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Food Plugin Development

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Aesopian

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29 minutes ago, ferdaboy said:

The community feedback post you linked has many replies that clearly show most do not want PVP foods to have mechanical buffs. I think the GUI and stuff you have shown is very cool, and I like the idea of foods having different effects that have no direct impact on PVP. 

 

More speed/health/etc foods = more pvp bloat that not a lot of people really want.

 

254 players who support a 'cooking plugin', compared to 12 who don't. 

 

Regarding the question forms/explicit statements, of 5
1 player said no to food plugin broadly
2 players said only saturation and hunger bars should be present
1 player did want custom recipes, but did not specify if he wanted more than saturation and hunger bars
1 player stated they wanted potion effects on food items explicitly

 

With this in mind, it is clear players want a cooking plugin, and if there are any custom recipes at all in such a plugin, which presumably there would be, these would need some kind of custom saturation and hunger values.

 

We have designed recipe potion effects to be extremely minor. For comparison, Nexus had 'teas', drinkable items which granted regeneration, speed, haste, etc. for 5-10 seconds. These never saw significant use in warclaims. You can expect the current types of potion effects that are included in recipes to be on this level.

 

Furthermore, for the vast majority (>85%) of food items, they do not have potion effects of any kind.

 

5 minutes ago, Java17 said:

this looks way too complex for me.

 

can i still just craft bread with 3 wheat? i just want to get to my roleplay

 

Vanilla recipes will be preserved. Please read the post.

 

image.thumb.png.4c14928be04e8c153cc6ce68df2f5db0.png

 

  

13 minutes ago, Bethinwonderland said:

I want to start this by saying tech team makes fantastic things, and I'm so thankful and grateful that we have the ability for them to create such unique plugins for the server. That said, if I want this stuff, why can't I make an rp item for them? This part of the plugin feels more like something I should be finding/getting on an SMP server rather than an RP server.

In my personal opinion, this doesn't improve the rp quality and only makes me feel like I have to grind more instead of rping. Not to mention the bugs that should be worked on at present, like the food bag causing my food to go MIA, or food items that should be good for two weeks going bad the second I remove them from the furnace. Before updates are made, please patch out the bugs.


 

 

Thank you for your kind words. FoodCore bugs are being actively worked on and we are aiming to fix it as well, however, having numerous devs work on the same bugs would result in duplicated work -- therefore other devs may be working on other projects (such as this one) while Cheezboi9 fixes FoodCore.

 

5 minutes ago, femurlord said:

how is this roleplay friendly @Aesopian

 

It expands on everyday RP activities (like running taverns) instead of replacing them, creating a better experience which players can RP around. It also creates in-world reasons for trade and supply chains (different resources are in different areas of the map).

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As a roleplayer, I would personally like to see recipes be more ambiguous and modular, so as to augment cooking RP, rather than run directly parallel to it. Going "I make a glow berry pie" is cool, but if everything is that specific, there will be a distinct difference between "cooking plug-in" items, and "cooking RP" items.

 

What I'd like to see if just food in ambiguous categories and "bases" (pie, meat, etc.). You cook it, it slaps on a tag like

[Pie, Good Quality]

And let players lore/rename it freely while keeping it as a mechanically better food. (I would prefer something like X minutes of saturation, personally. That way special food you eat at a more normal rate)

 

And I like the idea of making crops get biome bonuses for economy RP.

 

Having said that. I am personally a completionist loot goblin and I will probably go crazy with the plug-in no matter what

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Just now, _AzureLexi said:

As a roleplayer, I would personally like to see recipes be more ambiguous and modular, so as to augment cooking RP, rather than run directly parallel to it. Going "I make a glow berry pie" is cool, but if everything is that specific, there will be a distinct difference between "cooking plug-in" items, and "cooking RP" items.

 

What I'd like to see if just food in ambiguous categories and "bases" (pie, meat, etc.). You cook it, it slaps on a tag like

[Pie, Good Quality]

And let players lore/rename it freely while keeping it as a mechanically better food. (I would prefer something like X minutes of saturation, personally. That way special food you eat at a more normal rate)

 

And I like the idea of making crops get biome bonuses for economy RP.

 

Having said that. I am personally a completionist loot goblin and I will probably go crazy with the plug-in no matter what

 

Having fully custom recipes as you describe is a great idea, but it is significantly more complex, and has min-maxing risks associated with it. A future update may possibly include it, but it would be a while down the road. The food plugin will be fully compatible with item edit and support item retexturing, so if desired you can just add add lore/change the item appearance in order to have it better represent your own culture's food dish.

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I fully support this.

I do think a server texture/resource pack would help immensely in this case. 

1 hour ago, ferdaboy said:

It really does show that staff teams work in their own silos nowadays without speaking to one another. You're introducing PVP food that give potion effects, when past discussions have shown that players want simplified PVP, rather than adding layers of complexity to a system most players find very unenjoyable to interact with. The disconnect between tech, and staff in general and the rest of the playerbase just keeps getting wider.

 

people claim they want 'simplified pvp' and do you know why the guys who say that like simplified pvp? it's to recruit noobs from other servers to fight in your warclaims. that is why

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Can we please have stuff that is wholly oriented toward roleplay instead of trying to get people to pour more time into the server? I know your main objective is always to get playtime up even if it's at the detriment of roleplay, but in my opinion the most important thing is to boost roleplay opportunities as it is what the server is built on. Why sacrifice the core experience just for higher numbers, at that point you could just make a faction server?

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Just now, Random said:

Can we please have stuff that is wholly oriented toward roleplay instead of trying to get people to pour more time into the server? I know your main objective is always to get playtime up even if it's at the detriment of roleplay, but in my opinion the most important thing is to boost roleplay opportunities as it is what the server is built on. Why sacrifice the core experience just for higher numbers, at that point you could just make a faction server?

 

The intent isn’t to add a massive time-sink (consider, farming is still passive after you plant crops), but to give existing RP more structure and relevance. Cooking, baking, taverns and feasts are already common RP elements on the server. The plugin just gives them in-game weight so they’re not purely cosmetic. Nothing here forces people to engage deeply with the system. Vanilla foods are still usable. You can RP a tavern without min-maxing recipes, but for players who want to RP chefs or farmers, there’s finally mechanical support instead of everything being headcanon.

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43 minutes ago, femurlord said:

how is this roleplay friendly @Aesopian

 

1 hour ago, FlemishSupremacy said:

Don't get me wrong, this is a very cool sounding plugin, but i'm kind of wondering if this is the right server for it. 
I'm a little worried that this is going to add more mechanical complexity to a server that really should be light on mechanics to allow people to focus on just roleplaying.
When there seems to be a way for people to get access to better pvp food through the rarities and recipes, it feels like you're incentivizing nations to put their poor people through yet another layer of necessary grind to stay competitive. Adding speed food is a bad idea, btw. In general, adding more complexity to our already complex plugin system is probably not a good idea and is counter to what the community at large has been asking for. 

 

I'm sorry for being negative about what is objectively a cool plugin if implemented on a server that was built around mechanics. 

 

52 minutes ago, Bethinwonderland said:

I want to start this by saying tech team makes fantastic things, and I'm so thankful and grateful that we have the ability for them to create such unique plugins for the server. That said, if I want this stuff, why can't I make an rp item for them? This part of the plugin feels more like something I should be finding/getting on an SMP server rather than an RP server.

In my personal opinion, this doesn't improve the rp quality and only makes me feel like I have to grind more instead of rping. Not to mention the bugs that should be worked on at present, like the food bag causing my food to go MIA, or food items that should be good for two weeks going bad the second I remove them from the furnace. Before updates are made, please patch out the bugs.


 


From what I gather this is all an optional sort of thing. You don't HAVE to interact with it all. If you only do RP, then you derive all your power from RP, and never really have to take place in the grinding, because the grinding only gives you PVP gear.

You already have a choice to spend your entire time grinding for cash by doing constant herb or ore runs - but these things are simply not necessary for RP, and even if you really do need the specific item to rename as your RP gear, the time and amount it takes to make a full set is miniscule at most.

If you spent all your time roleplaying before, nothing will change. If you WANT to have some cool and interesting PVP, you have this as an option to use.

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please sir, my food bag has been eating better than me, i am hungry...

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Going to slide out of /God real quick to drop the trvth nvke (Yeah, I am In god cuz I'm staff and hate food expiry system). Currently, people make an item that will last five minutes before it's either expires or is wiped due to a restart. 

None of the current implemented tech updates coming out, minus the crunchiestleaf stuff, has been a roleplay benefit for the playerbase. You are turning the Roleplay into mechanics, which kill the aspects of roleplay you are trying to achieve from it. 

All of this stuff will give debuffs and turn into pvp orientated groups spending days to weeks trying to work out the most op food items and then go around pvping with status buffs. It won't be enjoyable for the roleplay community, which LOTC has always been first and foremost. 

Fix the bugs that have been reported towards the tech team before you add more stuff. Then, for your benefit to get an actual response from the community, host a Q&A lotc vc call in the main Discord or tech discord rather than letting the forums decide how the playerbase reacts so you can actually hear the responses and they can easily communicate with you guys than let it all be said over 24 hours+ from when you post that you done this. 

Okay, I'm out of here now.

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2 hours ago, Aesopian said:

Should descendants drop a food item when slain, and if so, what should its drop rate be, and should undead players benefit mechanically from consuming it?

Yesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyes PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE I BEG 

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Wheat struggles to stack in your inventory when farming
Food struggles to stack in general and you have to manually click and drop instead of shift clicking
Restart will completely wipe your foodbag
As soon as you take your cooked steak out of the furnace it'll rot

Why are we adding more things onto the plugin when the base plugin is getting glitchier by the week????

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29 minutes ago, Slorbin said:

 

 


From what I gather this is all an optional sort of thing. You don't HAVE to interact with it all. If you only do RP, then you derive all your power from RP, and never really have to take place in the grinding, because the grinding only gives you PVP gear.

You already have a choice to spend your entire time grinding for cash by doing constant herb or ore runs - but these things are simply not necessary for RP, and even if you really do need the specific item to rename as your RP gear, the time and amount it takes to make a full set is miniscule at most.

If you spent all your time roleplaying before, nothing will change. If you WANT to have some cool and interesting PVP, you have this as an option to use.

 

I'm following up on all my previous posts with one hopefully-final thought.

Tide1 expressed a desire for much simpler PVP because in the current system, 'The degree of depth offered is not high enough to reward those who truly wish to master it'. I agree with this. However, I believe simply making it more complex and having a better depth is a better idea. I think this is a good start but I do not think it is far enough.

Personally, I think this stuff should be much more intertwined with a lot more systems, like FRP had, instead of feeling like separate individual plugins... FRP's combat system was really quite nice.

I don't think this should be a final step. I don't think people JUST want a cooking plugin, and if they DO just want a cooking plugin, I think it seriously needs textures to make the items making worthwhile for RPers, so they can rename their cool textured blueberry pie to do whatever - the guy buying it will go 'Ohh that's neat, the food actually does something and had more work put into it than just /edit gui [paste from google doc], AND it's got a nice description :)'

People need things like innate racial or CA differences, so a ******* 5 year old babyman can't partake in raids and wafflestomp a darkstalker. Tide1 is wrong in that spooks DON'T immediately /d20 because they 'lack the funds to buy armor', it's because Super Golem Paleknight is nerfed into the ground, now on the same level as Mr Halfling, when they attempt to do anything other than sole RP compared to the average Empire slave recruited from GeoPoliticalServer#6.

There are two options for the "PVP vs CRP issue": Remove PVP and only everything through RP, OR make actual RP gains show in mechanics. 

Given warclaims still have to occur in PVP and we can't just play Total War: Warhammer 3 to determine the winner yet, there is only one real option.

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