cooking and trade in ingredients
possiblity for localised raw materials needed for cooking
Hi,
I played the game pre launce and for a while after. One of the reasons i left was the lack of any reason to trade. In turn this makes people stay within tribe lands and in turn upsets pvp ers as there are no targets! Localised resources would provide imporved content for all types of players looking for a balanced game.
With cooking in the works this is an example of how localised resources can work.
Recipies can have a core ingredient such as a meat or fish type. If there are 10 types of fish then..
Fish A - found everywhere adds 5% to health regen for a certain time
Fish B - found everywhere adds 5% to comfort for a certain time.
ect ect
Fish D - maybe found just in the lake but rarer than the lower level fish - slows energy depletion by 10% for a time
Fish E found only in water in northern zones has another effect
There could then be rarer fish only found in a few zones or at a few altitudes that have a more powerful effect on food.
Foraged herbs can work in a similar way and be localised adding extra effects to food. Obviously the same can be said for animal meat
bebneficial effects of food can stack on top of the basic benefit of having the hunger bar full and slower energy depletion or something like bread (with farming) may increase the hunger bar and increase potential for consumsion of other food stuffs.
This localised resource concept can also be applied to trees and wood types (hard/soft woods for waepons and structures) as well as branches ect.
At least this way people will have a reson to move around and trade. Leather found on animals should also be of higher quality of that found in a scrap pile as should grown cotton (agriculture) compared to cloth found in scrap piles.
Contents of scrap piles should also vary according to locations.