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Old 06-01-2005, 11:09 PM   #1 (permalink)
Delvie
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Learning recipes

Is anybody else out there as excited by the idea of actually learning a new recipe while you are experimenting as I am? Since I first read about it the possibilities have really intrigued me.

I'm also excited by the thought of learning recipes while watching someone craft - though I'm not sure this is actually in Vanguard but from the description of perception in combat my mind made an immediate leap. I like the idea taking the learning of recipes to a new level. Not just get it from a trainer or buy it from someone. Actually have some form of training involved.
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Old 06-02-2005, 10:53 AM   #2 (permalink)
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Re: Learning recipes

Yep, creativity like that leads to players getting completely sucked into a game. One of the features we have planned for this site is to build a recipe database and hold a contest to see who can create the coolest recipes. With luck we might even be able to get the best ones put into Vanguard!
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Old 06-06-2005, 08:17 PM   #3 (permalink)
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Re: Learning recipes

Hey all,



I was just wondering if you are worried about the effect, of having an online compendium of discovered recipes, on the crafting community? Say you spend a week experimenting in game to find a cool recipe. If you post it, then everyone else can instantly learn the recipe. This is not a bad thing really (spread the knowledge) but as far as a developer is concerned, all the time creating a recipe (that can be acquired via experiment) can really only be discovered by one person and then is instantly given as knowledge to everyone else. To some extent it is kind of like reading a walkthrough for a single player game. If this site didn't post that information, another one would. How do you think these issues affect the design of Vanguard?

{edit: I just heard a quote over at OVF by Silius:

Quote:
Egreed I don’t like to think of it as defeating spoiler sites as these sites are a part of our community and sharing information is part and parcel with interacting, that said if experimentation goes in the way I wish it to then you will not see how it is that experimentation works for individual items on any website.
While as far as I know we do not know the way he wishes the experimentation to be implemented, it should handle the worries presented in this post. }

Just a thought,

macros

Last edited by macros : 06-07-2005 at 03:52 PM.
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Old 06-09-2005, 02:43 PM   #4 (permalink)
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Re: Learning recipes

Hi Macros,

I agree with your issues that you brought forward... spoiler sites would definately throw a wrench into experimentation. My thought is that experimentation is different (to a degree) for each person, therefore allowing people to hone their skills and eventually find out the recipe on their own.

Now, I'm sure that would be tricky to implement... but I'm open for ideas
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Old 06-10-2005, 08:43 AM   #5 (permalink)
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Re: Learning recipes

I think that could be workable Korelin. They randomly picked a set of classes you'd need to master in SWG to unlock your characters force slot so it should be possible to randomly set some variables on chracter creation to randomize the experimentation for crafters in Vanguard.
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Old 06-29-2005, 10:01 AM   #6 (permalink)
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Re: Learning recipes

I've always loved crafting in games. The idea of learning new recipes while I experiment makes it even more fun. Can't wait to see this in action.
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Old 07-15-2005, 12:11 AM   #7 (permalink)
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Re: Learning recipes

Crafting in games are what makes it more than just a hack n slash...It gives players more room to feal like they really effect the world instead of just buying new equiptment and going out and destroying more monsters to buy new stuff...it breaks down the mudane..


Stumbling upon a recipe...one way you could keep the sharing of the information down would be to vary the requirements to make a recipe...for example...one person may have combined 2 lumps of coal, 1 steel ore and a mithril rod to discover the recipe for a steel/mythril metal....where as the next person may have to mix 3 coal, 1 steel ore, 1 steel rod and 1 mythril ore... This way it prevents people from exploiting the discovery aspect.

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Old 07-15-2005, 01:32 AM   #8 (permalink)
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Re: Learning recipes

While we have theorised quite a bit about this, the fact is, we just don't know.

Apparently Silius, as mentioned above, means that recipes will not be shareable,
and that is actually kinda cool by me.

I share the concerns about spoiling.
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Old 07-15-2005, 08:41 AM   #9 (permalink)
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Re: Learning recipes

Its very possible as well that there will be some randomness to the system so even if two people try to learn a new recipe by combining the same components, things like perception which may differ between the two and just plain ole RNG might prevent the second person from getting the recipe.
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Old 08-26-2005, 12:04 PM   #10 (permalink)
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Re: Learning recipes

Would there be any failures? Like any recipe, there's always a risk of it flopping badly or coming out better for one then the other.
I think that would be interesting to see. Like in Cooking if something goes wrong it could make you feel sick, if you made a great ale it could give you a wonderful charismic glow or if it flopped badly would give a bad effect on you for a certain time? Of course with experience comes better product, but I have never seen something like this implimented in a game. Everything (Once you "learn" the recipe) will become better and better quality as you work it, but in all honesty I think that the prospect of making an awesome or unique sword/food/drink/etc and being the ONLY one to make such a thing on your server will bring it's own rewards. (And bring a demand for people's wares. This might make people enthusiastic about tradeskilling and not just xp grinding or raiding.)

Also, with experimentation, could a person in effect add something and make a "New" product. Experimenting with food (or anything really) always brings good or bad things to light. (extra garlic in one recipe makes it great, accidently putting salt instead of sugar would make it very bad!) And What about certain racial barriers? Some herbs on one race might be fatal or intoxicating. Different Tanins could bring different effects on armor/weapons? Which could bring about class/racial only items?)

Not quite sure how the tradeskills will work, but thought I would ask.

Last edited by Amoonsinas : 08-26-2005 at 12:12 PM.
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