Chef / Brewer

If I record correctly ( I forget the source), the Provisioner profession is going to be broken down into two specialisations - Chef and Brewer. I'm assuming that in Panthean, like in other MMOs, Food (made by a chef) restores Health (and maybe give you a buff).

But what about the Brewer (maker of drinks I assume). Drinks in other MMOs restore Mana, but in the class reveals I can only find three references to Mana. - http://www.pantheonmmo.com/classes/dire_lord/
Sanguine Blade
A blood-laced attack that makes your enemy more susceptible to magical damage and drains a small portion of their mana. (Generates Essence)
and http://www.pantheonmmo.com/classes/rogue/
Shadow Walk
Rogues have carefully honed their craft of sneaking around and hiding in the shadows. But Rogues who have learned to Shadow Walk have developed the ability to seemingly bring the shadows with them, remaining unseen while moving. While Shadow Walk is active, you are invisible to living, non-magical targets and can move around freely at reduced speed. (Consumes mana over time)
Shadow Dwell
Rogues can evolve their Shadow Walk ability into Shadow Dwell, achieving a nearly supernatural degree of stealth which does not require mana to sustain.
So where does this leave the Brewer and his/her drinks? Given the uniqueness of the classes we know about, I'm sure VR have something clever up their sleeve but I guess I have to wait for Alpha to find out. ;)
 

Nephele

Administrator
Staff member
I think a lot depends on how they implement food/drink in the game.

EQ made food and drink a necessity - if you didn't have food, you'd start to starve and your health regen would flatline or eventually go negative. If you didn't have drink, you'd start to get thirsty, and your mana regen would flatline (and I think health regen as well)

EQ2 (and many other games) put stats on food and drink with food tending towards physical stats and drink tending towards mental stats - though not always. Food/drink wasn't always required but you wanted it for the buffs it provided.

I wouldn't be surprised if Pantheon lands somewhere in between the two approaches. I do hope we get to see more information on how it will all work soon though :)

On a total side note, my favorite MMO implementation of alcoholic drinks was LOTRO. In EQ, if you got drunk, you'd suffer blurred vision and sway from side to side when you moved (which could be deadly if you were anywhere high). LOTRO did the blurred vision, but if you got really drunk you'd pass out, and then after a fade to black you'd wake up somewhere random in the world - like, under a bridge, or on top of a mountain, or down the hill from a troll lair... without your pants (You'd have a debuff called "wait, where are my pants?" that would remove your pants and whatever stats they provided for 10 minutes. We used to get drunk on purpose to see where we would end up :)
 

Trasak

Apprentice
Staff member
Staff Writer
*hey it's a thread I haven't attacked with a wall of text, I must change that*

Part of me really doesn't see cooking or brewing as a stand alone craft. Unless gimic equip able items are thrown onto the recipe list for each they are both just means of creating consumables that provide a required buff and prevent hunger/thirst. Needing the buffs from consumables and hunger / thirst are just are just built in maintenance tasks that do not really bring anything fun to the game. As long as the system balance is not dependent on you having the right food and right drink buff for your class then there is no mechanical need for the food and the buff they provide just contributes to mudflation.

I would personally move "Vittles" to another harvesting class skill and move the special brewing items to either the potion or poison maker alchemist. That way players can "harvest" edibles from meat and vegetable drops rather than purchase expensive food from a vendor. Even if the buff food feels mandatory I would still leave it as a harvest tier skill and add a food and drink slot to the paper doll that just needs to be refilled as it is consumed.

The only way I would leave provisioner as a crafter tier skill is if it became an adventuring necessary skill. For provisioner to be an adventuring skill the following would need to be true.
1) Players go through food quickly : (aka every 4-8 in game hours another meal is eaten)
2) Food is relatively heavy and total mass and volume of a characters inventory is important (anyone who has done long distance backpacking knows that food is usually half or more of what you carry both in weight and volume)
3) Food from vendors is pretty expensive but player made food is almost free.
4) All food has a timer before it goes poof and good player made food has the longest timer
5) Penalties for being hungry or thirsty are nasty but the right food can offset environmental conditions
6) It is more practical for a party to bring a Provisioner along in a group or buy from a Provisioner in a nearby group to stave off hunger than it is for the players to run back to a vendor to buy food. Otherwise a party can only stay out of town as long as their food lasts.

If these are all true then I could see Provisioner being a real vital crafting class though I still would push distilled alcohol and special supply components for other crafts to alchemist and combine normal drinks into Provisioner. What I could see Provisioner being split into is Camp master and Majordomo.

Camp masters would be able to setup the mobile outposts that were mentioned previously as a possible idea for the future. They would be able to configure how the outpost was setup, what resources were available, who had access to the facilities and when to pack it up. The could also be the ones in charge of player wagons.

Majordomo would specialize in provisioning and setting up guild halls and player housing. They would more provide a service to players to upkeep parts of their housing. Most guilds would pick a specific Majordomo for the guild hall and if something like Families or Clans get introduced in addition to guilds they would have one as well.

Both of these ideas are pretty far out in what if land and definitely would not be in for launch. I actually like the idea of all the crafting classes having a good in-group adventuring purpose that assists in keeping the group in the field longer.

Anyway just more of my thoughts,

Trasak
 
Hmm I like where you're going with food durability. I'm not sure if that could work, but food/drinks might decay after x-time.
How I see that working out is that I made a loaf of bread and a glass of milk. Both are equipped and consumed. This provides me with a buff 5 STA and 5 mitigation against physical attacks. The 'stack' of food decreases as I keep consuming bread and milk untill there is none left. The buff however remains the same.
In my bags I have a spare loaf of bread and a can of milk. When it's not equiped the item has a timed duration on it. So that within the first 4 hours of game time, the quality is 100%. But let's say after 2 ingame days the quality/quantity of food has gone down to 50%. My bread has become stale and milk sour. I still equip it and consume it, but the buff now only gives me 2 STA and 2 mitigation.
It could get to the point of just rending 1 sta and 1 mit… or even your food has become rotten, you can equip it and consume it but you will not gain any stats from it.
I have encountered timed quests in other games, where the reward would depend on how fast you turned in the quest. Also when you were not in time, the quest timed out and it would dissappear from your journal. I don't know if this mechanism can be used for consumables but this could be a way to remove food/drinks when not being equipped/consumed.

I agree with requiring other crafters for more complex products. Just make sure crafters can be solid just by themselves as well.

To have a player in charge of other players dunkeys/wagons sounds very difficult to facilitate tbh.

Provisioner specializations;
Camp master.. How about specializing into Field cook instead? The Camp master might be more something that leans into woodworking specialization? (I'll come to that in the woodworker threads).
The field cook can make foods in temporary camp settings, on route as it were. These products would not have the same pristine quality in comparison to a city stove and furnace-crafting station. But it will do the trick as emergency or when on a long adventure hike and ppl ran out of food. Example: pristine shrimp casserole +10STA ...field recipe shrimp casserole +6STA. So there is still a senseable difference but still of better than average quality. (you can not bring a fully equipped kitchen into the field and thus the quality bares the consequences).

I like the idea of a Majordomo but again perhaps this would be more fitting for stonemason/sculptors?
How about: (Baking-/Cuisine-) Retrospector/Surveyor/revisioner?
Again this could link with perception skill. Only this time...the Revisioner can use the skill on food that they found/bought elsewhere and his skill as revisioner would permit him to use perception on it and by doing so, find "new" ingredients in the dish or techniques on how to make it. This in turn could lead to new recipes being written and perhaps shared/sold.

When it comes to Chefs.. well they can have very similar specilizations: Field Chef and Beverage Retrospector/Surveyor/revisioner. And they work in similar way as described above.

I don't like the idea of crafted food being very cheap compared to npc's food. If you've played a provisioner in other games, you know that you're not having the biggest profit margins out there..to begin with..
 
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