jasdistefanob14_ESO wrote: »Here are my opinions and comments about the current system and changes I would suggest.
1. This is a lore based comment. The current recipes only use one of each required ingredient for a recipe. First, this goes against all logic for recipes. For example, Crawfish Etouffee only uses one ONE crawfish. Nobody in their right mind would only put one crawfish in that dish. Recipes should be designed so they use multiple of the same basic ingredient (much like Blacksmithing, Woodworking, and Clothing) for crafting an food/drink product. This would also help utilize more of the abundant ingredients found throughout the zones, which in turn would create a greater economy for such ingredients. Reduce the supply of ingredients through usage not through less available nodes (this keeps people happy because they won't feel upset looting empty nodes).
2. I believe that one drink and food product should be able to be used at the same time.
3. Personally, I do not think purple quality recipes are worth the stats they provide. Yes, the purple recipes buff all three stats, but they do so at a much lower amount. Most of my builds have always been focused on create a powerful toon in only one damage based attribute - Magicka or Stamina - but never both. The only toon that needs all three attributes is my tank (magicka for health regen, stamina for taunt, health for survivability). I actually prefer the blue quality recipes over the purples as the system stand right now. Please make the purple recipes more appealing and worth their time to actually search for or purchase.
4. It would be interesting to see recipes designed for other stats beside attributes and regen. For example, recipes that buff your armor or spell resistance (tanks), recipes that buff your weapon or spell power (dps/heal), or recipes that buff your crit rating ( crit dps/heal builds). Also, you can have recipes that buff one of the attributes and one of the damage/defense stats simultaneously. You could have a green recipe that buffs health, blue recipe that buffs health & armor, and purple recipe that buffs health, armor, and spell resistance. Just brainstorming here.
5. All items should be able to be found in the game environment - period. Having items that can only be found through using 3 skill points (tomatoes) is uncalled for and goes against the main design of the game - playing a character however we want to play. This limits characters severely. If you want to make it difficult to find certain materials then fine, but this is not the way to limit us. Make us go fishing like was the original plan for ingredients in some recipes. Come up with other mini-activities for finding ingredients similar to fishing such as hunting or farming.
6. Provisioning could be such a great system - rewarding but complex. You could combine the aspects of all of the other crafting systems into one. The level of a recipe could be based on main ingredient. So you could have one recipe that buffs health being upgraded by using more of one material, much like the gear crafting levels based on the amount of ore, wood, cloth. The more of the ingredient is used the better the buff in the final product. This would obviously need to have a max limit.
You could then change the quality (green, blue, purple) based on the quality of the base ingredient. So that same recipe could be green quality when using normal stock, but then using “filtered” stock would upgrade it to blue quality, and using “refined” stock for purple quality. This plays off the enchanting skill line where the different aspects determine the quality of the glyph.
Finally, you could then be able to add special high end ingredients to alter the final recipe’s stat buff. So that same recipe above could now have pepper added to it to add weapon crit power. Also, make it where you could add up to two special ingredients to make a product that buffs 3 different stats. So you could add pepper and salt to the recipe to buff weapon crit power and weapon crit chance. Overall, you would have a base recipe that could be used for character levels 10-15 that is leveled by the amount of main ingredient used. You would then add the base ingredient to determine the quality of the product which would also give better end results. Finally, add up to two special seasonings for adding additional stat buffs. This way you could make any type of recipe that best suits the character build.
Orc Stew: Increase Max Stamina
VR Levels 1-4
Requires: 2x Rabbit, 4x Rabbit, 6x Rabbit, & 8x Rabbit for levels VR1, VR2, VR3, VR4 respectfully.
Requires: Unfiltered Stock, Filtered Stock, Refined Stock, or Condensed Stock for green, blue, purple, yellow quality
Seasonings: Pepper for Increase Weapon Critical Power & Salt for Increase Weapon Critical Percentage
Joy_Division wrote: »Not that I expect my post to see the light of day by any Zenimax employee that has any input into the game...
But I am wondering how many of these +1, thumbs up, and "yeah!" posts actually come from people who invested time, effort, and gold into provisioning? I can get behind the bank space issues, but something is not being addressed in GinaBruno's posts.
I have spent a lot of time, effort, and inventory space harvesting red wheat, baker's flour, mudcrab meat, salt, pepper, garlic, honeycomb, shank steak, and suet. And it's not just me. I have sold mubcrab meat to multiple people for 100 gold per crab! And now, I'm told this is all going to become stale? Or, that I'm supposed to have faith that the baker's flour I've spent hours hunting down I'll still want because you'll "TRY to update the existing recipes that you already know to equivalent recipes in the new system."
[Snipped for space]
This doesn't mean I don't like some of these changes. In fact, some of them are long overdo.
Drinks and food should have been stackable from the start. (Though I'd like to see provisioners get a larger benefit from the stacking).
I like what you see is what you get.
I do think there should be alternative ways to get "Oats".
_subjectnamehere_ wrote: »Why make drops more rare? Blue and purple are rare enough as it is...where did that come from?
Apparently you haven't experienced the hell of being an enchanting crafter. It is the worse of all the crafting professions.Maverick827 wrote: »@ZOS_GinaBruno
First of all, thank you for making this thread. Provisioning is probably the number one thing that frustrates me in this game, so I'm glad o see that it's being worked on.
Would there be a way to let us be able to use both a food buff and a drink buff together?
egosumacunnus wrote: »Fix the bugs and loot and VR and Thieves Guild and Dark Brotherhood and class balancing then improve provisioning.
Nothing especially wrong with provisioning how it is, less ingredients would be good but your just dumbing it down and newsflash we don't want it dumbed down. PC players need depth stop pandering to consoles ffs or just stop releasing on PC.
If you make my purple recipe worthless i will do my nut.
If you make rare ingredients i have paid lots of gold for worthless i will do my nut.
Food and drink stacking is a good idea, makes drinks useful. Don't nerf the food, nerf the drink if anything.
We need a clear idea of the exact changes so we can take steps to reduce the amount of loss this will create.
Lower level blue recipes should drop more and blues for all levels.
Purple recipe drop rates could be increased if you add a gold tier above them, not much though they are supposed to be epic.
That's great news!ZOS_GinaBruno wrote: »The regeneration benefit of drinking will now stack with food benefits (some balancing changes may occur)
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!
They made some very clear statements of intent and their approach is also clear, and some of those concerns (like wiping 50) are plain absurd, they made it perfectly clear they don't intend to 'hurt' players who have put in a lot of time and effort, THEY SAID SO!Katniss_Everlark wrote: »Katniss_Everlark wrote: »@ZOS_GinaBruno, what will happen to the recipes that I already know? Will my provisioning stay at 50? Will my skill points stay as they are under provisioning? If we keep all the recipes we already know & our skill points stay as well I think it's a great idea. When would this change take place?
This is answered in OP.
@Islyn, No it isn't. They don't give a time frame of when this would happen. They didn't say whether or not the skill points in provisioning would stay there or if players that have done provisioning will have those points refunded. They didn't say they were wiping all the players knowledge of the recipes already used or if we keep them just that they will be changed. They didn't say anything about players keeping provisioning at 50 either. So no, none of that was answered in the OP.
I have every green and every blue recipe with hundreds of each ingredient, and I would trade them all for a VR5 epic recipe. Or VR10, or whatver the best is going to be soon. There's a way to optimize my character further that I currently do not have access to; I don't care what happens to my progress in provisioning so long as I gain access to said optimization in the process.Joy_Division wrote: »Not that I expect my post to see the light of day by any Zenimax employee that has any input into the game...
But I am wondering how many of these +1, thumbs up, and "yeah!" posts actually come from people who invested time, effort, and gold into provisioning? I can get behind the bank space issues, but something is not being addressed in GinaBruno's posts.
I have spent a lot of time, effort, and inventory space harvesting red wheat, baker's flour, mudcrab meat, salt, pepper, garlic, honeycomb, shank steak, and suet. And it's not just me. I have sold mubcrab meat to multiple people for 100 gold per crab! And now, I'm told this is all going to become stale? Or, that I'm supposed to have faith that the baker's flour I've spent hours hunting down I'll still want because you'll "TRY to update the existing recipes that you already know to equivalent recipes in the new system."
And what exactly does this mean: "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."? This sounds like to me, most ingredients (save the special "oats") will be generic, common, freely and easily available to everyone. This is a mistake. Right now, there is a real value on certain ingredients like salt, baker's flour, red wheat, etc., (usually a specific ingredient that makes a green food blue) because they are uncommon and generally a pain to find. THIS IS GOOD. Reward dedicated folks who go through every container! If there is just now going to be "flour," "meat," and "cheese," then the value of every non-special "oat" ingredients become trivial. My point here might be addressed with an assurance that some generic ingredients required for blue recipes such as "flour" will require the same dedication as "baker's flour" currently does, but such was NOT said in either of GinaBruno's posts.
What you will wind up doing with these proposed changes is turn what was a pretty neat skill that required some dedication into something bland and generic that requires little effort (save the purple recipes that will require "oats"). Maybe people who don't want to be bothered finding mubcrab meat will just throw down a +1 and give a thumbs up. However you won't get it from me as I think exploration and dedication should be rewarded. And I will guarantee in the whole "TRYING" thing to make the red wheat I have collected still both desirable (to me) and valuable will absolute frustrate me and many others who have invested in this skill similarly.
This doesn't mean I don't like some of these changes. In fact, some of them are long overdo.
Drinks and food should have been stackable from the start. (Though I'd like to see provisioners get a larger benefit from the stacking).
I like what you see is what you get.
I do think there should be alternative ways to get "Oats".
I might be mistaken, but I'm pretty sure Lard is sold by Grocers.Some ingredients do have vendor value currently of 1 gold. Some ingredients are easier to sell to other players than others. There always seems to be 1 bottleneck ingredient per recipe that is rarer than the other components, which usually results in someone having 5 stacks of beef in their bank, but not enough Lard, for example, to use it all. Selling beef to players might prove difficult, but if you tried to sell a stack of Lard, you wouldn't have any issues. The ingredients like Lard that are a little rarer are the ones with the 1 gold value.
I see a lot of folks expressing this idea, but I don't know where it's actually coming from.demonlkojipub19_ESO wrote: »It sounds like all our learned food recipes are going to disappear along with the ones that are just sitting in inventories or guild stores, and we will have to find them again. It would suck because while there will finally be a reason to make those drinks, we won't have the recipes anymore.
Your existing recipes will be updated to the new versions.ZOS_GinaBruno wrote: »
- We're going to try to update the existing recipes that you already know to equivalent recipes in the new system. There may be some exceptions and some trade-offs, but our goal is to have you not lose the effort you spent collecting the recipes in the first place.