Fishing bait
#51
Food is one of the few products that will always have demand so is definitely the best place to start. I'd propose revamping the system (i.e getting rid of buying food from the market) and instead implementing a sort of production line utilising ingredients. A basic system being fishing and farming produces the raw materials > chefs who use these materials alongside specialist equipment (say ovens/kitchen prop) to create meals. To really get interaction though food would have to be perishable or else we get what we have now where people just bulk buy the most effective food and forget about it. This is where food rotting could come in and maybe have a scaling system where the meals/food that take the most time and effort to produce are the most effective (and perishable) whereas easy to make food but long lasting is less effective at sating your hunger.

Just some rough ideas, hopefully this could provide an incentive to being a fisherman/chef outside of whoring for points and would ideally be able to rival contrafarming as a means of income.
#52
Update removed sadly, it was kinda boring....
#53
(04-27-2015, 04:08 PM)MacTavish Wrote: Update removed sadly, it was kinda boring....

Not everything in a player economy will be exciteing, fishing in itself is probably one of the most boring things on FL yet people do it.


Hopefully this will come back
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#54
We're discussing perishable food seriously now, and the chefs role would be changed more towards the preservation of food, rather than just pulling it our of their collective arseholes.

Because Soul wants to keep standard fishing easy, we'll keep normal fishing as is but make the current fish only restore 30-40% of hunger. Then I'll add my baiting system to get bait to fish for other kinds (with different rods, and maybe even a lobster cage) which are much better, and perhaps even have effects on stamina (so if you eat lobster, its difficulty to attain is justified by an 80% hunger restore and increased stamina regeneration for 15 minutes).

Which bait system do you prefer for worms? I'll add different kinds of systems for different bait, but worms are what we'll start with.
1: Similar to the previous, you find an area in forest which will have worm world props on the ground, equip the shovel or grunter, and crouch down when you spot a worm and you'll receive a worm. Shovel could find you 1 worm, and the grunter 3 at a time.
2: Worm items randomly spawn around the map at random times. I feel like this would be too inconsistent though. Maybe this is better for something like rare herbs for food recipes (also coming soon).
#55
I prefer the first baiting option, even though you can camp it you can do it any game which has set positions.
But I nor other people would rather waste their time spawn camping it and therefore people who have not so much money/a lot of time will spawn camp it to sell it on to the people who just want to fish and not catch worms.
I think its a 50/50 system and works great for both types of people.
People are have a lot of time and camp the worms, people who buy the worms of people because they don't have enough time.
EDIT:
Also a suggestion to Faustie,
How about adding the stoves for chefs.
Add a gardener job who can purchase seeds for crops and you can also maybe use your idea of a shovel.
Growing your own crops.
Make it so the chefs can either buy(from players!)/grow the crops and they can craft it into stuff, can also cook the food with the stoves to increase the hunger %.
On Top of that cooking food for more hunger % how about been able to cook normal fish/other fish for a higher food %.
This would create jobs for all, make people work for their food and would create a player driven economy.
Some of the points come across as rude but my I do not intend to offend you.
#56
Iac - That's sort of the point. Some people will farm bait to sell on to fishermen, who will then use that to fish and sell their fish to chefs or enterprising players etc. I've also added a check so that you can't just stay crouched using +crouch and cheat the system.

As for stoves/seeds/crops, this is all happening with the addition of a system Wood is working on. Wood will work on that kind of thing, while I'll do the fishing/bait side of things.
#57
(04-27-2015, 04:50 PM)Faustie Wrote: Iac - That's sort of the point. Some people will farm bait to sell on to fishermen, who will then use that to fish and sell their fish to chefs or enterprising players etc. I've also added a check so that you can't just stay crouched using +crouch and cheat the system.

As for stoves/seeds/crops, this is all happening with the addition of a system Wood is working on. Wood will work on that kind of thing, while I'll do the fishing/bait side of things.

Alright, thank you for taking the time to read it.
As a pawn shop owner I just buy/sell stuff so it works a perfect market, buying worms, fisherman comes in and buys the worms of me, he comes back and sell the fish.

I think you would need to release the stoves/crops/seeds and the fishing bait etc all together as a massive update.
My cooking idea is not to bad if I say so myself. 
#58
It'll probably be released semi-incrementally, some things coming at once and some being slowly added so as not to overwhelm people.

Good idea indeed, though I'm afraid it isn't yours. Wood had already finished most of it by the time you said so.
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  • alexxx
#59
(04-27-2015, 03:46 PM)Adman Wrote: Food is one of the few products that will always have demand so is definitely the best place to start. I'd propose revamping the system (i.e getting rid of buying food from the market) and instead implementing a sort of production line utilising ingredients. A basic system being fishing and farming produces the raw materials > chefs who use these materials alongside specialist equipment (say ovens/kitchen prop) to create meals. To really get interaction though food would have to be perishable or else we get what we have now where people just bulk buy the most effective food and forget about it. This is where food rotting could come in and maybe have a scaling system where the meals/food that take the most time and effort to produce are the most effective (and perishable) whereas easy to make food but long lasting is less effective at sating your hunger.

Just some rough ideas, hopefully this could provide an incentive to being a fisherman/chef outside of whoring for points and would ideally be able to rival contrafarming as a means of income.
This. Make the chef job exciting, something else than just spawning 5 chinese and get $250 profit, food that has to be cooked, perhaps food that can burn too, so it's not just the usual semi-afkable process?
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  • Brynn
#60
Please do not go ahead with the perishable food.

Not everyone plays it that often to make good use of this. If food perished people would be coming on with 0 food. Buying more food. By the time they get back on the server they will have 0 food.

Also some consultation and gauging OUR opinions before you do this would be nice.
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