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Carcasses: Cooking vs Tanning

DerRocDerRoc Member, Alpha Two
edited March 24 in Artisanship
I understand that the majority of artisanship is currently a placeholder, but as it progresses through alpha there are some opportunities I'd like to be considered surrounding using carcasses. Currently carcasses can either be:

Skinned at Tanning Station
  • Animal Fat
  • Bones
  • Skins (leather, fur, feathers)
OR
Butchered at Cooking Station
  • Meat

My initial consideration is this distribution of returned material is not very even. Skinning (tanning) a carcass offers multiple returns & value for other processing & crafting. However, cooking only offers a single return that directly impacts only itself (cooking the meat).

AoC artisanship has promised an experience that requires multiple types of processing/crafting to work together in order to succeed. But again, cooking remains out of this experience. It uses gathered/processed material from other areas, but doesn't produce any material usable by other areas.

While I don't see this as a simple solution and will require additional testing, 1 easy solution would be to move Animal Fat to a Cooking produces material when butchering the carcass. I believe this would make the decision of how to use carcasses:
  1. More dynamic consideration depending on need
  2. Give cooking a produced material that other professions need
  3. Honestly, makes more sense that you'd get animal fat from trimming the carcass meat

Additional Consideration: I think there could be a strong connection between tanning & cooking. Option could be for Tanning to produce: "skinned" meats + skins + bones. Then the "skinned" meats could be used by Cooking to produce: "trimmed" meats + Animal Fat + bones. This would create an interconnection between the 2 professions working together.
*That or just let both produce Animal Fat & bones.
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Comments

  • donotpanikdonotpanik Member, Alpha Two
    One of the ways Intrepid can solve the issue with market oversaturation of tamed animals is to allow cooking to butcher animals. The easy fix will be to enable tamed beasts to be butchered at the cooking station, where carcasses could be used in the tanning station. I agree that animal fat and bones must be added to drop tables for butchering, and meats must be added to tanning.
  • NeurotoxinNeurotoxin Member, Alpha One, Alpha Two, Early Alpha Two
    One cow's worth of meat makes 1 beefsteak sandwich, not hundreds like it really wood. More meat per carcass for 2x2 carcasses would be a good start.

    But also... why not both? IRL we use the whole animal, we don't throw the meat away once it has been skinned, and both bones and fat generally come from a butcher.
  • VolgarisVolgaris Member, Alpha Two
    You have to make it fun, and being too real will make it tedious, but if you devert too much from the reality that is the insperation, you might as well use a different word to discribe it. Normally you wouldn't decide to make it more tedious than the reality, which what they seemed to do here.

    You harvest game (legally hunted wild animals).
    You butch livestock.
    You tan a hide not a carcus.
    When you harvest or butcher you can receive meat, fat, bones, sinew, pelt/skin, organs, and blood if it didn't bleed out.

    So in my opinion, harvest and butcher can be one thing. Butchering. Once you kill an animal you should be able to collect the carcus, then move it to the butcher station and butcher it, or just auto butcher it when you collect it as loot. And you should get some random loot from the above or the loot table from it. Having to find the huntable critters and not being able to butcher the ones I kill normally is terrible to me. Having to choose between getting the raw skin or the meat is just ridiculous.

    Obvious we can have 450 pounds or units of beef from one cow. The amount that comes from the butched animal, i don't know, maybe 10? It'll really depend what comes later. I don't think we as testers can define what that balance should be because we don't know enough to actually balance.

  • ARHMOREDggARHMOREDgg Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    So as it stands right now titled butcher recipes: Bear. Grem, Raven, Cow, Chicken, Riverdancer Otter - all provide 5 meat per carcass. While the ones NOT titled "butcher" (daystrider mule meat, hippo, scorpion and crab meat) only provide one meat per carcass.

    Now if i understand correctly, when i learned the butcher versions of these recipes, that increased my ability in processing the carcass so I earn more meat. which makes sense and how it should be approached. You are trained in how to butcher a specific animal therefore it increases your yield.

    I see the logic in a balanced and streamlined approach to the recipes all giving the same amount of meat for the recipes and market balance.

    However I think that the quality of meat should increase the amount of meat butchered too.
    add +2 meat per quality upgrade.
    common: 5 meat (animal is young or undersized/sickly etc...)
    uncommon: 7 meat - Rare: 9 meat - Heroic: 11 meat... etc.
    (higher quality = The larger a fish that matured/survived.)

    This makes higher quality animals more desirable not just because a slight better food buff but more of these consumables can be made.

    Also Butchering should produce by product of animal fat! Not just tanning. When butchering most food animals you want fat on the meat, then you trim depending on the cut. Also I understand tanning not wanting to damage the hide so you would have byproduct of fat on that as well.

    What if the butchering recipes gave 1 animal fat per quality. So like before.
    Common: 5 meat, 1 fat - Uncommon: 6 meat, 2 fat. - Rare: 9 meat, 3 fat. - Heroic: 11 meat, 4 fat. etc.

    From my understanding the Animal fat isn't consistent with tanning but i haven't personally tested it yet.
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