Armageddon General Discussion Board

General => General Discussion => Topic started by: Salt Merchant on December 24, 2008, 05:34:49 AM

Title: Burning meat
Post by: Salt Merchant on December 24, 2008, 05:34:49 AM
This is a suggestion that the chance of burning meat when trying to cook it be lower. A lot lower.

It just doesn't make sense that attempts to cook meat should fail so often.

How much skill does it take, after all? I remember cooking some pork chops successfully on my first attempt, without anyone watching over my shoulder.

I could understand a high failure rate when trying to cook up some special, complicated dish. But a simple steak should be... well, simple.
Title: Re: Burning meat
Post by: FantasyWriter on December 24, 2008, 12:47:52 PM
Perhaps instead of having only pass and critical fail for meat, you could have a middle ground.
They, while being unappealing, would still hold the nutritional value of badly cooked pieces of meat.


a scorched, unseasoned piece of meat
a badly cooked steak
a undercooked erdlu breast

etc

The taste messages would be horrible, the selling value would be less than the raw meat, but they would still hold most of the nutrition of the cooked meats.
Title: Re: Burning meat
Post by: Qzzrbl on December 24, 2008, 01:16:58 PM
Parasites and sicknesses from certain raw/undercooked meats.
Title: Re: Burning meat
Post by: FantasyWriter on December 24, 2008, 01:19:26 PM
Quote from: Qzzrbl on December 24, 2008, 01:16:58 PM
Parasites and sicknesses from certain raw/undercooked meats.

I love it!
Title: Re: Burning meat
Post by: Yokunama on December 24, 2008, 01:50:10 PM
Maybe you can cook the undercooked erdlu breast again?
Title: Re: Burning meat
Post by: Vanth on December 24, 2008, 01:59:15 PM
Burning meat is a lot harder in the modern world; stoves and ovens are designed to cook evenly.  Even on a grill, the charcoal we buy at the store is engineered to burn at a steady rate.

Cooking over wood or dung fires is a lot more chancy.
Title: Re: Burning meat
Post by: Salt Merchant on December 24, 2008, 02:04:24 PM
Quote from: Vanth on December 24, 2008, 01:59:15 PM
Burning meat is a lot harder in the modern world; stoves and ovens are designed to cook evenly.  Even on a grill, the charcoal we buy at the store is engineered to burn at a steady rate.

Cooking over wood or dung fires is a lot more chancy.

A wood fire isn't that variable. Mostly, a wood fire proceeds in the following way:

1. You start the fire. It flares up as more fuel catches.
2. It slowly dies down over time, with a few small flareups as some wood collapses and reveals new surfaces to burn.
3. You maintain the fire by adding a small pieces of wood.

If our ancestors burned meat the way Zalanthanians do, they'd likely have starved to death. Can you imagine pulling down an entire mammoth, getting only one piece of meat from skinning it, and then burning that at a fire?
Title: Re: Burning meat
Post by: FantasyWriter on December 24, 2008, 02:07:46 PM
Quote from: Salt Merchant on December 24, 2008, 02:04:24 PM

If our ancestors burned meat the way Zalanthanians do, they'd likely have starved to death. Can you imagine pulling down an entire mammoth, getting only one piece of meat from skinning it, and then burning that at a fire?


NEW QUOTE.
Title: Re: Burning meat
Post by: Delstro on December 24, 2008, 02:16:12 PM
I can, that is why all the mammoths died out, isn't it?

I'm definately more in favor of skill determining a range of fails/successes.
Title: Re: Burning meat
Post by: Synthesis on December 24, 2008, 02:17:08 PM
I think this is balanced by the fact you only need to eat like once every 3 IC days.
Title: Re: Burning meat
Post by: musashi on December 24, 2008, 03:07:36 PM
Yeah Vanth, you know I love you (because I sent you kudos!) but ... trying to defend the crafting code on the basis that it's somehow even remotely close to realistic is a pretty steep up hill battle. I would think you're better off just saying: We don't want to make that code change until 2.arm.
Title: Re: Burning meat
Post by: Morgenes on December 24, 2008, 03:13:24 PM
Varying levels of success and quality will be something that is in 2.0.
Title: Re: Burning meat
Post by: musashi on December 24, 2008, 03:42:38 PM
Quote from: Morgenes on December 24, 2008, 03:13:24 PM
Varying levels of success and quality will be something that is in 2.0.

emo dances a happy jig!
Title: Re: Burning meat
Post by: X-D on December 24, 2008, 09:29:11 PM
QuoteCooking over wood or dung fires is a lot more chancy.

I love Vanth too...but...LOL.

If cooking outdoors, I only use wood, Never charcoal, It is nasty, might as well cook inside. And the only time I burn something to a crisp is if I wander off to play football or something. Cooking by wood fire is simple and cooking by dung, if you do the research on that one, dung burns even lower and slower, nice and steady.

Morg has stated that there will be varying results in arm2...that rocks. But I tell you what bothers me most on arm1 cooking. That is the fact that some guilds have higher cooking caps then others. Not only does that make no sense at all to begin with. But the ones with the highest caps are the ones you would think would have the lowest. Go figure. Personaly I think they should all have the same, want higher, take house servant sub.
Title: Re: Burning meat
Post by: Clearsighted on December 24, 2008, 09:45:57 PM
Personally, I've been surprised at how hard it is even for a ranger with what I can only imagine is max, or near max cooking, to repeatedly burn stuff.

I often think that meat should either be made easier to cook, or everyone's cooking cap should be raised.

OR

Make more items with bonuses to improve cooking skill.