[Official] Cooking Basin Revamp (aka Crafting)


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Patrick

2:54pm Feb 21 2019

Administrator


Posts: 394

So given the recent enthusiasm with suggestions, I'm going to do something I've not really done before. Below is an overview of our design document for what we have been planning as a new crafting system and replacement to the Cooking Basin. This was originally intended for the next version of Rescreatu, however, I do now have plans on bringing an implementation of it on this current version. While we are set on the premise outlined below, I'm happy to take suggestions and critique to perhaps fine-tune or improve what we already have.

Cooking Basin Revamp (Crafting System)



New Item Types:



Recipes: Items that teach you (aka unlock) the ability to craft specific items. Recipes are learned. Learning a new recipe will increase a creatu’s Crafting/Knowledge skill. All current “Recipe Cards” will be converted to a Recipe. Sharing recipes will no longer matter, as you’ll still need to have learned the recipe to have the option to craft it.

Tool: Items used within recipes that do not get consumed. Likely will have a chance to wear down and break.



Many existing items will be repurposed as “tools”.



New Creatu Stats:



Crafting/Knowledge: Not to be confused with intellect. Players will craft with the assistance of a specific Creatu, whose Crafting skill will help towards success. This should create a new market or additional service players can buy, sell, and trade.



Recipe Properties:



1.      Input Item(s)



a.      Each item in a recipe will be set to either consumable or not consumable by the act of crafting.



b.      Generally speaking, items that are not consumed are referred to as “tools” (see above).



c.      No limit on the amount of items required as input.



d.      Multiple of the same items are allowed.



e.      Order of items does not matter.



2.      Output Item(s)



a.      Each output item can have a probability or a chance of being created. Typically this would be 100%, but perhaps sometimes there will be bonus outputs.



3.      Base Failure Rate (or Chance of Success)



a.      Each recipe will have a base rate at which the recipe will fail, or succeed.



b.      When the recipe fails, all items in the recipe that are consumable will still be consumed.



4.      Minimum Crafting Level



a.      Each recipe will have a minimum crafting level requirement. Users will not be able to attempt to craft a recipe without the assistance from a creatu that has a crafting level equal to or greater than this requirement.



b.      Recipes will be shown to users with a difficult level, calculated with the failure rate, as an ex
pression of what Crafting skill level your creatu should have to execute the recipe with a high chance of success.



c.      Game math as follows: 
(1-(1 - Percent Chance of Success)^(Pet Craft Level + 1 - Recipe Minimum Crafting Level) = Success Rate



                                                    i.     I.E. Recipe A has an 85% chance of success at Crafting level 10.
.......................................... Using the above example, with a pet at 10 Craft Skill:

.......................................... (1-(1-.85)^(10+1-10) = 85% chance of success



                                                   ii.     I.E. Same as above, but now let’s say you have a crafting skill of 15.
.......................................... (1-(1-.85)^(15+1-10) = 99.99% chance of success



                                                  iii.     I.E. Same as above, but now let’s say you have a crafting skill of 11:
.......................................... (1-(1-.85)^(11+1-10) = 97.75% chance of success



5.      Time



a.      Each recipe will have a set amount of time required to complete.



 



Content:



1.      Tier Based Crafting



a.      Recipes will be progressively more difficult and will require items that are available via crafting easier recipes. Produced items are better and more valuable as they become more difficult to craft.



b.      Examples:



                                                    i.     Tier 1 Item: 

.......................................... 
1 x Flour = 1 x Wheat Berries + 1 x Sifter (tool) + 1 x Grinder (tool)



                                                   ii.     Tier 2 Item:

.......................................... 
1 x Gingersnap Cookie = 2 x Flour + 1 x Ginger + 1 x Cinnamon + 1 x Sugar + 1 Egg + 1 x Baking Sheet (tool)



                                                  iii.     Tier 3 Item:

.......................................... 
1 x Cookie Butter = 10 x Gingernsap Cookie + 1 x Brown Sugar + 1 x Vanilla + 1 x Food Processor (tool)




Points requiring clarification and additional discussion:



Should there be a limit on how many items a creatu can help to craft simultaneously? If so, how is this determined?



Should each recipe have a cool down period before you can use it again?


Should recipes be taught to a specific creatu, or to your account (I’m leaning towards creatu)?

Patrick

2:55pm Feb 21 2019

Administrator


Posts: 394
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Lilith

3:04pm Feb 21 2019

Moderator


Posts: 2,153
This is amazing, I love it all!

I think that the recipe being taught to the creatu rather than the account is a better idea, and I can definitely see this helping the value of creatu.






**•̩̩͙✩•̩̩͙*˚♫ and the haters gonna hate hate hate hate hate ♫**•̩̩͙✩•̩̩͙*˚
Halloween

4:31pm Feb 21 2019 (last edited on 4:32pm Feb 21 2019)

Normal User


Posts: 2,936
Yes,please let it be..'your pet learns it."
I like the fact of choosing a special creature to help you in projects.

Now,as for item crafted..that aren't consumed..
May also,in a way break.
Could we not have that for..event items?
Because,like crafting stardust items are kinda special.

Why have a cool down time?
I no understand.

Could we stack items for larger batches?
Lets say,
You need to use
Flour..butter..eggs..and milk.
Lets say,you want to save time,
And create a big batch at once.
You can stack your flour,butter,eggs,milk.
Maybe have a limit of stacks..
Maybe..up to 6 stacks.

I also,wanna add a tiny detail.
Maybe,after you succeed in cooking,
And remind you to pick up your item,
Make a special pic above the words..
*Pick up,clean up.*
Or something,and have a wild rouge chimby,
Trying to sneak in the cooking pot ready
To get,or eat your stuff.
It can be a tiny picture.
Like as a reminder.



In 38 colors, and a thousand black
Gondras later... I rise over my
Army as the Gondra Queen!
Bowie

10:10pm Feb 21 2019

Normal User


Posts: 669
Let me preface everything I want to say, especially in response to the questions you left at the bottom of your post, with a hearty "this is awesome!" 

I was also thinking that Intellect could play a role, but this is very tentative and underdeveloped thought process of mine; like it's easier for a creatu to learn a crafting recipe if their intellect is higher? I think that might make everything a little too complicated, but it was a fleeting thought :o

Should there be a limit on how many items a creatu can help to craft simultaneously? If so, how is this determined?

Yes, absolutely. I think that there should be an energy bar of the creatu, the each recipe (depending on how difficult it is, maybe?) takes away from. Easier ones maybe take 20% of the creatu's energy, but harder ones could take as much as 50%, or if you want to make it more difficult, all the energy. Energy could reset with the normal reset, and it wouldn't matter how long the recipe takes to finish, but I believe putting a limit on how much one creatu can craft is a good idea - lest we get those users who stock up on one item to sell because their creatu has the highest "craft" level and is the only creatu available to make it. Not that that would happen, I think it would just be better to limit what one creatu can do. Keeps it a bit more realistic, too, despite this being a fantasy game. Furthermore, maybe health points could be worked into this too - say if a creatu was overworked (they have 20% energy left and a user has them craft a recipe requiring 40% energy), that creatu gets injured. Just a thought c:



Should each recipe have a cool down period before you can use it again?
Hmm... this one is tough for me. On the one hand, it would totally benefit users without a lot of creatu (ie. newer ones or older users who just haven't collected a lot) to not have a cool down so they could still get more stuff, but at the same time those with a lot of time and creatu could be the sole sellers of certain things. I'm leaning towards saying yes it should, varying depending on how high leveled the recipe is, but I'll have to come back to this part after some more thinking. 


Should recipes be taught to a specific creatu, or to your account (I’m leaning towards creatu)?
Creatu would be cool! As was pointed out before, I think it would increase the value of creatu and maybe pick up on Rancher sales again. Don't have much to say about this, either way would be cool, but creatu would be cooler since they are the ones technically crafting the recipe, to my understanding, since they have to be there to help and are the ones gaining the skill points. 



Ginger Mirabilis by Zen
Hephzibah

3:27pm Feb 26 2019

Normal User


Posts: 51
I think a cool down period for each recipe is good. 

And yes, please let this be something the creatu learn! I've been dying to do an activity with my creatu. :) 

And yes, a limit on how many creatu can help at a given time with a recipe is probably a good call.



he was a man of suffering, familiar with pain...
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