
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  19. Cora Cuz'avich

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    I would like to see foods not vary in strength, but in duration. Wolf and lamb chops would give the same buff as obsidian chops, but it wouldn't last as long. I'd also like to split up the effects. Instead of four or five effects, each food gives just one. (To compensate, you'd be able to gave three or four food buffs at once.) So maybe instead of just eating wolf surprise, you'd eat wolf surprise with a side of coleslaw and some cake to get the same buffs. Then you could tailor your meal choices to your build a bit more, too.
     
    Last edited: Sep 11, 2018
  20. Bowen Bloodgood

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    Never said it was necessary. :) But faster regen rates are helpful now and then.
     
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