Fish Tacos!Just a simple remark,
please let us use fish in the provisioning of the future. I catch a lot of fish and cant do anything with it. You would think that such a hero as ourselfs has at least learned that fish can actually be eaten, especially for Argonians this seems to be a bit flawed right now.
I am thinking about a tasty fish stew, some soup and a fish bread!
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!
I like the changes a lot.
Just a simple remark,
please let us use fish in the provisioning of the future. I catch a lot of fish and cant do anything with it. You would think that such a hero as ourselfs has at least learned that fish can actually be eaten, especially for Argonians this seems to be a bit flawed right now.
I am thinking about a tasty fish stew, some soup and a fish bread!
Nightreaver wrote: »Did they say somewhere that they intend to delete characters on PTS? Why would they do that?
It would be nice if we could copy characters from Live to PTS since Provisioning is probably the worst Craft to level on PTS. You can create a VR12 character on PTS which makes it real easy to level the other Crafts but for Provisioning you still need the low level recipes to level and as a VR12 I am only finding VR5 recipes.
I leveled a new character from scratch to level 12 just to get the low level recipes but I'm only finding level 1 and 5 recipes. Got to level 38 Provisioner but using only level 1 and 5 green recipes it is going REAL slow.
ZOS_GinaBruno wrote: »...
[*] The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur)
...
That alone is worth just about any downside this change could have.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 [...]
Dagoth_Rac wrote: »Know how there is a passive so you can bite another player and turn them into a vamp? There should be a passive to teach another player a recipe. With a longer cooldown based on recipe quality. So once a week for a VR5 purple recipe, but only 3 days for a VR5 blue recipe, and only 1 hour for a Level 1 green recipe. And so on...
Ah, I almost forgot one thing I would appreciate it a lot if there would be more Tabs for materials or some sort of other filter system in the inventory, bank and guild bank. Scrolling so long and looking for certain materials is really annoying. There are soooo many materials and ingredients, but they are all in one tab. Just by adding a function or new subtabs for each profession would help a lot. Not just provisioning, but all crafts.
Dagoth_Rac wrote: »Know how there is a passive so you can bite another player and turn them into a vamp? There should be a passive to teach another player a recipe. With a longer cooldown based on recipe quality. So once a week for a VR5 purple recipe, but only 3 days for a VR5 blue recipe, and only 1 hour for a Level 1 green recipe. And so on...
eventide03b14a_ESO wrote: »Nope. There should definitely not be. The only way to keep them rare and special is to make them loot only. Vampire bites started out at 20k and now they are pretty easy to get for free. There is nothing wrong with having special and rare things that only a select few people have.
If it aint broke dont fix it.i have realy just started to craft food and potions and think that its simple,ideal and if you are ro make changes small ones at a time.you still did'nt fix the sheild bash issue from first update i do not want a repeat of something like thatZOS_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!
alenae1b14_ESO wrote: »A big step in the right direction. Less ingredients would free up some inventory space. Having drink and food stack, excellent. Purple combo recipes... I want level appropriate food. I have one purple recipe lvl 35 and I am VR9 and it's not for lack of clicking and scrounging. They are just too rare.
This sounds like a lot of work and text for virtually no little discernable change at all.
The only thing that sticks out is being able to use food + drink at the same time.
If you want to revamp provisioning, put in more endgame recipes that have more effects than just health, stamina, magicka.
"Never mistake activity for achievement"
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!
I like the idea! And its needed.
1. If you can do this with balance in mind, I am ALL for mixing regen and buff food. So far its been a choice, but regen only really been useful lvl 1-50.
Very good idea.....balancing is important though.
2. RARE. Purple recipes or any NEW powerful recipes MUST be rare.
There need to be semi rare blue recipes like today, that you can use, but not always have access too....that way we keep the value of food buffs and dont just expect them all the time.
3. Regarding mats. I think its good as it is. Same like gear. It should be some sort of random and not just you know before you see it what it is. Exploring and being nosy about everything, should still pay off. This is also to not bring back "farming". Mats are not hard to come by when you to get them, have a guild who helps, or simply go buy em in a guild store.
This looks great!
Guild chef, for 50 players. Always have BLUE lvl 50 food buffs in guild bank for all to use.
ZOS_GinaBruno wrote: »The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur)
Slightly worried that this will mean a nerf to food buffs across the board. Otherwise good changes overall.
timidobserver wrote: »Okay, the system changes sound good to me. My only remaining question is what kind of ETA do we have. Is this something that may be slipped into Update 3, or is it something that will be much further down the line?
@ZOS_GinaBruno
Allowing Food and Drink to stack is very positive, otherwise one or other will pretty much always been seen as preferred (currently Food by miles).
The transition is pretty important, as recipe collection is the difficult part of provisioning, so the recipes should be carefully converted to others that give the same attributes. Often people will have paid a lot of gold for them. It does make sense to have lesser yields on things that effect multiple attributes, but the exact numbers will be interesting to see.
The biggest issues with the current system are less about the ingredients, though the sheer number of them combined with the very limited inventory space in the game is an issue, but are around veteran levels not dropping the right level of ingredients (partially addressed recently), lower level ingredients not dropping (introduced recently, as ingredients dropped seems to be based on character level not zone, at least once veteran), and recipes being very rare (I think I've seen one blue recipe and no purples (and one motif) in 3 veteran zones, opening everything I encounter). A tweak to rarities coupled with making ingredient drops based on zone rather than character level, and fixing all the ingredient types, would be appreciated.