Topic

Acquiring recipes

What if you had to buy recipes from vendors? They don't have to be expensive, but just have nominal prices. Needing to buy them will give you a better sense of what you have and what you don't, what you can expect from skills you still haven't learned, and allow for a better relation with the many possibilities of several skills (the ones related to cooking come to mind in the first place, but are not the only ones).

As it is now, recipes appear automatically inside your tools' windows. They depend on the tool, how many times you used the tool and which skills you have. (The only exception for this are compounds, which you need to "discover".)

This way, you don't feel a special accomplishment when you acquire new recipes, unless you know beforehand that cooking so many meals will land you such and such new recipes.

"Buying" is not the only possibility. You could get recipes as bonus items from harvesting, mining or whatever. Recipes would be like notes or scripts, with the verb "Learn". Once you "Learn" them they would dissapear from your inventory and go to their respective tool, where they would look like they do now.

But if we have to buy them, recipes that we still can't learn would have the same kind of sign that today identify tools we can't use yet.

I hope I'm clear about the idea. It's not to make recipes more expensive, just to give a sense of achievement and to know them better.

Posted 15 months ago by Ximenez Subscriber! | Permalink

Replies

  • While I don't like the idea of having my hard fought currants go to any new places, I do think it's an interesting idea :) 

    +1
    Posted 15 months ago by Liza Throttlebottom Subscriber! | Permalink
  • Maybe recipe books, that have like 2 or 3 recipes for a reasonable price? 

    +1
    Posted 15 months ago by AlexanderTheGreat Subscriber! | Permalink
  • Hrm. I've seen things that remind me of this idea before this thread, and sort of a thing from the press barrage for release day, so this is kind of a response to more then this thread, just so I'm clear. 

    I like the idea for expanding the base of certain levels of skill, sort of, but I really don't think I'd want this to impact the skills that are already there for the levels that they're designed for currently, especially not if skill balance changes can change the skills we prioritize.  I'm also not really sure how this would be helpful to, say, completely new players x months or so down the line once there are quite a few recipes, a few skills learned, and then, bam, the expense is suddenly prohibitive because this has grown into something that is necessary.  The curve at the beginning is now definitely there, but not super harsh, which is I think something that should be preserved. I also think that at some point, isn't the skill tree going to expand? There's hints of that in what there is now, and I'd rather get the increased variety from that, at least as far as stuff that comes directly from the devs. I don't think the devs would be necessarily going down that path, just to be clear, but it's a thing that I don't really want happening in the long run. 

    What I do think would maybe be cool about this idea is, hrm, like a player market/auction house thing for recipes or other Glitchen-made content in the long run, rather then being forced to expand my official skillset this way. If such a wonderful event were to occur, of course, because that is a bunch of logistics that is beyond my ken. Some stuff would be fairly popular, of course, some stuff would lead into something like the idea above where it might be something that the playerbase thinks is necessary for the common Glitchen in a pure game theory sort of way (like, say, Better Learning is a necessary thing to slam home before everything else, guys!), but it would be totally additive, and I think that's what I'd like best, this potential for player properties being distributed somehow. 

    Sort of a pipe dream, but there you go.
    Posted 15 months ago by Caesura Subscriber! | Permalink