I quite like the cooking profession, I’ll say that first. I think it’s the most interesting profession simply because of the complexity of the discovery involved. It used to be a bit of chore back when you had to drag everything to your inventory, but now that’s fixed, it’s much better. That said, how we obtain our ingredients — or some of them at least — could use a bit more of the dynamic spirit that so much of the rest of the game has.
So first the positives:
- cool that you can “farm” some ingredients, and often in real farms in the world. That’s cool for so many reasons. It feels authentic, it’s cool that they take time to grow back, etc.
- also nice that you can buy certain ingredients from karma vendors.
- thirdly of course you can get some ingredients — like walnuts — from trees, and I think that also gives some realism and immersion to gathering which is great.
The negative(s):
- all of these things, perhaps barring the walnut drops from trees, feel very static, in an otherwise rich and dynamic mmo.
- some ingredients are rare in the wrong kind of way — meaning they are just mathematically rare to come by (I’m looking at YOU vanilla beans), and not rare in a fun kind of way.
An idea to address both of these things:
- like so many systems in the game, I see so much potential to build on what’s there. While karma vendors with ingredients for cooking is nice, I would love to see some of these put into motion… literally. Karma vendors often feel to me like traveling salesmen, which are out in the world, but often in static or predictable places. This is fine some of the time, as they are predictable and you just alt-tab over to your favorite website, find out exactly where everything is while you’re powerleveling your profession (as some people do), and get what you need.
I would love to see, as a variation to this:
- karma vendors (or just vendors) who traveled across zones with their pack mules mounded with stuff, carrying rare ingredients from far away lands. A Norn down from the snowy peaks, packed with goods he’s bringing down to sell at Lion’s Arch, for example. Maybe he would have a little problem you could solve first, which would unlock his store, whatever. Basically, put these guys in motion across the map. Give them a little back story. Maybe even give them a random pool of things to sell (seasonal!). Coming across stuff like this in the world just gives it more life. Maybe it’s a little detail, but I think it would be fun and add to immersion.
- also I love it when you talk to NPCs in a town and suddenly they become the start of an event (or at least give you those 1 of 3 dialog response choices). It’s great to have systems in place which encourage you to talk to NPCs, as it gives life to the location they’re in as well as giving lore-delivery opportunities. What I’d love to see is the same sort of thing — expand upon these “hidden” NPC to have some dialog choices open up shops, which sell a small (even limited) set of goods/ingredients. Give us even more reasons to talk to these people!