Realism with food
Moderator: Gamemasters
Realism with food
1) Rotting... food seems to keep forever, which i dont agree upon... i know due to stacking items this seems hard... but i have the solution...
Every X hours, a percentage of food rots, regardless of when it was picked or cooked.... and forms an new section...
So if you had 10 apples, they become 9 apples, 1 rotten apple
As time moves on, they rot more...
This will create a regenerating industry for food... longer during food... salted....ect.
2) Meat... in the old days, meat was expensive and rare.... however in the game there is a sufficeant supply of it.... due to the pigs ....
Solution :: a herdsman defends his pigs, kill him and you may kill the pigs
[this may impair the leather industry so...]
If you get meat depends on your skill... an expert would cut the pig with one strike, and have meat... a newby would literally rip the pig to shred to kill him... therefore there is not much left but scrap....
Every X hours, a percentage of food rots, regardless of when it was picked or cooked.... and forms an new section...
So if you had 10 apples, they become 9 apples, 1 rotten apple
As time moves on, they rot more...
This will create a regenerating industry for food... longer during food... salted....ect.
2) Meat... in the old days, meat was expensive and rare.... however in the game there is a sufficeant supply of it.... due to the pigs ....
Solution :: a herdsman defends his pigs, kill him and you may kill the pigs
[this may impair the leather industry so...]
If you get meat depends on your skill... an expert would cut the pig with one strike, and have meat... a newby would literally rip the pig to shred to kill him... therefore there is not much left but scrap....
- Adano Eles
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As far as food rotting, if you want your food to rot RP it has gone bad. I am not big on telling people this and that can just be RPed as I think most new features add to the game.
How ever with so much required still needing to be added, do we really need this?
I would rather see a system were by an npc chared you a fee to be admitted to the pig pen if one had to have an npc there. How ever I would rather see TB's pigs which are no out of town so accesable to everyone on the island "an old problem". Left right alone.
I am sure time will see a hunger system added, as currently being a cook/baker one relys mostly on peoples good rp to make a living. How ever I know for my part if Pendar had been eating appels and pork for weeks and saw a soup,stew or sausage he would certainly desire some.
I am sure most of us are decent enough rpers to act accordingly with things like food...with out having the client police us.
for the moment at least
How ever with so much required still needing to be added, do we really need this?
I would rather see a system were by an npc chared you a fee to be admitted to the pig pen if one had to have an npc there. How ever I would rather see TB's pigs which are no out of town so accesable to everyone on the island "an old problem". Left right alone.
I am sure time will see a hunger system added, as currently being a cook/baker one relys mostly on peoples good rp to make a living. How ever I know for my part if Pendar had been eating appels and pork for weeks and saw a soup,stew or sausage he would certainly desire some.
I am sure most of us are decent enough rpers to act accordingly with things like food...with out having the client police us.
for the moment at least
I was refering to real life... unless you happen to have lived in the medeval period i doubt that you recall it...Fooser wrote:I don't recall meat ever being expensive or rare?
Paying an NPC for acess isn't a good idea.. what kind of farmer would do that? a buffet? all you can kill?
RE: rping rotten food... my character picks up all the apples he can find... i currently have more than 50... is it usual for food to last THAT long? salted meat perhaps... but not fruit
- Thalodos Artemetus
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Fish is NOT meat... fish would be readily avalable in the old days for people living near the sea... meat as in land animal meat is not...Gro'bul wrote:Since when are fish banned? Fish would be the primary source of meat for an ISLAND. Fishing poles are obtainable through several carpenters I know of.
- Adano Eles
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It's better then open hunting season for farmers.Paying an NPC for acess isn't a good idea.. what kind of farmer would do that? a buffet? all you can kill?
The only truely realistic possibilities would be to
1) give animal farming into player hands.
2) remove domestic animals altogether and add wild animals.
3) declare animals public property and everyone can take what they need.
1) would be a hell lot of work to implement, especially as the animals had to be safe also when the player is offline (or maybe make it similar to crop farming)
2) would be possible but require several new graphics.
3) is the way it is now.
- Adano Eles
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- Adano Eles
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Okay, that's a point.
However, don't make meat production dependend on fighting skills. This way another civilian craft would be drawn into the direction of fighting.
An idea I just made up:
Meat is completely removed from pig loot. At the same time, a new skill is introduced: slaughtering. Slaughtering would be a completely fighting independand skill. To slaughter a pig you have to rope it so it can't move and then use a special tool (butcher's axe) with it. The amount of meat recieved would depend on your slaughtering skill.
However, don't make meat production dependend on fighting skills. This way another civilian craft would be drawn into the direction of fighting.
An idea I just made up:
Meat is completely removed from pig loot. At the same time, a new skill is introduced: slaughtering. Slaughtering would be a completely fighting independand skill. To slaughter a pig you have to rope it so it can't move and then use a special tool (butcher's axe) with it. The amount of meat recieved would depend on your slaughtering skill.
- Adano Eles
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There is already enough skill dependency included in leather working. That's why I excluded this here. It can stay where it is or be a byproduct of slaughtering as well, or whatever.
Maybe the quality system could be used to distinguish between, tiny, medium, large pieces of meat. Otherwise I speak of plain item quantities.
A good slaughterer could maybe get two, three, or even four pieces of meat from each pig.
Maybe the quality system could be used to distinguish between, tiny, medium, large pieces of meat. Otherwise I speak of plain item quantities.
A good slaughterer could maybe get two, three, or even four pieces of meat from each pig.
There's one technical limitation in the old client. You can't add too many skills on one side of the skill tableaus. And there are many different crafting skills for now.
Another point would be, that a skill slaughtering with only one action / item (pigs) is a bit less to learn.
Perhaps there can be made a skill "foodstuffs", where different kinds of getting food are combined, like fishing, slaughtery, peasantry.
And another skill "cooking / baking", where all work with the results of the first skill is combined.
Has the result, that there are more "items", you can do with one skill.
Furthermore, there has to be implemented, that there is a need of food while working. Now, food is only needed, when the health bar is recovered.
It would be better, if the food level also will sink, while "shift-clicking".
This would create more need for food and enforce the economie.
Another point would be, that a skill slaughtering with only one action / item (pigs) is a bit less to learn.
Perhaps there can be made a skill "foodstuffs", where different kinds of getting food are combined, like fishing, slaughtery, peasantry.
And another skill "cooking / baking", where all work with the results of the first skill is combined.
Has the result, that there are more "items", you can do with one skill.
Furthermore, there has to be implemented, that there is a need of food while working. Now, food is only needed, when the health bar is recovered.
It would be better, if the food level also will sink, while "shift-clicking".
This would create more need for food and enforce the economie.
It is but one skill and there is more than one skill in the menu (including one in the crafting menu) that is not and never will be used, such as the mispelled "carpentery," which can merely be removed and replaced.
I don't see how the butchering of pigs would be any different from, say, the sheering of sheep. One can be done with a tool and is quite easy right now, the other takes a millenia and needs to be done through the fighting system.
I don't see how the butchering of pigs would be any different from, say, the sheering of sheep. One can be done with a tool and is quite easy right now, the other takes a millenia and needs to be done through the fighting system.
I would just rather there be several butchers tools, that you can use on the dead animal and get meat parts. Like, you shift+butcher knife, a menu pops up showing "dead pig" "dead sheep", and if you shift+click the pig you can possibly get 2 hams, insides, maybe some other meats we have yet to create. But I do agree domestic animals would be easy to kill, maybe a "butchers hammer" that does damage based on your butchery skill rather than fighting skill?
- Moirear Sian
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Donal and me tossed around those kind of ideas once on MSN.Gro'bul wrote:I would just rather there be several butchers tools, that you can use on the dead animal and get meat parts. Like, you shift+butcher knife, a menu pops up showing "dead pig" "dead sheep", and if you shift+click the pig you can possibly get 2 hams, insides, maybe some other meats we have yet to create. But I do agree domestic animals would be easy to kill, maybe a "butchers hammer" that does damage based on your butchery skill rather than fighting skill?
We came more or less to the conclusion there should be a specific skill for that field of work (Butchery), perhaps it could even go with Peasantry, but with the use we considered it to work for by itself, it would handle the following:
• damage you can inflict to domestic animals
• quality / amount of edible meat you can win off the slain animal
• quality / amount of hides won from the slain animal
It's used two ways:
• "attacking" domestic animals with a cleaver*
• using a skinning knife** (or just generally a bladed item) on the corpse of a domestic animal
*not using a cleaver could massively reduce or null out the resources won from the corpse after the animal is slain - arrows would be the second-best choice
**using other bladed items than a skinning knife would also furthermore reduce/null out resources won
Graphics it would need:
• animal corpses
(• cleaver & skinning knife items)
--
I personally think that's wiser to have a skill like that, which seperately handles killing defenseless critters... I'm sorry, but I can't take anybody seriously who "trains their fighting skills attacking sheep or pigs". Archery, alright. Melee skills - please, just don't. This just shouldn't be happening, just like people who play non-combattant characters shouldn't go up on fighting skills if all they do is kill domestic critters.
- Adano Eles
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