#Drop monster parts and cook in the dungeons

23 messages · Page 1 of 1 (latest)

static jackal
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Do you know Dungeon Meshi?
I thought it might be interesting to add the concept of cooking the game's monsters 🙂
To make the idea fit in with the dynamics of the game, I was thinking that a mob defeated every x times or every x minutes has a chance of dropping such and such an item to be cooked.
Once you've collected what you need, you can add a npc in a dungeon or find it in the village and make some food or potions for future expeditions.
What do you think of this idea?

Obviously, I can see that it's a complex mechanism, and it seems impossible to set up as it is, but I prefer to write the idea down, thinking that if it turns out to be the case, it will be the subject of a dlc or an upgrade well after the game! 🙂

small frost
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what exactly would cooking parts do?

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like, what would the food provide?

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i think its a bit difficult to design your dungeon around the fact that you can bring food or potions

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besides, theres not really any free buttons on the gamepad to allocate to eating/drinking

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so it would require going into the inventory, which is ugly

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you could also setup an easy ingredient farm dungeon by just placing 100 of the same enemy

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which would defeat the entire purpose

ornate rose
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for your last point you could do a randomized ingredient pool. and mabye 2x for dailys

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and for the keybind/inventory problem you could make it somthing similar to rings, where you go into your inv to get a 1-time boost such as extra spin (by one time i mean for dungeon)

static jackal
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I was thinking, for example, could you use a potion directly in your inventory without using your gamepad in real time? Like in The witcher 3, you know? before a fight, you take a potion that gives you a mini boost of health, attack, defense or whatever.
for the mob farm risk part, I was just thinking that a monster part could only fall every x minutes. To avoid this problem, or at least reduce it.

Actually, I'd rather propose the idea than never propose it at all 🙂 but I'd totally understand if it wasn't appreciated for the development of the game!

small frost
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yea no i appreciate it

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i also had a potion system planned a long time ago

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i did dismiss it after a while because it didnt end up working very well

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but the idea is cool

static jackal
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we're pretty much on the same idea Frog-man 🙂

small frost
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it definitely blows out the scope for 1.0, but maybe we can reimagine it after 1.0!

static jackal
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yes I understand, it's complex to keep a game balance with a system that can create boosts or provoke fair play as you said with the monster farms.

Thanks for reading anyway, we'll see one day if it can be exploited as an idea 🙂

small frost
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i really like the monster parts in a link between worlds

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but yea, that kinda system doesnt fit at all into QM haha

static jackal
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Haha yea I see it 🙂

paper ether