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Spices

PostPosted: Sun Dec 14, 2014 8:36 pm
by pistolshrimp
Spices

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Obviouly spices would be added to food stuffs, but not in the recipe rather they would be added to the food after its been completed and then only when it still has all its uses. The spice would then modify one of more of the glutton values.

The point of this would be to 1) Allow greater control over your bile gains 2) Add a bit more complexity to gluttony 2) Allow a slightly easier time for top end players to gain biles 3) Act as a silver sink

Some of the things spices would do:
Raise Min Blood, Phlegm, Black, or yellow biles
Raise Max Blood, Phlegm, Black, or yellow biles
Decrease Full & Fed up on that food
Decrease 1 or both %'s for food group decrease
Or any combination of these

Anything grown would have 3 uses. Items in Shakers would have 10 uses.

Here's a few off the top of my head:

Easy Spices:
Any Salt --> grind + Glass Jar = Shaker of Salt
Mystle Oak Leaves --> Dry on Frame + Glass Jar = Shaker of Bay Leaves
Basil --> grow
Rosemary --> grow
Thyme --> grow
Sage --> grow
Dill --> grow

Mid Level:
Pepper --> grind + Glass Jar = Shaker of Pepper
Garlic --> dehydrate --> grind + Glass Jar = Shaker of Garlic Powder
Onion --> dehydrate --> grind + Glass Jar = Shaker of Onion Powder
Sage --> grow --> Dry on Frame --> grind + Glass Jar = Shaker of Ground Sage
Dill --> grow --> Dry on Frame --> grind + Glass Jar = Shaker of Ground Dill

Upper Level:
Jalapeno --> dehydrate --> grind + Glass Jar = Shaker of Cayanne Pepper


Additional Minutia:
A Spice skill could unlock Spice Chest:
Which can be mounted on wall and hold 12 Shakers of spice
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Re: Spices

PostPosted: Sun Dec 14, 2014 11:48 pm
by JohnCarver
"Season Foods" is a thing on test server.

I like this a lot and is a direction we wanted to go. I'm having a harder time figuring out how to add into the glutton system without over complicating it and without 'taking away' from the space of other foods. There are already multiple ways to deal with and plan for FF timer. And the type of variable already changes the humor values gained. A flat 'buff' to them in the form of spices just feels like we can do better than that. I suppose its reasonable we could strip all recipes of 'restores' and move that to the 'spice' domain. But I'm still hopeful we will find something better and more interesting.

Re: Spices

PostPosted: Mon Dec 15, 2014 7:23 am
by Thor
I vouch for this, awesome idea that really makes sense.

Re: Spices

PostPosted: Wed Dec 17, 2014 1:21 am
by pistolshrimp
JohnCarver wrote:I like this a lot and is a direction we wanted to go. I'm having a harder time figuring out how to add into the glutton system without over complicating it and without 'taking away' from the space of other foods. There are already multiple ways to deal with and plan for FF timer. And the type of variable already changes the humor values gained. A flat 'buff' to them in the form of spices just feels like we can do better than that. I suppose its reasonable we could strip all recipes of 'restores' and move that to the 'spice' domain. But I'm still hopeful we will find something better and more interesting.


I totally get what you're saying. Maybe I should clairify how this differs from from variables already in the game. For instance Roasted Red Herring has a yellow bile glutton level of 5-10 so adding say salt would change the yellow bile to 8-10, In this way a player has more control than just working with the variable foods in that they increase the chance of getting more out of a food they crafted.

Re: Spices

PostPosted: Wed Dec 17, 2014 1:42 am
by NordErdTod
Yes! Spices is what I like!
Spices are why I take 3 pills after each time I eat IRL... I really liked spices... = (
Want them in the game!

Re: Spices

PostPosted: Wed Dec 17, 2014 2:49 am
by Angus
I really like this idea a lot. the fact that it requires a jar and, keep the uses per jar to a reasonable minimum so it is not something that can be over done by most.

Also, the idea that it modifies the lower variable up is perfect. In this way it doesn't just drive glutton values boringly up but it narrows the gap to make eating more predicable.

Roasted Red Herring has a yellow bile glutton level of 5-10 so adding say salt would change the yellow bile to 7-10, adding garlic would make it 8-10 and using jalepeno would make it 9-10

and the spice rack, and a trade item.... all good stuff.

and with a low, mid and high lvl spice for each bile would make this nearly a patch of its own

Re: Spices

PostPosted: Wed Dec 17, 2014 9:17 am
by JohnCarver
Adjusting the minimum does indeed seem fair. I was always concerned if that would be 'enough' though.

Re: Spices

PostPosted: Wed Dec 17, 2014 10:39 am
by Thor
Maybe on the other hand using too much spices would result into exloding diarrhea or some other nasty debuff, that way you'd have to think what foods to spice up instead of just mashing it to every food.

Re: Spices

PostPosted: Wed Dec 17, 2014 10:44 am
by Lusewing
JohnCarver wrote:Adjusting the minimum does indeed seem fair. I was always concerned if that would be 'enough' though.


I actually think it would be enough, I love the idea by the way, if it added any more they it would become something you would have to do rather than simply having it give a small benefit. Spicing up some smoked meat would be lovely.

As for the 'exploding diarrhea' - YES hehe, so much fun with that. A persons Sugar&Spice skill could affect how likely their food might cause the 'squits', its hard to work out just how much spice to use without the right knowledge.

Re: Spices

PostPosted: Wed Dec 17, 2014 10:51 am
by DarkNacht
JohnCarver wrote:Adjusting the minimum does indeed seem fair. I was always concerned if that would be 'enough' though.

Increasing the minimum will increase the average and make the food more consistent and easier to plan around that seems plenty powerful enough.