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.
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.
I picked up thousands of ingredients, so I would have ingredients. Changing them to stale and making me sell them is not the right thing to do.
Also, THIS IS A PERFECT TIME TO INCORPORATE FISH INTO THE PROVISIONING SYSTEM!
LonePirate wrote: »I know 205 recipes at present and I have ingredients for about 20-25 of them currently stored in my bank or my bag. I think a conversion script is mandatory for existing accounts as I don't want to lose my current recipes and accumulated ingredients.
I have no issues with any of these changes and I like several of them. I just don't want to be left high and dry with almost no comparable recipes and ingredients for my character.
I would like to recommend one more change. Can the Provisioning Hireling be modified to deliver recipes? Here is what I propose.
Hireling Level I: One green recipe should be delivered with the single email received each day. No blue, purple or gold recipes should be delivered.
Hireling Level II: The daily emails should have a 25% chance of including a blue recipe thus a blue recipe would be delivered every 4 days. No purple or gold recipes should be included.
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.
Did you just say you have 8 toons, followed by you are a casual player?
Yeah I think the average casual player by now has about 8 characters; 1 or 2 of which has probably broken into veteran levels in different alliances, with the rest being used as crafters/pack mules or sitting around looking pretty.
ZOS_GinaBruno wrote: »Hey folks, just wanted to clarify a few things based on questions or comments that have been raised so far in this thread:
- When we say "Combination recipes will be rarer, require more ingredients, and give multiple benefits as expected", this means that they are rarer than non-combination recipes, not rarer than they are now.
- The ingredients themselves will not be tiered, but the recipes themselves and the food made from them, will be. The plan is to make each recipe be a specific unique combination of ingredients that is not duplicated in any other recipe. This means that putting venison and cheese together may result in a level 5 recipe, but putting venison and flour together may result in a level 50 recipe, even though all the base materials are available immediately.
You only need a few ingredients, depending on what you make.I like the new change. After I got to vet zones I haven't done any Provisioning because it's all low leveled stuff that would barely help me. I need vet leveled foods.
You only need a few ingredients, depending on what you make.I like the new change. After I got to vet zones I haven't done any Provisioning because it's all low leveled stuff that would barely help me. I need vet leveled foods.
For VRs these are located in:
Rwal Ka, Riften, Alik'r.
Sorted.
Maverick827 wrote: »
ShiftControl wrote: »Something caught my eye today I was reading developer responds or statements and its said they will make the recipes common to rare along with the ingredients.
ZOS_GinaBruno wrote: »[*] The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur)