Post by Azherae on 2022-11-19 15:05:20
After thinking about this some more and realizing that there's no harm in giving a more detailed answer, especially once the thread has gone on a bit, I can give more detail, and though I know this will be far too specific, note that in my mind this is still 'just an example'.
Wood: There are at least 8 different categories of wood with different properties within just Hardwoods . On an abstract level since wood affects both appearances of furnishings and quality of certain items, you need that much of it, and I'd go up to 12. Anything less and you're below 'standardly' modded MineCraft (Biomes o' Plenty for the initiated, specifically).
Birch/Mahogany, Oak, Poplar, Ironwood, Ash, Rosewood/Teak, Fir/Spruce, Pine, Cedar, Maple (mostly so we have the trees)
Metal: Similar. There are at least 8 metals that are of importance in metallurgy and weaponmaking and you just mix and match alloys from there, so Ores are usually obvious but you can make rare specific ores (since ores are special combinations) and then separately make specific Metals. I feel that most people who care enough about smelting in these games will be happier if you do, and most other players will then be unaffected. So Ores:
Copper, Zinc, Iron, Tin, Cobalt-Nickel (the ore for these is combined but then you'd have to get a Game level name), Titanium ('Mythril' for some but depends on your worldbuild, in mine the Mythril slot is actually White Bronze) and any rarer/meteoric ores that contain the heavy metals or special crystal structures for high level.
Then Metals:
Bronze, Brass, Iron, Steel (however many you want with fancy names and 'colors', start using things other than steel for most gear and the result will be the death of "muh immersion"), insert magical Verran analogues of historic alloys until the requirements of the Gear Itemization are satisfied.
G e m s t o n e s:
Opal, Ruby, Emerald, Diamond, Topaz, Sapphire, Amethyst, Garnet... hey I heard there's a semi popular 'kid's show' you can check... Universe something. Stop when people stop recognizing names or you realize the only reasonable place to put it is outside of rings and crowns like ornamental furniture. Or don't. People will like that too.
Food (general):
I CAN say that I don't actually enjoy gathering up all the noncritical spices for inventory reasons . I'm fine with them all existing, but they might be better served as special items from the economies of specific nodes, then bundled into Spice Boxes for the region which you can then use to make specialty stuff, and otherwise just throw one or two local current ones into food that doesn't REQUIRE it for small bonus effects. Resistances are always thematically nice here. Bonus if they don't grant resistance to stuff that's actually nearby so you want to export it.
Food (Meat):
I cook a lot. Make 7 types/categories. That's all. SOMEONE on staff must be enough of a cook to tell you why you need all of:
Mutton, Pork, Beef, Bear/Venison, Turkey/Griffin, Chicken/'Reptile', Alligator/'Sea Monster'/'Dragon' (separately).
Food (Fish):
8 Types Minimum. This is actually a no-effort post, believe it or not, so I'm not looking it all up to make sure I make no overlap errors here. These are categories, even though not all are named that way.
Salmon, Whitefish, Flatfish, Mudfish, Lobster-and-such, Squid, Mackerel, Swordfish, Tuna, Shark, Mahi Mahi, 'Sprats' (Sardines, etc).
Fish tend to need a separate 'Fish category' ID marker in my experience because of this, if you want huge fishing systems. BDO lacks it and it's annoying as hell.
Food (Everything Else):
There are some things that gatherers will want to see varieties of, fruits, mushrooms, berries. Then there's us Animal Husbandry people, who are mostly covered above in terms of food output, but you DO need more than one type of Egg. Two will do. Three if you're nice. Four if there's ducks. Add that to Meat too if there's ducks. (I understand that we who play Ashes may love Ducks too much too eat them).
Pelts and Skins:
You've GOTTA go for almost one per creature type, right? Even IRL these all actually have functionally different uses assuming they can be used at all. Eh, just go here and leave out anything you don't like. I feel like you'll get too few Tanners if you don't make this diverse.
Misc:
Horns, oils, inks, powders, reagents... these are tied directly to the Itemization, for me. It's nice to have a lot of them, but usually you can get the base materials from somewhere else. Given the systems for crafting, I'd have to assume that, and just fill this in with a bunch of connector slots. Whenever I do this I end up having to trim DOWN anyway.
Scales:
Separate from Pelts and Skins because of material properties, technically 'slot into the slot that certain metal scale/links do in Armorsmithing'.
Go wild? Magical? This seems like the main place you'd get freedom for rare items and mob drops so use it here. Easy to justify 'you can't raise that' to Husbandry people for the really good ones.
Feathers:
Interesting but never seems to end up engaging in the ones I play? If not making arrows consumable, I'd make only the minimum of these since they're a mob drop again, but maybe Wands and Scribing require 'em. Even so, probably better to stay on the lower end?
Food (Completed):
Anything less than 100 different meaningful dishes is a disservice to Cooks in a game that requires specialization. You can do this, even BDO manages. Well, they moreso manage 'having a lot', 'meaningful' is debatable, so maybe I would have to say 'Not like that' again.
My experience with 'good food systems' is FFXI and that's it . I think games mostly don't want food to be 'required'. I have too high a bias here.
Wood: There are at least 8 different categories of wood with different properties within just Hardwoods . On an abstract level since wood affects both appearances of furnishings and quality of certain items, you need that much of it, and I'd go up to 12. Anything less and you're below 'standardly' modded MineCraft (Biomes o' Plenty for the initiated, specifically).
Birch/Mahogany, Oak, Poplar, Ironwood, Ash, Rosewood/Teak, Fir/Spruce, Pine, Cedar, Maple (mostly so we have the trees)
Metal: Similar. There are at least 8 metals that are of importance in metallurgy and weaponmaking and you just mix and match alloys from there, so Ores are usually obvious but you can make rare specific ores (since ores are special combinations) and then separately make specific Metals. I feel that most people who care enough about smelting in these games will be happier if you do, and most other players will then be unaffected. So Ores:
Copper, Zinc, Iron, Tin, Cobalt-Nickel (the ore for these is combined but then you'd have to get a Game level name), Titanium ('Mythril' for some but depends on your worldbuild, in mine the Mythril slot is actually White Bronze) and any rarer/meteoric ores that contain the heavy metals or special crystal structures for high level.
Then Metals:
Bronze, Brass, Iron, Steel (however many you want with fancy names and 'colors', start using things other than steel for most gear and the result will be the death of "muh immersion"), insert magical Verran analogues of historic alloys until the requirements of the Gear Itemization are satisfied.
G e m s t o n e s:
Opal, Ruby, Emerald, Diamond, Topaz, Sapphire, Amethyst, Garnet... hey I heard there's a semi popular 'kid's show' you can check... Universe something. Stop when people stop recognizing names or you realize the only reasonable place to put it is outside of rings and crowns like ornamental furniture. Or don't. People will like that too.
Food (general):
I CAN say that I don't actually enjoy gathering up all the noncritical spices for inventory reasons . I'm fine with them all existing, but they might be better served as special items from the economies of specific nodes, then bundled into Spice Boxes for the region which you can then use to make specialty stuff, and otherwise just throw one or two local current ones into food that doesn't REQUIRE it for small bonus effects. Resistances are always thematically nice here. Bonus if they don't grant resistance to stuff that's actually nearby so you want to export it.
Food (Meat):
I cook a lot. Make 7 types/categories. That's all. SOMEONE on staff must be enough of a cook to tell you why you need all of:
Mutton, Pork, Beef, Bear/Venison, Turkey/Griffin, Chicken/'Reptile', Alligator/'Sea Monster'/'Dragon' (separately).
Food (Fish):
8 Types Minimum. This is actually a no-effort post, believe it or not, so I'm not looking it all up to make sure I make no overlap errors here. These are categories, even though not all are named that way.
Salmon, Whitefish, Flatfish, Mudfish, Lobster-and-such, Squid, Mackerel, Swordfish, Tuna, Shark, Mahi Mahi, 'Sprats' (Sardines, etc).
Fish tend to need a separate 'Fish category' ID marker in my experience because of this, if you want huge fishing systems. BDO lacks it and it's annoying as hell.
Food (Everything Else):
There are some things that gatherers will want to see varieties of, fruits, mushrooms, berries. Then there's us Animal Husbandry people, who are mostly covered above in terms of food output, but you DO need more than one type of Egg. Two will do. Three if you're nice. Four if there's ducks. Add that to Meat too if there's ducks. (I understand that we who play Ashes may love Ducks too much too eat them).
Pelts and Skins:
You've GOTTA go for almost one per creature type, right? Even IRL these all actually have functionally different uses assuming they can be used at all. Eh, just go here and leave out anything you don't like. I feel like you'll get too few Tanners if you don't make this diverse.
Misc:
Horns, oils, inks, powders, reagents... these are tied directly to the Itemization, for me. It's nice to have a lot of them, but usually you can get the base materials from somewhere else. Given the systems for crafting, I'd have to assume that, and just fill this in with a bunch of connector slots. Whenever I do this I end up having to trim DOWN anyway.
Scales:
Separate from Pelts and Skins because of material properties, technically 'slot into the slot that certain metal scale/links do in Armorsmithing'.
Go wild? Magical? This seems like the main place you'd get freedom for rare items and mob drops so use it here. Easy to justify 'you can't raise that' to Husbandry people for the really good ones.
Feathers:
Interesting but never seems to end up engaging in the ones I play? If not making arrows consumable, I'd make only the minimum of these since they're a mob drop again, but maybe Wands and Scribing require 'em. Even so, probably better to stay on the lower end?
Food (Completed):
Anything less than 100 different meaningful dishes is a disservice to Cooks in a game that requires specialization. You can do this, even BDO manages. Well, they moreso manage 'having a lot', 'meaningful' is debatable, so maybe I would have to say 'Not like that' again.
My experience with 'good food systems' is FFXI and that's it . I think games mostly don't want food to be 'required'. I have too high a bias here.