ZOS_GinaBruno wrote: »We’re considering a significant revamp of Provisioning, and we’d like to get your feedback on it. Our goals with this proposed change are to improve the experience of collecting ingredients, to get away from the idea of tiered components, and to make brewing more useful. In a nutshell, we want to allow you to utilize every basic foodstuff you see in the game with cooking.
Ingredients
- Cooking: What You See Is What You Get
- You see grapes, you get grapes. You see cheese, you get cheese. No more clicking on a sack of green beans and getting aged meat.
- Brewing: Based on container type (barrels, sacks, and crates)
- Brewing ingredients will be broken up by closed container type to keep them useful and to avoid overlap with cooking.
Functionality
- Food and drink categories will have clearer usage
- Cooking: Meat = health, fruit = magicka, vegetables = stamina
- Brewing: Alcohol = health, tea = magicka, tonic = stamina
- Combination recipes will be rarer, require more ingredients, and give multiple benefits as expected
- Example: Rabbit (meat) and carrots (vegetable) may be combined if you have the Rabbit Stew recipe, and the result provides both a health and stamina pool increase (somewhat less than what a pure health or pure stamina food would provide, as in the current system).
- The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur)
By having ingredients sourced in clear ways and using combinations of food items instead of tiers of ingredients, we will be able to cut the number of ingredients in half while still providing just as many recipes as we have now (if not more). This will require most, if not all, of the existing recipes to be changed to accommodate this new paradigm.
Our current plan is to replace existing recipes and Provisioning items with the ones from the new system, matching quality as much as possible. Any additional unused basic ingredients from the previous incarnation of the system will be changed to “stale” versions of themselves, and we’d like to include some way to offload them that provides value.
We realize this is a major change and that many of you have invested heavily in leveling up Provisioning and collecting recipes, so we wanted to get your feedback before proceeding. We feel this would be a major improvement to the game and want to hear your thoughts on the matter!
ZOS_GinaBruno wrote: »We realize this is a major change and that many of you have invested heavily in leveling up Provisioning and collecting recipes, so we wanted to get your feedback before proceeding. We feel this would be a major improvement to the game and want to hear your thoughts on the matter!
I suggest that nothing go "stale".ZOS_GinaBruno wrote: »Our current plan is to replace existing recipes and Provisioning items with the ones from the new system, matching quality as much as possible. Any additional unused basic ingredients from the previous incarnation of the system will be changed to “stale” versions of themselves, and we’d like to include some way to offload them that provides value.
@joeparadis_ESOjoeparadis_ESO wrote: »One thing that always bothered me was delving into a dungeon previously unexplored for hundreds of years but finding fresh wheat malt and grapes lying around inside lol.
ZOS_GinaBruno wrote: »Ingredients
- Cooking: What You See Is What You Get
- You see grapes, you get grapes. You see cheese, you get cheese. No more clicking on a sack of green beans and getting aged meat.
- Brewing: Based on container type (barrels, sacks, and crates)
- Brewing ingredients will be broken up by closed container type to keep them useful and to avoid overlap with cooking.
ZOS_GinaBruno wrote: »Functionality
- Food and drink categories will have clearer usage
- Cooking: Meat = health, fruit = magicka, vegetables = stamina
- Brewing: Alcohol = health, tea = magicka, tonic = stamina
- Combination recipes will be rarer, require more ingredients, and give multiple benefits as expected
- Example: Rabbit (meat) and carrots (vegetable) may be combined if you have the Rabbit Stew recipe, and the result provides both a health and stamina pool increase (somewhat less than what a pure health or pure stamina food would provide, as in the current system).
- The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur)
ZOS_GinaBruno wrote: »By having ingredients sourced in clear ways and using combinations of food items instead of tiers of ingredients, we will be able to cut the number of ingredients in half while still providing just as many recipes as we have now (if not more). This will require most, if not all, of the existing recipes to be changed to accommodate this new paradigm.
Our current plan is to replace existing recipes and Provisioning items with the ones from the new system, matching quality as much as possible. Any additional unused basic ingredients from the previous incarnation of the system will be changed to “stale” versions of themselves, and we’d like to include some way to offload them that provides value.
We realize this is a major change and that many of you have invested heavily in leveling up Provisioning and collecting recipes, so we wanted to get your feedback before proceeding. We feel this would be a major improvement to the game and want to hear your thoughts on the matter!
ZOS_GinaBruno wrote: »Ingredients
- Cooking: What You See Is What You Get
- You see grapes, you get grapes. You see cheese, you get cheese. No more clicking on a sack of green beans and getting aged meat.
- Brewing: Based on container type (barrels, sacks, and crates)
- Brewing ingredients will be broken up by closed container type to keep them useful and to avoid overlap with cooking.
This is great...depending on what we need to cook, this cuts down on the number of containers we need to watch for and loot.
Functionality
- Food and drink categories will have clearer usage
- Cooking: Meat = health, fruit = magicka, vegetables = stamina
- Brewing: Alcohol = health, tea = magicka, tonic = stamina
- Combination recipes will be rarer, require more ingredients, and give multiple benefits as expected
- Example: Rabbit (meat) and carrots (vegetable) may be combined if you have the Rabbit Stew recipe, and the result provides both a health and stamina pool increase (somewhat less than what a pure health or pure stamina food would provide, as in the current system).
- The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur) FINALLY!! YES!!
By having ingredients sourced in clear ways and using combinations of food items instead of tiers of ingredients, we will be able to cut the number of ingredients in half while still providing just as many recipes as we have now (if not more). This will require most, if not all, of the existing recipes to be changed to accommodate this new paradigm.
Love the plan to reduce the sheer number of ingredients, not as thrilled about the idea of making higher quality recipes even harder to find than they already are.
I hate the idea of dropped recipes anyway...I would much rather see provisioning quests to unlock recipes. This would keep provisioning fresh (since we hit 50 so fast) and make it seem a bit more immersive. Having to help a NPC Chef perfect a new recipe via a mini questline, and then having that new recipe as part of our own cookbook...very fun. Getting a quality recipe off a random mudcab kill? Very funny, but...meh.
Our current plan is to replace existing recipes and Provisioning items with the ones from the new system, matching quality as much as possible. Any additional unused basic ingredients from the previous incarnation of the system will be changed to “stale” versions of themselves, and we’d like to include some way to offload them that provides value.
How about an exchange merchant...a merchant interested in buying the old stuff - that just happens to be in high demand in Morrowind - for an amount of gold that scales with the outdated ingredient's rarity level?
eventide03b14a_ESO wrote: »@Garbrac I was watching the podcast and someone suggested that fishing should be tied into the dye system. I really hope that they don't implement that. I hate fishing in real life. I hated it in the Sims, I hated it in EQ2. Fishing is not fun. There is nothing you can do to make it fun if you don't like standing there literally doing nothing for a period of time. Please do not force me to fish just so that I can have armor dye. I know you want to make fishing relevant ZOS, but please don't make us do something dull just to justify something that you implemented. I'm sure there is a niche for people that enjoy fishing but please keep it optional.
Tarukmockto wrote: »This all sounds pretty great! I have one comment and one question.
The question first: How will the food & drink increase to match the levels of the player? Will it be certain meats/vegetables/fruits/grains make level appropriate foods & drinks?
phunkeymonkehb16_ESO wrote: »This doesn't bode well for my 900 strong supply of Fortified Sweetroll
phunkeymonkehb16_ESO wrote: »This doesn't bode well for my 900 strong supply of Fortified Sweetroll
purple-magicb16_ESO wrote: »phunkeymonkehb16_ESO wrote: »This doesn't bode well for my 900 strong supply of Fortified Sweetroll
Let me guess, somebody stole your sweetroll?