Trade Extra Recipes for Ingredients
Trade Extra Recipes for Ingredients
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Posted 2022-04-22 10:28:07 (edited)
So my proposed solution is this - an option to trade for either 1 ingredient (user's choice,) 1 of each ingredient, or the full set of ingredients needed to craft the recipe. I don't think this will negatively effect the economy as low value recipes will no longer flood the market, but high value recipes will still be high value and high demand, as the recipe will be too valuable to trade for the ingredients. Needs: Coding. Thoughts and comments welcome! Ideas/Comments of Note: - Katie (#28191): 1. Turning in the recipe for a component(s) should only be possible if the player has already learned the recipe. 2. Perhaps the components earned from turning in recipes are account bound, to prevent farming valuable remnants and flooding the market. My Other Suggestions: Ping Users Watching Your Trade Pair Bonded Breeding User Interface Show Crafted Item Amount Owned During Crafting Show Scars on the Wolves that Earned Them (with Toggle) Group Forum Notifs The Freeloader Problem - Scaling of ALL Roles by Territory Size |
red #1252 |
Posted 2022-04-23 09:44:37
Oh, and also I think turning in the recipe for a component should be possible only if the player has already learned that recipe. And also the component you get should be account bound so that people can't just farm recipes for valuable remnants, such as fox parts. This way getting extra recipes could help YOU craft it, but you can't just sell them and flood the market with previously rare items. |
Katie #28191 |
Posted 2022-04-23 09:53:49
I agree that maybe one of each is too much - though I think fox recipes are uncommon enough (and cost enough of each material) that it wouldn't be a HUGE issue. Definitely support that you should have to have previously learned the recipe, I'll add that in. That'll be good for balancing AND it will prevent accidents. The account-bound idea is interesting, but might be too complicated to implement? I'm also not sure how much of a 'flood' it'll be. I'll add it, though. |
red #1252 |
Posted 2023-11-13 13:41:08 (edited)
I have additional suggestion, let Herbalist be the one who "forages" recipes for 1 ingredient found in it? And then, it can work very neat; It wont be abused, because it will take the usual foraging time and energy for Herbalist to check one recipe and go after one of the ingredients in it. You would need to dedicate time and wolf energy to gain those ingredients, so it cant be exchanged in 1 click. The Herbalist's Proficiency could affect what kind of ingredient contained in recipe it can find! The higher the proficiency, the more rare ingredients can be found; newbie Herbalist will only be able to find common ingredients from a recipe, etc. Rarer ingredients like pelts should be the rarest to find, so it shouldnt have equal chance of any ingredient in it, but account the rarity. 100 proficiency Herbalist will have highest chances of finding rare ingredients, but still not guaranteed; it can still bring back a common ingredient. I think then, it wont be abused, since the recipes that have very rare ingredients, are usually rare recipes on their own? So you wont be able to abuse turning them into ingredients, both because they're pricey themselves and can end up giving you a common ingredient from it. |
Mad Hyena #7152 |