I've responded to someone else's separate comment about meat and vegetables, but in a nutshell:
Meat = protein, which is what you need to grow muscle, which is what you need to grow big and strong enough to do all the physical things these non-sedentary specimens did, and our characters do.
Vegetables contain vitamins and minerals necessary for energy production, i.e. stamina. Being low in calories, they're not a healthy alternative in a society where the daily requirement may exceed 10,000 calories.
Woolenthreads wrote: »I've responded to someone else's separate comment about meat and vegetables, but in a nutshell:
Meat = protein, which is what you need to grow muscle, which is what you need to grow big and strong enough to do all the physical things these non-sedentary specimens did, and our characters do.
Vegetables contain vitamins and minerals necessary for energy production, i.e. stamina. Being low in calories, they're not a healthy alternative in a society where the daily requirement may exceed 10,000 calories.
Then we're going to have to agree to disagree because the history that I've been taught stated that unless you were rich, or a hunter, you got very little access to meat in a month. As you've already stated protein is used to build muscle but you shouldn't confuse muscle or strength with health. Those non-rich were generally healthy despite the lack of meat.
That's not to say a community can't thrive on an all-meat diet. Apparently it's doable if all the meat of a mixed group of the animals is eaten, with some of the meat being eaten raw. In a location like the arctic where it's not possible to get vegetables for half the year, it's a workable thing in small sommunities. It is simply not a doable thing for human civilisation as a whole.
Seriously? Taco's? Risotto's? Y U brake muh immurshun ZOS?!
Sure, by all means reduce the number of ingredients, but PLEASE PLEASE don't make us lose the uniqueness of the Elder Scrolls cuisine! That would just be sad.
/signed unhappy khajiit cook
They always beg to differ just for the sake of trying to make a point, but humans are omnivores.fromtesonlineb16_ESO wrote: »
You said humans "NEED" meat, that poster simply pointed out clearly you're wrong about that.Hexcaliber wrote: »They always beg to differ just for the sake of trying to make a point, but humans are omnivores.fromtesonlineb16_ESO wrote: »
Choosing to abstain from a particular part of our natural diet, a personal choice, does not change the fact our bodies, like those of most other mammals have evolved to gain nutrients from multiple sources including the consumption of animals. From our incisors and canines, binocular vision, through to our digestive juices, all have evolved to facilitate the hunting, capture, and consumption meat.
Actually, his exact words were that humans "need the nutrients of meats," not that they needed the meat itself. And that statement actually is true.You said humans "NEED" meat, that poster simply pointed out clearly you're wrong about that.
On topic, does anyone have a list of what current ingredients got ported over to the new system, and which ones are just going to become old/stale?
In Tamriel, all the best chefs are master criminals, and if you bought recipes on the market you are likely in possession of stolen goods which is a felony.
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!
fallensbane_ESO wrote: »I like these ideas but I do not want to lose access to solid recipes I already have. I have traded, purchase and found many blue and purple recipes in my on and off again year of playing. I will be very upset if my recipe lists is suddenly all but useless.
But I do like the plan of cutting ingredients down and streamlining it. Please also add in a way to get the purple materials in game other than just from hirelings.
Uh, you guys do realize that this thread is from a year ago, and all these changes already happened, right?i absolutely like this
Just wondering if this would be the appropriate place to post a suggestion for provisioning. Even though I know this started out with something that's already been implemented, I was hoping something else could be considered in a future patch.
At this point I have collected sooooo many recipes it is almost torturous trying to scroll through them all. And since I am focusing on provisioning as one of my crafts I almost always have some of every ingredient and have my recipe improvement very high, so filtering by ingredients I have or ability to use recipe doesn't help bring this # down.
So my suggestion is, could there be a chance we can add another filter option in the form of a recipe lvl slider (to avoid a ton of boxes to check)? This way when I need to make a recipe for my lvl 33 I can just slide it to 30 and pull up all recipes that lvl, or if someone else needs provisions of a different lvl from me I can select the one closest to their level without having to scroll through ALL of my recipes to get to the ones I need of each type.
At the same token, maybe even a quality slider could be helpful as well. The more recipes we collect the more tedious it gets trying to quickly find what we need.
I'd love to know what anyone else thinks of this idea.
Thank you
Sixsixsix161 wrote: »
I also like to see an increase in storage capability - maybe a separate area, not counted against your slots/bank slots - but just for "provisions." I'm always constantly moving things from the bank to other players (and back) to make room for provisions and for my enchanter's runes/glyphs. Very annoying to spend all that time away from the game.
So has Stacking of at least one Food and one Beverage happened yet? That way you would have the benefit of both things; your health would be boosted and would regenerate at the same time, instead of having to decide whether to eat or drink.