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!
@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.
What always bothers me is that people expect realism in some of the oddest places while playing a fantasy game.
Your have walking lizards and talking cats and flying ghost dinosaur pets and you shoot fireballs out of a wooden stick and you can carry 100 swords and drink a potion that can heal you in a second and wear a hat that can knock back an opponent, yet you are bothered to find a bundle of grapes in a dungeon?
purple-magicb16_ESO wrote: »Probably simply by using the crafter's level as a multiplier when determining benefits & level of provision.
I'd like to see actual farms with specifically harvestable crops. Even if the NPC farmers hire guards we have to defeat in order to take food crops.
Hlaren_shortsheath wrote: »I'd like to see actual farms with specifically harvestable crops. Even if the NPC farmers hire guards we have to defeat in order to take food crops.
ok, this right here is kind of scary request you made, because, what might end up happen is that the garden might only be available in cryodiil if you own a keep then you can go to the farm it's connected to. but if not, well, then your out of luck and out of food
eventide03b14a_ESO wrote: »Hlaren_shortsheath wrote: »I'd like to see actual farms with specifically harvestable crops. Even if the NPC farmers hire guards we have to defeat in order to take food crops.
ok, this right here is kind of scary request you made, because, what might end up happen is that the garden might only be available in cryodiil if you own a keep then you can go to the farm it's connected to. but if not, well, then your out of luck and out of food
Why not have some sort of crafting bonus when you control a resource? It makes sense and would be another way to encourage people to take and protect those resources.
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
Hlaren_shortsheath wrote: »I'd like to see actual farms with specifically harvestable crops. Even if the NPC farmers hire guards we have to defeat in order to take food crops.
ok, this right here is kind of scary request you made, because, what might end up happen is that the garden might only be available in cryodiil if you own a keep then you can go to the farm it's connected to. but if not, well, then your out of luck and out of food
joeparadis_ESO wrote: »I have some feedback:
1) I really like the idea of cutting down the amount of provisioning ingredients and placing them in proper containers as well as the re-organization of those materials.
2) How will looting these items change when we move to the justice system? Will we be stealing these items out of vendor stalls and from all the containers on the docks in Vulkel guard? or will it be free looting per usual?
3) how will this effect dungeons? 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.
4) I DON'T like the idea of nerfing recipe drops. It's hard as hell to find combo recipes as it is. Especially epic recipes. I've been playing the game since prelaunch and I've only found a single purple recipe while playing 8 toons.
The people that are finding these recipes in bulk are professional players of the game who are constantly online farming mats, chests, dungeons etc. Please don't Nerf it for the rest of us more casual players. Also regarding epic recipes one of the things that makes them Less "Epic" is the fact that their buff values are nerfed.
I'd rather see a fourth legendary tier recipe bracket which requires more ingredients than even epic meals and will give the player non-nerfed buffs for 2 hrs.
LonePirate wrote: »
Hireling Level III: Each twice daily email should have a 50% chance of including a blue recipe; thereby the chances of receiving a blue recipe every day is high. Each of the two emails should also have a 5% chance of including a purple recipe, which is still far less than the chances of receiving purple upgrade materials from the blacksmithing/clothing/woodworking hirelings. Lastly, each of the two daily emails should have a 1%-2% chance of including a gold recipe, depending on how many of these recipes exist. The purple and gold recipes would still be rare; but they wouldn't be impossible like they are now.
@eventide03b14a_ESOeventide03b14a_ESO wrote: »Fruit that has been sitting in a barrel for 1,000 years without rotting and no explanation given? That's breaking the suspension of disbelief and hence the immersion.
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.