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I particularly agree with food durability effecting the consumable amount, though I would still like to see sickness have a role. I'd also like to see a few different cooking pans for different purposes (wok, skillet, saucepan, etc). Your idea regarding tagging seems overly complicated, I had trouble following what you were saying and it seems not so easy to follow in practice either. That said, I do agree with your intentions, and there should be greater fame point / skill perks for cooking properly.
I think the most important things regarding food are the following;
1. There is no clear advantage or disadvantage to eating good/bad food. I know it has an effect on stamina, but I have no idea to what degree, and whether it's actually worth wasting my time eating good food or if I should just eat whatever I find to fend off death from starvation. The effects should be clearer to the player. Perhaps this could be shown in the metabolism tab, or on the wiki? When sickness is introduced, vitamin/mineral deficiencies should be optimised so that there are unique disadvantages, and these disadvantages should be known to the player. Example: hovering over the sickness should provide you with information on what exact effect it has.
2. Comfort isn't a mechanism in scum. One area this shows is in the form of taste preference. I think characters should have different taste preferences. At the moment, it could be determined at character creation based on your skill choices, but later on I'd like to see other variables at play to determine what your character enjoys and what they do not.
I like the cooking because it's already a bit complex. Like...Engineering? You put down a blueprint and spam F to add materials and BOOM! You get FP and eventually can build better stuff. There's no skill needed. With this, the Minigame of getting the fire hot but not too hot and monitoring the temp/doneness of the food is already there. We're just not gaining any FP or skill experience for our efforts.
Yeah, the tagging bit seems overly complicated with the way I tried to explain the idea, but at the simplest...it basically is just giving players a way to earn points towards Survival/Cooking when using a grill or a fire to actually COOK the food. Currently, all of that time is wasted...no level-ups, no Fame Points gained.
The tagging is just me trying to go through the initial steps of pseudocode to lay out how an object could be tracked to award points to the player doing the cooking. I'm not a game developer...but I've been in web and applications development in the corporate world for 15+ years and was trying to skate the line between plain-talk and dev-talk.
And hell yeah, I would like to see a lot more recipes. Many Simple ones and a few rare extra ordinary - "wtf you did this?"-like meals.
Cooking shouldnt just be a skill determined by plane numbers or lvl. Like "INT 4 + Cooking Basic = Quality always Good". No it should really use real player reallife skill. As a example like the "Skill check" of Dead by daylight. The Check Bar can be thaaaat big, if you are just to slow / impatient, you suck at it.
Sry for bad spelling, but my hunting/cooking heart needed to tell this, with big hopes the great Scum Developers will see this Thread. I love you guys.
i remember very well when i first played scum, i was really enthusiastic and still am.
But after I tried out everything about cooking right at the beginning and found out that they stopped developing there, I have to say and cry out: please continue developing cooking.
and of course this includes metabolism and health / medical.
the big topics that have been discussed here, i can absolutely agree!
except one thing,
it annoyed me very much that the pot disappears when you have finished eating. that is the main reason why I lost the desire to cook. (although it is of course very worthwhile, because with cooked food the stomach is not directly full and sugar and carbs stay longer. just like in real life.)
soap is there, the action wash is there,
the only thing to program here is a dirty pot and some related scripts.
But the developers promised it's now their turn! i am thrilled!
Maybe a developer will have a word here :)
You can cook the canned food! Just use a knife/can opener to open it, then set it on the grill. It'll cook like other raw foods.
Sardine tins can also be cooked, but there's no open mechanic. Just put the tins on the grill.
I believe they are looking at reworking it properly somewhere down the line, and then I hope they take your suggestions to heart.
Also, I do believe they said once that cooking pots were made reusable? Apparently it does not work? Either they should be reusable or craftable, I agree.
It'd be really cool if some of these changes were to happen.
I love invite new friends to my base and have table full of foods, set some fireworks, have a bottle of beer. Just relax, enjoy the night. And put a bullet between his eyes when party is over.
What's this meat in your stew? It's unusual, but delicious... nom nom...