Cooking Relevency Brainstorm Session

Discussion in 'Renaissance Discussion' started by pdodd, May 23, 2013.

Should Cooking be "spiced up"?

  1. Yes

    24 vote(s)
    85.7%
  2. No

    4 vote(s)
    14.3%
  1. pdodd

    pdodd New Member

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    There are all kinds of cool things to cook, yet food sadly serves little purpose. I've created this thread in hopes that we might brainstorm on possibilities to give cooking a little relevency.

    Currently, my only idea is to have simple BODs available for cooking. Not necessarily looking for any fancy rewards (just gold would do just fine), but I feel that it would be one way to add a little bit of incentive to cook something other than cooked ribs or fish steaks.

    Let's hear your thoughts!
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  2. Blaise

    Blaise Well-Known Member
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    I'm not sure it's BoD worth, but maybe in the long run there could be some incorporated into others. The lack of basic result vs GM quality is the big red flag on that.

    Some thoughts thrown out here so far have been:

    GM Cooked items (perhaps certain types that require multiple ingredients) give specific buffs.
    For example (thanks upgrayedd) a +10 to Int that lasts for 60-120s (maybe variable) and has a similar cooldown timer.

    Perhaps also a GM cooked item could give not only a slight refill to stamina but a +1 hp/s regen rate for a period of 60s?


    Just food for thought! Huzzzaaahh
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  3. pdodd

    pdodd New Member

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    The title should be cooking relevency *and pun* brainstorming session haha.
  4. qbradq

    qbradq Member

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    Adding anything that would impact combat mechanics would have to be very carefully reviewed. Personally I'd like to see a BOD system that gave access to home-related decoratives that are not currently available as a rare.
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  5. napo

    napo Well-Known Member

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    Not every skill has to have a combat use.
    Buffs and stuff from food would be one more annoying thing to have to collect or deal with other players using if you didn't care to slave away in the kitchen.

    Something like food that gives more happiness on pets than raw food would probably be okay, but combat benefits from food would be pretty annoying to me.
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  6. Wulver

    Wulver Well-Known Member
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    Food that can increase a larger chunk of stamina would be sweet. Make our characters appear fatter as well. So if your house doesnt have double doors you are stuck, unless you run for a few hours.
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  7. [Mobolin]

    [Mobolin] Active Member

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    I think something along these lines would be AWESOME! I don't need food buffs or anything like that (reminds me too much of WoW)...I wouldn't necessarily be against them though either. But the idea of cooking stuff up and getting some little reward would be awesome. I am always going to be for any idea that gives non-pvpers something else to do! :p
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  8. Godric Greycliff

    Godric Greycliff Well-Known Member
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    I think cooking could really use a lot of help. I don't like the idea of combat related buffs for the reasons stated above. The additions to the taming system, though, I like. Perhaps a GM cook would be needed to whip up a batch of pet food in order to bond pets that currently do not require peculiar meat. It might be unbalancing but maybe cooks could also craft an item that could be used to lure the tougher tameables and make them easier to dal with. We could also use it in a skill complex with alchemy in order accomplish some tasks. Just some ideas. . .
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  9. Basoosh

    Basoosh Well-Known Member
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    Agreed with this. Would be a really nice bonus and yet another step towards History Perfected.
  10. Wulver

    Wulver Well-Known Member
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    Cook purple pots with food for an explosion of flavor!!!!
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  11. Wise

    Wise Well-Known Member
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    cooking + poison gm = highest poison level food, only discernible to gm taste identifiers, the unsuspecting victim better have cure pots galore, gm magery with regs or get ready oooOOOooo.
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  12. Ezekiel

    Ezekiel Renaissance Staff

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    Savage kin paint was the first thing that came to mind by reading the title of this thread..

    However neither the tribal members, nor the ingredients they can potentially carry (tribal berry) which is used to create this concoction of skin-pigment dye currently exist on the server.

    For those who are not aware what exactly savage kin paint is, see below:

    Savage Kin Paint
    UO Guide: Tribal Paint
    Tribal Berry
  13. Vlar

    Vlar Well-Known Member

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    It must include taste ID as secondary if you make it leet. :cool:
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  14. pdodd

    pdodd New Member

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    Well said, Mobolin! There are many of us who find much enjoyment in the game just chilling in town or the house. :)

    Could not have said it better myself :)

    Ezekiel, I just looked up the tribal paint, and that looks awesome. I've noticed that it is part of the Cooking Gump, but never knew what it was for.

    I don't know how this would be incorporated, but the idea of taste ID being a secondary skill to cooking seems to make so much sense. Maybe a bonus to success rates? Who knows.
  15. pdodd

    pdodd New Member

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  16. Zagyg

    Zagyg Active Member
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    This subject hit on several things I've been thinking about myself. First is that I'd love to see maker's marks on GM chef crafted items. Cooking is much more limited and much less useful (currently( than other crafting skills but it is a crafting skill nonetheless. The suggestion of some low-level BODs for cooking sounds really good to me.

    And regarding the talk about blending skills together (Cooking and Poisoning, for example) in order to create new uses and interest, this is my thought. I totally think that our server would do well to have entirely new skill sets in the skill list (if that were possible), especially in the case of new crafting skills. Additionally, or alternately, I think that it would be a great idea to create benefits for combinations of two or three skills where those skills do not normally complement each other. The reason for this is simple - with three accounts and fifteen characters available, here's an idea of what everyone can have -

    3 different tamer builds to cover any occassion
    3 GM fishermen
    3 super-crafters/gatherers (Mining/Blacksmith/Tailor/Lumberjack/Carpentry/Tinker/Magery)
    1 Alchemist/Scribe for vendors or self-sufficient characters
    and there are still 5 slots left for a variety of PvP builds or an extra (and unnecessary) PvM build thrown in. And PvP is so well understood that those characters are cookie cutter. Building a non-standard PvP character is optional but kind of like rolling a tamer with a bunch of tame imps. You're either purposely gimping yourself or you don't understand the game well enough to use the best builds.

    Adding in completely new skills to GM or adding enough incentive to create what would presently be senseless builds would shake up that predictable path to success. Even the best players would have to start thinking about who to drop and what to keep instead of running on auto-pilot, and I think keeping people engaged is always a good thing. Imagine if there were so many interesting and useful character builds that even with 15 slots, you wouldn't have them all. It would increase interdependency between players as well, which is also a good thing. For example - Glassblowing. Instead of Mining + Tinkering = being able to craft glassblown items (because those 2 are already common on one character), what if it required Mining + Alchemy? That's definitely a more rarely seen combination. If you start extending them to require three skills, you create even more variety. Of course, creating a new Glassblowing skill to GM would be ideal because suddenly people would have to figure out how to fit it into their characters somewhere.

    I'm not at all for making currently useless skills useful just for the sake of doing it but if we could breathe new life into some skills AND create more variety in char builds at the same time, I think that would be worthwhile. Some logical combinations of skills that Cooking could go with:

    Cooking + Alchemy (they're almost cousins at GM)
    Cooking + Poisoning (surely grandmaster assassins could use these together effectively)
    Taste ID of course fits in nicely with this anywhere
    a little more imagination required for
    Cooking + Healing (mom's chicken soup)
    Cooking + Animal Lore (GM understanding live animals and GM cooking them HAVE to be useful together)
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  17. pdodd

    pdodd New Member

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    Cooking + Animal lore = pet treats! Haha. Interesting idea. What if the mysterious meat dropped by bosses had to be prepared by cooks for pet bonding? Or perhaps temporary buffs for pets when certain foods are fed to them. (Yay tamer buffs! Haha.)
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  18. Wulver

    Wulver Well-Known Member
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    Maybe if pet slots were lowered to like 5.
  19. pdodd

    pdodd New Member

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    Anyone else have any ideas/thoughts? ;)
  20. Wise

    Wise Well-Known Member
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    Give GM cooks the ability to name their creations.

    "A Cake celebrating the banishment of Telamon the evil"

    "A Pie in honor of Ezekiel's safe return to Trammel"

    I know this will never be implemented for the obvious and hilarious potential abuse but figured I would throw it out there ;)
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