Chef Archive

Thread: Major change to drinks

SirVimes
Wed Jan 07, 2004 9:02 am
#1

One of the problems that food has had in the past is recipes that require both organic and in-organic resources. Because this is somewhat difficult, the developers are trying to cut down on this. (Although they are not removing it completely! It just won't be ascommon.)

One thing they are doing to accomplish this is that they are removing the mineral requirement from drinks. Instead, each drink can take a "container" and you craft the container seperately. Each container adds a multiplier to the quantity of drink you make, but the larger containers cost more to craft. I believe the small glass will have a multiplier of 1 and it will go up from there. The containers are small glass, large glass, cask, and keg. So you could make a keg of spiced tea if you want.

SirVimes
Wed Jan 07, 2004 9:06 am
#2

: takes off correspondent hat : This is the change I am the most nervous about. I love the theory, but we will have to see it in practice.


The downside is that this will require an extra step in our crafting. However, if done right this may not be a big deal. If the small glasses are extremely, extremely cheap and quick to make, this won't be a problem. And I like the idea that if we have the money and the time, we can greatly increase the amount of charges...which is what we charge by anyway, right?


However, if the small glasses are not cheap or quick, then it will slow the whole process down considerably and make things more expensive.

Gizmarke
Wed Jan 07, 2004 9:07 am
#3

Familiar to EQ eh?


Sounds like a good change I suppose. More components for drinks... Idea is good though, but I think in the end it'll just make it more cumbersome. But thats just my opinion.





-Castin Donn
...has mastered the Pilot profession
SirVimes
Wed Jan 07, 2004 9:10 am
#4

It deffinitely has the potential to go that way. We shall have to see.
Merloth
Wed Jan 07, 2004 9:11 am
#5

Just to confirm, chefs crafts the container?


Other than that this sounds really fun Would be cool also if customers could come back with empty bottles and get them refilled.




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Gizmarke
Wed Jan 07, 2004 9:14 am
#6

*crosses fingers*
oh well, at least we'll look stylin in our chef attire as we craft additional components.

But I feel kinda against this, because if they're going to make us make containers for drinks, shouldn't they also make us make the dishes and bowls separately for the foods that have them? Or skewers or whatever. I don't think this is going to make it easier to craft drinks. Maybe more flexible... I never found that drinks requiring inorganic materials was difficult. At least untill you got higher in drinks that called for more specific minerals, like neutronium steel, and T'illa T'ills rare gases which I've still never found all of them. Yay for run-on sentence.


I just said stylin... I feel dirty...





-Castin Donn
...has mastered the Pilot profession
SirVimes
Wed Jan 07, 2004 9:17 am
#7






Merloth wrote:

Just to confirm, chefs crafts the container?


Other than that this sounds really fun Would be cool also if customers could come back with empty bottles and get them refilled.






small glass will be craftable by novice artisan, and the rest will be in domestic arts and chef, yes. This may change, though.
SirVimes
Wed Jan 07, 2004 9:26 am
#8

Gizmarke,


It is not so much to make crafting easier, but it is to make it easier on the developers.


One of the biggest problems we have had is that when we have recipes with inorganic components, it messes up the results when it figures in things like flavoring. Now, it is one thing to go through the foods that have these components and touch up the code to get them to work right...but with drinks, every single drink had an inorganic component in it. What they are doing is taking the inorganic component out of the equation when figuring out results while keeping the mineral requirement in.


The reason why they are not doing this with foods is because not all of them had that mineral requirements. Some of them have other inorganic requirements, like starshine suprise, but the developers are going to work on those individual. With drinks, we had an entire tree with this inorganic requirement, and this is they system they came up with, fixing it in one stroke.

JediSwedishChef
Wed Jan 07, 2004 10:05 am
#9

So....people would be buying crates of kegs? or would the kegs replace the traditional crate/stack


man...how cool would it be to order a keg of fishnak?





Thasnelfic
SirVimes
Wed Jan 07, 2004 10:13 am
#10

I believe that people would be buying crates of kegs. The only thing that these containers are doing is boosting multiplying the base number of charges. So let's say a small glass has a multiplier of x1 and a keg has a multiplier of x3 (I am making this up, I don't know the real numbers for keg, although I am pretty sure small glass is x1.)


And you make a fishnak that, after resources and experimentation, has 5 uses. If you used the small glass in it's construction you would still have a fishnak of5 charges. If you used a keg in it's construction you would have a fishnak of 15 charges....so you could have a crate of fishnak's with 15 charges.

Alphatraz
Wed Jan 07, 2004 10:13 am
#11

By "inorganic" you just mean metals right? I'm no biologist but I would classify gasses as inorganic.
SirVimes
Wed Jan 07, 2004 10:15 am
#12

Yeah...



And in this game, it means anything that does not have both the flavor and potential energy stats.

sciguyCO
Wed Jan 07, 2004 10:15 am
#13

This actually sounds kind of neat. I'm assuming it was the mineral's lack of PE and flavor that was keeping the drinks' Flavor&Texture so low? A couple of things, though:


1) It sounds like that many drinks will have the recipe: Container, (x) alcohol, (y) other resources. In that case, does that mean the "quantity" experimental category is going to be removed from the alcohols?


2) While we're on it, are the alcohols going to be used anymore, and if so are *they* getting the mineral requirement removed? Or will these require a container for the alcohol plus a container for the final drink?


3) Ok, so it was more than a couple. Will the larger containers have the same inventory size, or will it be "small glass: inventory volume 1", "large glass: volume 2", "cask: volume 3", "keg: volume 4"? Or are these just going to result in larger stacks with no other indication on what container was used?


4) The schematics for these should stick to the Dom Arts tree and Mixology. I'm all for cross-profession trade for enhancements, but when you start having to get required components from someone else, things start to get a bit bogged down. Look how all the architects and DE's are almost forced to have Master Artisan for most of their products.


5) Will "quantity" still be experimentable on the final foods, stacking on top of the quantity multiplier of the container? Heck, will quantity be experimentable on the container, so you could have a small glass with a multiplier of 1.5?


6) What about reactive gas? That doesn't really fit into the container design; will it be removed from the drink schematics, left in (and the lack of PE/Flavor tweaked in individual recipes), or something else?


I've always been impressed by the flexibility of SWG's crafting system, this looks like it'll just give us a larger space to play in. Plus, if a starting chef can use crates of "kegs" from a Master, the stack size disparity between the different skill levels can be lessened, giving lower-level chefs a chance to make their place in the market.


I've really got to start grinding on TC to get to see all the neat new things to play with!






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
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