Blacklotus

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About Blacklotus

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  1. could we get a decorative set of these nodes to be created to be placed on deeds in a more useful sense?
  2. I greatly appreciate that Oluffus ❤️ Thank you!
  3. Hey friend, Eye of Kadir and Freehold of Kadir need to be removed from the map as the owner i don't want them shown there, please and thank you. I appreciate the work being done by camelrider but would appreciate it if we didn't blanket add deeds and let mayors request their deeds be added as they prefer to be on the map or not.
  4. Bump, Also having issue with this recipe. Asks very specifically for the following: Cake tin, (after adding ground golden pepper) Coconut, Rice, Salt, Lemon Juice (20% of solids) Chopped Carrot Fish fish broth (20% of solids) Sugar Chopped Garlic Chopped Basil Any oil (20% of solids) Chopped Onion Paprika Any Meat Chopped Tomato If adding the golden pepper unground it first requests a source salt, then later in the line of items it requests a ground golden pepper. If you remove the salt it will request a source salt instead. At any point you have all of these items in, the recipe says it doesn't make any known recipe. Remove any single item and it will request it be added back in. I tried using different cooking oils, I attempted to cook the rice which did specifically not work, and the state of the meat, paprika and kind of fish broth did not seem to matter.
  5. I just don't see nodes popping up near heavy traffic areas like paved roads either. I like the update but please consider dropping the guard requirement for keeping deeds clean.
  6. A picture is worth a thousand words, only seems to happen with rounded stone arched walls and only on the first level of my buildings. Happens above ground and below ground. I checked out some sandstone arched walls and they seem fine and second story arches of the same material dont seem to have this issue.
  7. I strongly endorse Fares as your vender of choice for affinity drinks, great service, quick, good price.
  8. You have not attempted to PM me here on the forums in 10 said days so that's not accurate but good luck with your order from another vender.
  9. [22:32:14] The items silently disappear from the spirit castle. You expect them to reach Sasuky in less than ten minutes. Thanks for the business.
  10. [14:39:43] The items silently disappear from the spirit castle. You expect them to reach Galatyn in less than ten minutes. Thanks for the order!
  11. [18:04:40] The items silently disappear from the spirit castle. You expect them to reach Skylve in less than ten minutes. You're all set, thanks for the order.
  12. This is the main issue with keeping affinities tied to ingredients, some recipes just don't have enough ingredients to make all affinities, and on top if affinities are tied to a meal vs a choice it limits the devs ability to go about adding more than 138 skills if they so choose to. I'd love to see the need for calculators go bye bye. and have more information directly available ingame while cooking and make all the recipes viable to be added to a meal that would feed you and give you affinities. Trust I stand to lose significantly from this if its changed but it's a good thing for making the system work better for everyone. We can make things that give 48 hour affinities now, it's being done and I do it every day, but it shouldnt be so hard for newbies or the general player base to not have to do as you say, research, write everything down or use a 3rd party tool just to eat.
  13. Lets explore the problem, then I'll offer my solution and finally, I ask for constructive feedback. I know there has to be a better way. Needless to say, cooking is overly complex with little to no reason for it. It's kept obscure for the purpose of exploration and overall is boiled down to a few recipes that anyone and everyone uses. Pizza, unfermented moonshine, bangers and mash, meal, dumplings. We have about 650 recipes in the game that I've personally seen/have. We have 138 skills which we can make affinities for, 16 kinds of meat, 20 kinds of fish, 11 veggies, 5 grains, 13 herbs, 7 spices, 4 nuts, 5 berries, 3 kinds of cheese, 7 fruits, 6 mushrooms and various other ingredients useful in cooking but not one damn good reason to use the majority of them outside of pizza or unfermented moonshine. It's a broken system, we have numerous recipes to make all manner of things that go unused because they don't feed you as a player enough to make them worthwhile, they don't offer an affinity long enough to be worthwhile, and many of them are so stuck to a set of ingredients that you cant even get an affinity you want if they did for the majority of players. Additionally, because affinities are so hard coded to this system we cant introduce new skills without breaking the existing cooking formula. Lets talk beverages, first off unfermented moonshine. This recipe is the only beverage recipe I know of that allows one to hit all affinities and on top it's extremely easy to cap out the affinity timer. It takes little effort in terms of beverages for the insanely massive boosts it offers. not only does it provide the maximum drunken modifier available, it also can hit 48 hour timers and hit any and every affinity, on top it doesn't even have to be distilled or fermented to get this bonus. on top of that, it does not decay at all. A single barrel, 45kgs of fermented and distilled moonshine has 4 possible affinities depending on the rarity of the still that cooked it, it takes 5-7 days real time to ferment, and another 90+ hours to distill. That represents every distilled alcohol, not just moonshine. I'm aware you can find random affinity alcohol from treasure hunts but it begs the question why isn't our system capable of doing better. Therefore I want to offer a simplification of this system and a change to how it all works. Right now cooking a recipe does the following to determine it's bonuses. How each ingredient is prepared in a recipe helps decide how much of a multiplier it gives to the affinity timer. the ingredient only counts towards that if it's unique, meaning its the only ingredient in the recipe with that exact name, and then it counts how many times that ingredient has undergone a cooking action prior to the final recipe. for example, chopping or mashing a veggie, then cooking a chopped or mashed veggie before using the final product as an ingredient. The other consideration is all strictly math. Each final ingredient in a recipe has a number assigned to it, as well as the type of pan used to cook it and the type of cooking space it's made in. Do the same named ingredients the same way in the same kind of pan and same cooking space and it'll always be that affinity. All this information is strictly kept secret from the player. The changes I'd like to see, my suggestion for fixing this overly complicated and utterly nonsense complex system is an overhaul of both the temporary affinity buff, and the buffs food in general offer. I think it all begins by untying affinities to specific kinds of food. Instead lets have a final step in cooking where you add several recipes into a 'meal' using a plate perhaps and use the hand to create a food for a specific affinity instead of determining the affinity by the ingredients added. Different foods will be responsible for the different fats, carbs, and proteins say 3 recipes to a meal and when you eat a meal, it consumes the whole thing, in turn you get an 8-16 hour temporary affinity of your choice, full nutrition fat carb protein bars and a small buff related to what kinds of food were added to the meals. did you have a bunch of desserts, you get a sugar rush movement speed, maybe you ate a lot of heavy foods, so a sleep bonus gain boost, was there caffeine? awesome lets make that caffeine make you wired and make you sleep worse but you learn faster. going fighting? eat a hearty meal that ups your defense temporarily, or get a boost to fighting. Make it a choice worthwhile that you have to pick 1 and you cant get another until the buff wears off or you dismiss the effect. better quality ingredients makes for better food. Want to make crafting more difficult, add alcohol, make it so the better the alcohol, the longer it's aged the better the buff. the fresher the food, the better the food. Food that's sat in a LMC is great and all but after a few months that cake you left in the fridge is likely still good but you're not going to get nearly as much from it. The quality of the ingredients, how good your pan is and the oven you cooked it in should all make things more appetizing So what about cooked recipes that are not made into meals? I think it'd be a good idea for those foods to give a much smaller bonus but still be usable to meet hunger needs, that sugar rush might only be 1/6th of what a meal would provide but still be a small boon in between. Have the current system of how ingredients are prepared determine how strong a buff is. Ultimately, my goal is to see the system be more usable for new players and vets alike. To still leave some level of exploration possible but remove the janky reliance on pizza and unfermented moonshine as the godly foods and give us a far more balanced use of a hugely awesome system I love. I fully believe this change will make it easier for players with only a little time to be able to do what they want easier, to give new players a better chance at staying with the game and to give vets a reason to cook to max out those buffs. Not only will it do all those things but it'll allow our devs to develop new skills and to fix problems with current ones much easier in the long term. Thank you for reading.
  14. [01:37:03] The items silently disappear from the spirit castle. You expect them to reach Tedzogh in less than ten minutes. Thanks for the order. Please keep in mind when using the refill it is a random affinity and will take on whatever affinity it is poured into.