We added a new curio type, this one you get through cooking! I thought it was a neat idea and note that since you get one chance per game month to get the curio through cooking, you don't have to cook all day to try to get the curio through crafting. (We had talked about a super small chance each time you craft but I think this way is a little more user-friendly.)
The question, as always, is what the curios should do. The cooking curios don't do anything except transform into unique food except if you get the collection. The collection power is a small crit hit bonus against mobs which stacks up to 5x--but even if you are bashing under a 5x crit hit cooking curio blessing, it's not a big bonus (smaller than a clover bonus even at 5x). In other words, they were meant to be something more rp-related and less must-have items. However, I've underestimated how players will react to curio powers before and at least one person has expressed concern that this is more feature creep! I'd be interested in ideas for future curio powers that aren't too powerful but still are useful.
But for those who like curios or cooking or fun items, I hope you enjoy them!
0
Comments
I have to say that the 10% chance (at most) per RL day is painfully tiny. This will be 100 days of trying to even get 10 pieces. 400 days to get 40 pieces! You need an absolute minimum of forty to try any trading, so... it feels rather like the option to get them through cooking might as well just not exist.
Note that without the spatula that is 800 rl days.
I feel like you'd be better off making it a decent chance on the first item cooked each IC day (25%, 100% with spatula). Once you have generated a piece, you cannot get another that month (maaaybe let the spatula allow you two max per month).
Even with that super-accelerated suggestion it would still take 20 rl days to collect 40 pieces... which is not broken at all considering that you can get 12 waystation pieces every 2-ish hours if you are really grinding them.
With runes/kirigami/clover(or wheel) and kiwi punch already in existance, do we need a stackable crit buff on top? Yes it's a small bonus but every little helps, when you add them all together you end up with some crazy critical hit rates.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
If others are not collecting (due to the chance being infinitesimal), then you are going to need many, many more.
Save us, Estarra! You are our only hope!
Poisons set: Attune it to a specific poison and it will continue to refill with a vial of that poison every month. (Possibly more than one, could be discussed)
Tailoring set: Minor influencing buff.
Jewellery set: Affect prestige by a level (can toggle it to be positive or negative).
Bookbinding set: Each set lets you learn 1 additional language.
Or not, that sounds disgusting.
Looks like you can buy them directly too.
Good input though, I'll think about reviewing the chance for cooks to get the curios.
Edit As opposed to more and more and more and more perks and powers and buffs....
I'd still far prefer something like a 25% chance without spatula, 50-100% chance with spatula. The check happens on the first cooking chance per IC day, but once you've received one (possibly 2 with spatula) that month, you cannot generate any more. Makes it plausible for more casual players, doesn't encourage people just afking with triggers to cook on the day change.
I don't really see any problem with capping that to be a maximum of 1, but allowing people who are less interested in "gaming the system" a better ability to participate. There are a lot of curios in these sets, so it's still going to take an extraordinarily long time to make anything of 'em.
Some of those waystation curios (also, that vernal curio for doing the Catacombs) are all "essentially doing nothing" in terms of complexity too. And you can complete them more than once per RL day!
1) There is a distaste amongst a portion of the playerbase with curios, because they are a "distraction". They divert people from doing what they normally would, to instead spending time on collection / generation / min-maxing / etc. (a part of the game with very little interaction).
2) There are also the collectors who are actively trying to generate the pieces, and run head-first into whatever problems / headache / tedium is involved in the doing thereof.
Unfortunately, it's a difficult line to walk. If you're vehemently opposed to the idea of curio generation in-game because you feel it waters down the game, there's not really much ground to compromise on. Any form of curio generation is "too much," no matter how limited in quantity. On the other side, if you're a collector... you run into a lot of the same issues. You're throwing yourself into an activity over and over (regardless of whether or not it's something you would normally do), and find yourself spending a lot of your time just working on that new aspect of the game (here's looking at you, Soulless curios) and wallowing in tedium.
I'm not really sure how to reconcile these mindsets, though. I doubt curios are going anywhere, so being staunchly opposed to any changes to their generation whatsoever isn't likely to go far. However, I would like to think it's possible to tweak things somewhat so that they feel less like a diversion that players are spending all their time on, and that's kind of what I was aiming for here; making it so that min-maxing it does not provide extra benefits (no reward for just staying online baking 24/7), but instead trying to adjust it a bit so that overall generation rate doesn't really increase but more casual players have a chance to actually get somewhere.
Personally, I see that as the best direction to go here. Attempt to discourage just plain constant grinding, and to give more casual players a chance to actually pick away at it (which under the current system just doesn't work very well, with the percentages- it appears to be designed around the concept of being spam-generated 24/7). Note that this would also go over very well for quest curios, because some of those are just absolutely terrible as far as drawing a person away from actual game participation (again, here's looking at you, Soulless curio set). If pieces were easier to generate but were capped at a certain number per weave, there would be actual mechanical reason to just stop the grinding and play the "real game".
The bubble curios were a flop considering the tedium, cost and the end result being that possibly three-four people have any at present. The cooking curios? Well... if it affects crit rate, we have a problem with the death domoth, don't we, and not a minor one either. True, crit runes also have that perk, but eh... those tend to be expensive past level 1.
I don't see the point of constantly adding more and more curios. True, it's something new to add to the game, but come on now, people are begging for monks, there's discussion about a full combat revamp, etc, etc... those aren't new things to add? Never you mind extra skillsets for other guilds that didn't get any shinies... although I can see how those might end up being postponed for after the revamp.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.