Cooking: Nourishment/Satiation
As stated in the Crafting Ideas thread, Nourishment needs a serious go-over with cooking.
Here is a spreadsheet I've put together (ignore the other pages, or make use of them!) that lists the current set-up.
Let's discuss!
Right now, a steak is as nourishing as a cookie, and lobster is more nourishing than a roast.
Edit: Woops, didn't see Moi's thread while I was preparing this. Can close this and I can post the link over there.
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Another thought that occurred to me why not make 'big cooking items' like say a stew, soup or a casserole, instead be an actual 'big dish' in that you can take bites/scoops/whatevers out of it. It allows for more RP function, more creativity, higher prices and whatnot. Each 'bite' would be x nutrition out of y full nutrition, I'm sure we could find a nice median for things. So that way you can still get the higher nourishment and 'dose' your in take (eat until satiated and have leftovers! Or share!) Then you can have platters of cookies, snack samplers and I'm sure people will go nuts with more ideas for 'big dishes' (MOAR BUFFALO) and eeeeverybody will be happy! Yes!
However on the flipside I can see how from the coding side it would be probably be a -much- easier solution to tinker with the nourishment of things instead. The platter / scoopable thing was in part an attempt to also make a point (of utility and actual use) for the RP people as I remember that, the making of a prop and then making actual dishes to be eaten. It is fantastic to have a way around but, why not have it actually work mechanically if you can? I try to make erryone happy.
In that case instead set certain 'ranges' of nourishment for a dish. As an example and not to say "This is how it should be" but Cookies would be 1 - 5, soup could be 10 - 30 (from a light, cold soup for summer to a heavy, warm soup for winter eh?) and stews and casseroles etc. would be amongst the higher range. Wat's more important is that for some dishes you could create an overlap. In that example say soup would instead be 10 - 60 and kebabs could be 40 - 70, stews are 60 - 80 and casseroles/etc. 60 - 100. (I'm just throwing around numbers like it's glitter, flowers and rainbows okay).
Then it is up to the crafter to reach a desirable number of nourishment within the range. If you just want a simple thing you just have to load up on the one ingredient you're concentrating on. Combine this with perhaps more reasonable pricing on ingredients or an acceptance that food will cost a little more (some people overprice already anyway) and it should be on a track towards profitability again!
I'd say establishing an acceptable range based on ingredients, giving the cooks the ability to change the nourishment values themselves instead of having another cook do it, and adding in the ability to see satiation in WARES (sort've like the way weaponprobe shows up?) would work to fix the problem.
I'd suggest simultaneously lowering the satiation value on non-player made things, but they're already pretty ridiculous in that you're eating half a dozen bowls of stew or whatever to make you full. I'd suggest upping it, so people don't have to eat eight casseroles, but then, the crafters have a problem 'cause they'd be selling less.
Maybe lower satiation requirements in general so that it fits a range filled by a main-dish and two sides or a side and a dessert? Like. If satiation is 200, a casserole could sate 130 of that, making it less coss effective to buy two casseroles, and instead they'll buy a casserole and plate of green beans and a roll or something to equal 200?
The biggest problem there being that the numbers are invisible, I guess.
/done rambling.
Myself? I've never quested in IRE games. Ain't got no time for that.
Those with the knowledge on how to solve certain quests generally hold it like a thing of prestige without sharing it. I remember once I had to ICly solve a quest for an event reason and the only person that I could get to tell me anything about it charged me IG credits for the item you get at the end and refused to help me solve it.
Quests in a lot of IRE muds generally makes me feel like I'm playing Space Quest III where you're expected to do the most RANDOM things ever that make NO sense, at all. It's to the point where it's no fun to even attempt half of them. This probably belongs more in the Ankyrean Anguish thread.
Not sure what to suggest for alternatives, though.
Generally, not worried about a brief bump in the cooking craft queue as people re-submit things. We handled it with brewing well enough, it'll just take a few of us keeping an eye on it to mostly keep it cleared, which the crafting guild is usually fairly decent about doing, anyway.