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cooking + taste id == good combinations

  • Thread starter northwoodschopper
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northwoodschopper

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taste id needs some love. sure, at one point, poisoned food was a concern, as was identifying potion strength from alchemists, but that has all become rather moot now.

lets make cooking more robust, and have taste id become the modifier that separates merely good cooking from great cooking. using taste id on food will report whether the food is poisoned or not, and should also tell the quality of the food, ie: 'terrible' 'bland' 'tasty' 'delicious' 'exquisite'.

the quality of the food would factor in how long a player stays full, and how much stamina is restored per consumption. the better quality the food, the longer the player stays full. staying full should have a notable effect on stamina and health regeneration. the more delicate and exquisite foods could have a greater effect, maybe even having unique effects like increased fame gain while full, or increased luck while full. maybe even increase crafting % and exceptional % like a talisman for a short duration while full.

cooks should get access to the following items: sea salt, sugar/honey, savory spices, sweet spices, herbs. the cooks can use these items on prepared food to boost the quality, kinda like enhancing/imbuing for food. not enough leaves the food rather bland, too much or the wrong kind ruins the quality. taste id will help determine the right ammount to add per inquiry (hmm, needs more savory spice, etc.) when successful. it would be a balance of the right ammount of food enhancers and the base quality of food for maximum effect, even the greatest cook can't turn a terrible piece of food into something exquisite, though they can try. gardeners can grow the herbs, sugar and spices, honey can be acquired from bee hives, and salt can be harvested from collecting water from the ocean and having it evaporate in time.

if brewing is implemented, the quality of the fermented beverage could play into effect. taste id would tell the quality of the beverages, and the age of the wine/liquor. wine racks, beer barrells, liquor casks could be crafted by carpenters/tinkers, and would be used to maintain the beverages, caring for them skin to gardening, taste id would identify the next step in aging process should an action need to be taken, it would be a bit more interactive than real brewing for effect per day. the better condition the liquor is kept, the longer it gets to age before ready, which enhances it's effect when consumed. an exquisite liquor aged well would be the ultimate beverage sought by many, it's effect raising confidence and prowess per a drink (confidence = short duration alacrity skill gain, prowess = increased success in crafting/casting/hit chance increase), as long as you don't get drunk instead (drunk == random belches and doubling over, loss of stamina and mana, random pauses in movement, falling off mount, revealing out of hidden mode, random unequipping of clothes/equipment, etc.). cooks can mark the bottle when it's ready.
 

Kirthag

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wow

just

wow

You put a lot of creative thought into this, and I gotta agree with you! I've been working a chef recently and I think the taste id would be a wonderful compliment to cooking!

This one gets my vote! *is happy she saved taste id on a soulstone*
 
N

northwoodschopper

Guest
cheesemaking would be an interesting addition too...afterall cheeses and wines are some of the finest delicacies in life.
 
M

Mairut

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/signed. That's a wonderful idea!

/signed for the cheese thing too. I like cheese :D
 

Hildebrand

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Taste ID used on those fish that get fished up (prized fish, wonderous fish), would make them last longer than the measly 10 seconds or so that we get now.
Exceptionally made foods should have an additional use to just the creator's name. And Taste ID would give this boost (like how Arms Lore works).
 
J

Jhym

Guest
I like it :)


All foodstuffs would have five(technically 7) levels of usefulness, with each having basic capabilities on eating: level 0 = standard food, no effects; level 1 - just restores stamina slightly (1-10); level 2 - +1 stamina regen for 1 minute; level 3 - +2 stamina regen for 1 minute plus heals slightly (1-10); level 4 - +3 stamina regen for 1 minute plus +1 HP regen for 1 minute; level 5 - +4 stamina regen for 1 minute plus +2 HP regen for 1 minute; exceptional level 5 (effectively level 6) = +6 stamina regen for 2 minutes plus +3 HP regen for 2 minutes.

Difficulty levels of cooking would be adjusted by what level of capability you are shooting for. Cooking ribs might be level 0 cooking skill at the basic level, but shooting for exceptional level 5 might be only GM or above.

All foodstuffs should have a GM mark capability. When the food is eaten by a character (or other things) then the maker gets a little bit of fame based on the fame level of the eater. Everything in the game will be able to eat, though some things may want esoteric items (dragons might enjoy Jewel-encrusted golden squab, for instance.)

An example: Chef R8ms3y makes a batch of suckling pigs with a "dash of spice" and marks it -- perhaps that bumps it to level 2, able to give +1 stamina regen for 1 minute. He then feeds them to a group of Lords. He'd get a significant amount of fame for his cooking, though not huge. He may also get some Karma.

He then might feed the scraps to a group of Mage Lords in one of the dungeons, he'd get some fame for that too. If it was poisoned food and they died, he might get fame AND karma. However, dropping the last on a peasant in town would get him pretty much no fame.
 
F

Fink

Guest
I like these ideas, but I feel there would be a huge backlash from the general playerbase if it suddenly became important or mandatory to remain fed.

After ML came out, hunger was sped up to quite a fast rate. You would go from full to hungry in a matter of minutes. There were howls of protest from many players, stricken with the idea of trying to remain fed all the time.

In truth, there wasn't any need to be full at all; your hunger level has zero impact on any other game system, it's been checked and stated by devs. Still the superstitions remained; eating made you fizzle spells less, eating helped you gain skill, eating made you hit more often, eating made your pets obey you, etc.. seemingly reasonable people still clung to these beliefs even though it has been categorically stated by devs that none of them are true.

And yet, as all too often happens, ignorance won out in the end. The devs buckled to massive pressure from a great many people to "fix" the hunger rate so they didn't "have to" carry food with them 24/7 or maintain their fullness.

I'd love the idea of a more useful, intergrated Cooking skill.. one of my very favourite characters is a chef. But I think you're going to have a hard time winning over the majority of people.
 

Maplestone

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As much as I loved starving to death in nethack, in general fighting entropy doesn't feel productive, especially when you already have enough variables/mods to keep track of. Still, I would steal some of the concepts and have different foods give different buffs (essentially like an extra item of equipment). Normally the effects would only last a few seconds (like the small fish), but I would have taste ID prolong them (at GM taste ID, the effect essentially lasts forever until you eat a different food).

Have two parallel sources of foods: monster meats (for carnivores) and pickable berries (for herbivores). Raw foods would have the highest potency but spoil quickly and risk poisoning you. Cooking would remove the poison and prolong the duration at a small cost in potency. Tinkering could allow you to make jars/tins (and canopeners) for cooks to make permanent-stored foods.

(that all said, I'm feeling a little low on character slots these days ... too many concepts, not enough time to develop them all)
 

kelmo

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Any thread that mentions brewing as a sub skill gets a thumbs up from me!
 

Hunters' Moon

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Any thread that mentions brewing as a sub skill gets a thumbs up from me!
An old-ish post from Sak stating the Dev view of brewing.


It's not in the works. But it's part of my wish list (hops anyone?). But my wish list is mighty long and my more urgent task list including bug fixes is even longer. The long term plan is to make most of the peculiar plants produce a resource that will tie in with the crafting system: cooking, alchemy, tailoring and inscription (not sold yet on the plans for carpentry and tinkering).

So short answer:

brewing = hopefully
ETA = your guess is as good as mine

Sak
Face it everyone,brewing and taste ID just isn't gonna happen. The "Hack-n-Slashers" are the only ones the dev's listen to.
 

kelmo

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Never say never my friend. I have seen amazing changes...
 

kelmo

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I know. I feel like I have helped make some positive changes in the world I play in. I am just one voice.

*smiles* A persistent voice though.
 

Hunters' Moon

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I know. I feel like I have helped make some positive changes in the world I play in. I am just one voice.

*smiles* A persistent voice though.
What gets to me is that we are so close to having brewing. Hops we can grow...eggnog we can refill...sugarcane available for sugar for craftable rum. It just seems the devs put these in just for a laugh and a taunt.
 
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