Brewing: Difference between revisions
very rough first draft - based on Skill Template |
|||
| Line 124: | Line 124: | ||
== {{msg:BASEPAGENAME}} Mechanics == | == {{msg:BASEPAGENAME}} Mechanics == | ||
''' Add mechanics specific to the skill in this question, like [[Unarmed]] and [[Lycanthropy]]'s Combos, Skill-specific activities (Altar of Norala for Lycanthropes), and Equipment that is specialized for the skill.''' | ''' Add mechanics specific to the skill in this question, like [[Unarmed]] and [[Lycanthropy]]'s Combos, Skill-specific activities (Altar of Norala for Lycanthropes), and Equipment that is specialized for the skill.''' | ||
=== | |||
=== information from Citan's blog post 20 april 2017=== | |||
The basic ideas of brewing are the same as I described last week, but the details have changed many times. In fact, I think this is the most times I've ever iterated on a craft skill before it went live! The first few versions were prototypes, trying to figure out what the system's goals were and how it would achieve them. I blogged about the system last week based on a fairly fun prototype version. But then I needed to future-proof the system, which turned out to require a full rewrite. | |||
I don't usually bother trying to future-proof crafting skills, because rewriting it later doesn't usually cause alpha-testers too much pain. When I rewrite a craft skill, you keep your old level and recipes, but the contents of those recipes change. No big deal. But brewing is different: brewing recipes have randomized results which will require a lot of player experimentation, so I want to protect that time investment. For instance, if I later decide that apples aren't a low-level fruit anymore, and replace them with, I dunno, kiwifruit, what happens to brewing recipes that can take apples? Obviously, kiwi should be a drop-in replacement in those brewing recipes, doing the same things as apples used to do, so that you don't have to re-try every brewing ingredient combination. But that's not an automatic feature -- it had to be coded that way. I brainstormed other ways that the skill might change in the future, and I tried to make sure those changes wouldn’t mess brewers up too badly. I can't guarantee that everything will work out right -- who knows, a bug might screw everything up. But I've given it my best shot. | |||
After that, I realized the skill was way TOO random: every time you learned a new recipe, you had to start your experimentation all over again. That's fine at low level when there's not too many ingredient combinations, but by level 50 there's over a hundred brewing outcomes! If levels 50, 60, 70, 80, etc. each had 100% different random outcomes, it wouldn't make economic sense to experiment at lower levels. Instead, players would just grind as fast as they could to the highest level and experiment with only the high-level recipes. That's a boring design! I needed a system that lets you "carry over" some of your brewing-experiment knowledge from mid-levels to higher levels. I've got a system that does that now -- although it might carry over a bit too much info... I'm still fiddling with things here. | |||
And in between all these revisions, I've been trying out tons of different possible buffs that could come from drinking booze. I had to answer some tricky questions, like: how many drink-effects can you have at once? If you can "stack" too many booze buffs then each individual drink would have to be weak and uninteresting. But if they don't stack at all, there's no chance to mix-and-match drink effects. After some experiments, I've decided that you can have three beers (or glasses of wine) at once, plus one drink of hard liquor, for a total of four stacking alcohol buffs. That's a lot of buffs! I'm trying to make the drink effects somewhat useful by themselves, but also make them more impressive when stacked together. It's a delicate balance. However, the specific buff effects can be changed later as balance demands, so I'm not TOO worried about this part. | |||
I've also made sure there's room for various systemic interactions later on. For instance, I was thinking it might be fun if beer brewed during the full moon is more random, with a chance to have higher or lower stats than normal. But what would it mean for a beer to be "extra effective" or "less effective" than normal? I had to work all that out too. | |||
In other words, there's lots and lots of design questions! Nothing earth-shatteringly hard, but it's been keeping me busy. | |||
=== information from Citan's blog post 9 april 2017=== | |||
Brewing | |||
Let's talk about brewing! It's probably the most complex crafting skill so far, because it builds on the tech from other skills. (For instance, Cheesemaking gave us cask "technology", which brewing needs; Augmentation gave us recipes that can infuse items with effects, etc.) | |||
Brewing is the first skill that uses random per-player seeding. Basically, you can add certain items to your brew recipe and you'll get a specific result that's random for that character. Other characters who try the same recipe may get different results. I think this adds some fun to the crafting process, as you get to experiment on your own -- and there's no temptation to wiki the "right" brew recipes, since the recipes are unique to you! | |||
But it's not quite as trivial as "put an ingredient in a box and get a random result". It needs to be a little more fair than that: it shouldn't be the case that some players can use dirt-cheap items to get amazing brew, where others have to use extremely expensive items for the same results. I've ended up using fairly constrained recipes to avoid those cases. | |||
Here's an example: a certain testing beer requires two special items (along with the usual beer ingredients like hops and barley). In the first box, players can drop "an apple, grapes, or an orange", and in the other box, they can drop "a guava, lemon, or banana". The results of that combination are random for each player; there are 9 possible results from just those ingredients. | |||
In that example, I broke the possibilities into "low-value fruit" and "high-value fruit" to avoid some of the extremes of randomness. Nobody will get the most-amazing brew with just a couple of dirt-cheap apples, because everybody has to use one low-value and one high-value fruit. Some people will still get better random luck than others -- the availability of individual fruit fluctuates, but generally apples are easier to find than oranges, for instance, and they're both in the "low-value fruit" category -- but there's enough different random recipe sets that it evens out pretty well in the end. | |||
(And of course, not all brewing recipes use fruit! Or have such a limited number of possible ingredients...) | |||
Drinking | |||
Brewing covers all kinds of alcoholic beverages. They're broken up into beers, wines, and hard liquors. Different kinds of brew have different effects, and they're quite broad-ranging. So you might find yourself carrying a small keg of combat-boosting beer into battle, or you might set up a tap of dance-boosting beer at a party. | |||
There's down sides to drinking too much alcohol, such as hangovers, slurred speech, or just passing out drunk. A new skill, Alcohol Tolerance, helps offset some of that. If you plan to drink in combat, perhaps as a drunken kung-fu master or a beer-rowdy tank, you'll definitely need some alcohol tolerance. Of course, no amount of alcohol tolerance prevents you from becoming an alcoholic! It just lets you be a "functional alcoholic." Just like the real-life drunken masters of yore. I assume. | |||
There's more complexity to the systems than I'll bother trying to explain here -- it's a complicated skill with lots of nooks and crannies. But I think it's turning out really well, and I'm looking forward to getting it in front of players! | |||
I mentioned above that this skill is the first that uses player-specific randomness -- and it might be the only one. The tech is being written with the idea that it might be reused for a few other craft skills, either old ones or new ones. But first I'll see how you like the system! Then we'll play it by ear with regard to future skills. | |||
===Equipment=== | ===Equipment=== | ||
Revision as of 19:48, 16 May 2017
| Brewing
| |
|---|---|
| File:Brewing skill.png A description of the skill.
| |
| Skill Type: | Trade Skill
|
| Max Level: | |
| Requirements: | Gardening at 35
|
| Skill Trainers: | |
“Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well. Adds a bit of flavor to the article as well.
Brewing Overview
Skill introductory paragraph or two summarizing the main aspects of the skill.
In-Game Description
The in-game description of the skill goes here.
Training Brewing
- Brianna Willer teaches Brewing after you have been introduced to her by Therese and your Gardening is at least 35.
Connected Skills
List skills that connect with the skill the page is for. Sub-Skills often exist for Trade Skills and Combat Skills. For example, a Sub-Skill for Leatherworking may be Haberdashery. A Sub-Skill for Sword will eventually be Greatsword. An existing Sub-Skill is Corpse Talking for Necromancy.
Secondary Skills are skills that either modify the page's skill, or have connected mechanics. Calligraphy is an example of a Secondary skill for Sword, as well as Meditation for Unarmed. Secondary skills can also be Skills that require a level in the current page's skill to unlock. Toolcrafting would be an example of a Secondary skill for Carpentry, even though it isn't a Sub-Skill. In this example, list the level.
Related Skills are suggested by the wiki editors, and Cooking could be listed for Gardening.
Sub-Skills:
- Charged Pig - (As a Sub-Skill for Pig)
Secondary Skills:
- Calligraphy - Explanation of how Calligraphy works with Sword.
- Toolcrafting - Toolcrafting requires Level 20 Carpentry.
Related Skills:
- Cooking - Explanation of why Cooking is related to Gardening.
Harvestables
If the skill includes a gathering component (Foraging, Fishing, Gardening), add this heading. See Fishing or Mycology for examples.
Brewing Basic Abilities
First, add a table of abilities learned up to level 50, or the first skill cap. See the example from Lycanthropy below. This title must exist for all types of Skills. Some Trade Skills have sidebar abilities. (Fishing has Fish Gut). "Learn From" can either be "Leveling Up" or the name of a skill trainer. If the skill has no Abilities, comment out the section.
As you level Brewing, you will learn the following abilities:
| Ability | Req. Level | Learn From | Description | Damage Type | Ability Type |
|---|---|---|---|---|---|
| File:Claw Ability.png Claw (1-4) | 0/15/30/48 | Level Up | Claw your enemy. (+ damage vs vulnerable targets) | Slashing | Basic Attack |
| File:Bite Ability.png Bite (1-4) | 2/10/28/46 | Level Up | Bite your enemy. | Crushing | Core Attack |
| File:Pack Attack Ability.png Pack Attack (1-3) | 5/20/40 | Level Up | Bite your enemy. Future Pack Attacks (by you or by other werewolves) will deal extra damage to this target. | Crushing | Signature Debuff |
| File:Pouncing Rake Ability.png Pouncing Rake (1-3) | 5/25/45 | Level Up | Claw your enemy. If their armor is weak, also stuns them for 3 seconds. (Stuns targets under 33% armor) | Slashing | |
| File:Howl Mode Ability.png Howl Mode | 7 | Level Up | Begin howling to raise your spirits. Remain stationary to continue howling and slowly build up morale benefits. Other werewolves who howl near you will greatly boost the beneficial effects of howling. | N/A | |
| File:Shadow Feint Ability.png Shadow Feint (1-3) | 12/35/50 | Level Up | Take careful heed of your current position so you can leap back to it when injured. (Relocates to casting position if you take 3 hits in 30 seconds, 40m range) | N/A | |
| File:Pouncing Rend Ability.png Pouncing Rend (1-3+) | 6/26/46/50 | Scrolls | Leap at your enemy, focusing solely on destroying their armor. (This is a variant of Pouncing Rake. Equipment that boosts Pouncing Rake also boosts Pouncing Rend.) | Slashing | |
| File:See Red Ability.png See Red (1-3) | 9/29/49 | Sanja | Go into a berserk rage, dealing extra damage but weakening your defences. | Slashing | |
| File:Double Claw Ability.png Double Claw (1-3) | 13/22/42 | Sanja | Attack with repeated mauling claws in a way that's sure to get attention. Damage reduced based on the foe's remaining armor. | Slashing | |
| File:Sanguine Fangs Ability.png Sanguine Fangs (1-4) | 8/18/29/44 | Sanja | Bite through veins to cause blood loss. (Extra damage vs vulnerable targets, deals X health damage over 15 seconds) | Slashing | Nice Attack |
| File:Smell Fear Ability.png Smell Fear (1-3) | 14/27/41 | Sanja | Launch into a vicious attack that sows seeds of doubt in the target's mind. | Crushing | |
| File:Become Winter Wolf Ability.png Become Winter Wolf | 0 | Jace Soral | Become a wolf with a thick winter coat of fur. (Use again to attempt to stop being a wolf). (+5 indirect cold damage mitigation, -2 indirect fire damage mitigation) | N/A |
Brewing Advanced Abilities
At this point, list abilities beyond the first level cap. These can be taught by Skill Trainers, Scrolls, or through other methods (such as the Lycanthropy Altar).
Upon reaching higher levels, experts of the Brewing Skill may learn the following abilities:
| Ability | Req. Level | Learn From | Description | Damage Type | Ability Type |
|---|---|---|---|---|---|
| File:Pack Attack Ability.png Pack Attack 4 | 55 | Altar of Norala | Bite your enemy. Future Pack Attacks (by you or by other werewolves) will deal extra damage to this target. | Crushing | Signature Debuff |
| File:Bite Ability.png Bite 5 | 56 | Altar of Norala | Bite your enemy. | Crushing | Core Attack |
| File:Claw Ability.png Claw 5 | 58 | Altar of Norala | Claw your enemy. (+ damage vs vulnerable targets) | Slashing | Basic Attack |
| File:Pouncing Rake Ability.png Pouncing Rake 4 | 60 | Altar of Norala | Claw your enemy. If their armor is weak, also stuns them for 3 seconds. (Stuns targets under 33% armor) | Slashing | |
| File:Pouncing Rend Ability.png Pouncing Rend 4 | 56 | Scrolls | Leap at your enemy, focusing solely on destroying their armor. (This is a variant of Pouncing Rake. Equipment that boosts Pouncing Rake also boosts Pouncing Rend.) | Slashing | |
| File:Double Claw Ability.png Double Claws 4 | 52 | Sanja | Attack with repeated mauling claws to the target's exposed flesh. Damage is reduced by 1 for every 5 points of armor the foe has left. | Slashing | |
| File:Sanguine Fangs Ability.png Sanguine Fangs 5 | 54 | Sanja | Bite through veins to cause blood loss. | Piercing | Nice Attack |
| File:Smell Fear Ability.png Smell Fear 4 | 51 | Sanja | Launch into a vicious attack that sows seeds of doubt in the target's mind. | Crushing |
Finally, reference a transcluded ability table for the skill. This will be populated with all possible abilities. Save the page for the skill, than follow the red link. On the new page, type {{subst:Preload/Ability pages}} Save that page to generate the table (Just the table, there will be no content until the Wiki's ExtraBot is turned on, which generally happens after each patch).
Brewing/Abilities
Recipe Lists
Lists of Recipes pertaining to the skill goes here. See Cooking for one example of where recipes are broken up. For Transcluded tables (What all skills should use), see Carpentry.
After adding recipe breakdowns if needed, add a transcluded table of all recipes. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Recipes. Type on that page: {{subst:Preload/Recipe pages}} and save.
Click "Expand" on the box below to view a complete list of Recipes for the Brewing skill.
Brewing Mechanics
Add mechanics specific to the skill in this question, like Unarmed and Lycanthropy's Combos, Skill-specific activities (Altar of Norala for Lycanthropes), and Equipment that is specialized for the skill.
information from Citan's blog post 20 april 2017
The basic ideas of brewing are the same as I described last week, but the details have changed many times. In fact, I think this is the most times I've ever iterated on a craft skill before it went live! The first few versions were prototypes, trying to figure out what the system's goals were and how it would achieve them. I blogged about the system last week based on a fairly fun prototype version. But then I needed to future-proof the system, which turned out to require a full rewrite.
I don't usually bother trying to future-proof crafting skills, because rewriting it later doesn't usually cause alpha-testers too much pain. When I rewrite a craft skill, you keep your old level and recipes, but the contents of those recipes change. No big deal. But brewing is different: brewing recipes have randomized results which will require a lot of player experimentation, so I want to protect that time investment. For instance, if I later decide that apples aren't a low-level fruit anymore, and replace them with, I dunno, kiwifruit, what happens to brewing recipes that can take apples? Obviously, kiwi should be a drop-in replacement in those brewing recipes, doing the same things as apples used to do, so that you don't have to re-try every brewing ingredient combination. But that's not an automatic feature -- it had to be coded that way. I brainstormed other ways that the skill might change in the future, and I tried to make sure those changes wouldn’t mess brewers up too badly. I can't guarantee that everything will work out right -- who knows, a bug might screw everything up. But I've given it my best shot.
After that, I realized the skill was way TOO random: every time you learned a new recipe, you had to start your experimentation all over again. That's fine at low level when there's not too many ingredient combinations, but by level 50 there's over a hundred brewing outcomes! If levels 50, 60, 70, 80, etc. each had 100% different random outcomes, it wouldn't make economic sense to experiment at lower levels. Instead, players would just grind as fast as they could to the highest level and experiment with only the high-level recipes. That's a boring design! I needed a system that lets you "carry over" some of your brewing-experiment knowledge from mid-levels to higher levels. I've got a system that does that now -- although it might carry over a bit too much info... I'm still fiddling with things here.
And in between all these revisions, I've been trying out tons of different possible buffs that could come from drinking booze. I had to answer some tricky questions, like: how many drink-effects can you have at once? If you can "stack" too many booze buffs then each individual drink would have to be weak and uninteresting. But if they don't stack at all, there's no chance to mix-and-match drink effects. After some experiments, I've decided that you can have three beers (or glasses of wine) at once, plus one drink of hard liquor, for a total of four stacking alcohol buffs. That's a lot of buffs! I'm trying to make the drink effects somewhat useful by themselves, but also make them more impressive when stacked together. It's a delicate balance. However, the specific buff effects can be changed later as balance demands, so I'm not TOO worried about this part.
I've also made sure there's room for various systemic interactions later on. For instance, I was thinking it might be fun if beer brewed during the full moon is more random, with a chance to have higher or lower stats than normal. But what would it mean for a beer to be "extra effective" or "less effective" than normal? I had to work all that out too.
In other words, there's lots and lots of design questions! Nothing earth-shatteringly hard, but it's been keeping me busy.
information from Citan's blog post 9 april 2017
Brewing Let's talk about brewing! It's probably the most complex crafting skill so far, because it builds on the tech from other skills. (For instance, Cheesemaking gave us cask "technology", which brewing needs; Augmentation gave us recipes that can infuse items with effects, etc.)
Brewing is the first skill that uses random per-player seeding. Basically, you can add certain items to your brew recipe and you'll get a specific result that's random for that character. Other characters who try the same recipe may get different results. I think this adds some fun to the crafting process, as you get to experiment on your own -- and there's no temptation to wiki the "right" brew recipes, since the recipes are unique to you!
But it's not quite as trivial as "put an ingredient in a box and get a random result". It needs to be a little more fair than that: it shouldn't be the case that some players can use dirt-cheap items to get amazing brew, where others have to use extremely expensive items for the same results. I've ended up using fairly constrained recipes to avoid those cases.
Here's an example: a certain testing beer requires two special items (along with the usual beer ingredients like hops and barley). In the first box, players can drop "an apple, grapes, or an orange", and in the other box, they can drop "a guava, lemon, or banana". The results of that combination are random for each player; there are 9 possible results from just those ingredients.
In that example, I broke the possibilities into "low-value fruit" and "high-value fruit" to avoid some of the extremes of randomness. Nobody will get the most-amazing brew with just a couple of dirt-cheap apples, because everybody has to use one low-value and one high-value fruit. Some people will still get better random luck than others -- the availability of individual fruit fluctuates, but generally apples are easier to find than oranges, for instance, and they're both in the "low-value fruit" category -- but there's enough different random recipe sets that it evens out pretty well in the end.
(And of course, not all brewing recipes use fruit! Or have such a limited number of possible ingredients...)
Drinking Brewing covers all kinds of alcoholic beverages. They're broken up into beers, wines, and hard liquors. Different kinds of brew have different effects, and they're quite broad-ranging. So you might find yourself carrying a small keg of combat-boosting beer into battle, or you might set up a tap of dance-boosting beer at a party.
There's down sides to drinking too much alcohol, such as hangovers, slurred speech, or just passing out drunk. A new skill, Alcohol Tolerance, helps offset some of that. If you plan to drink in combat, perhaps as a drunken kung-fu master or a beer-rowdy tank, you'll definitely need some alcohol tolerance. Of course, no amount of alcohol tolerance prevents you from becoming an alcoholic! It just lets you be a "functional alcoholic." Just like the real-life drunken masters of yore. I assume.
There's more complexity to the systems than I'll bother trying to explain here -- it's a complicated skill with lots of nooks and crannies. But I think it's turning out really well, and I'm looking forward to getting it in front of players!
I mentioned above that this skill is the first that uses player-specific randomness -- and it might be the only one. The tech is being written with the idea that it might be reused for a few other craft skills, either old ones or new ones. But first I'll see how you like the system! Then we'll play it by ear with regard to future skills.
Equipment
Lucky Belt of the Hammerer increases Base Damage dealt with Hammer by 8%. Can be created with Toolcrafting 40.
Lucky Belt of the Woodland Warrior increases Base Damage dealt with Hammer and Druid combat skills by 6%. Can be bought from Agrashab.
Lucky Belt of the Barbarian increases Base Damage dealt with Hammer and Shield combat skills by 6%. Can be bought from Agrashab.
Lucky Belt of the Mindfist increases Base Damage dealt with Hammer and Mentalism combat skills by 6%. Can be bought from Agrashab.
Lucky Belt of the Wraith increase Base Damage dealt with Unarmed and Necromancy combat skills by 6%. Can be found through rare drops and chests.
If this is a Combat Skill, add Treasure Effects. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Treasure Effects. Type on that page: {{subst:Preload/Treasure Effect pages}} and save.
Brewing/Treasure Effects
Now, Add Stat Bonuses. There is no preload for Stat Bonuses, so just add the following and wait for the bot to add the page. Brewing/Stat Bonuses
Now, Add Level Up Rewards. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Level Up Rewards. Type on that page: {{subst:Preload/Level Up Reward pages}} and save.
| Level | Reward |
|---|---|
| 1 | Learn Recipe: Basic Lager (One Glass) |
| 3 | Learn Recipe: Basic Lager Keg |
| 12 | Learn Recipe: Tap Alcohol Keg |
| 40 | Can age an extra cask of wine or hard liquor (for a total of 3 at a time) |
Trivia
Write a little about this history of the skill, or things that don't belong in above areas
Gallery
Include a small gallery of players using the skill, or abilities of the skill. Try to keep it under six images. This example Gallery is from the Serbule Page.
-
The docks area.
-
An abandoned cart.
-
A very dangerous place...