N
northwoodschopper
Guest
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.
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.