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iArTn00b
Azorath Giest
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Post  Azorath Giest Tue Apr 26, 2011 5:36 pm

These days r boring man is there like a weekly event or something .

Azorath Giest

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Post  iArTn00b Wed Apr 27, 2011 2:05 am

At the beggining when Admin changed, new Admin offered to us, every weekend EVENTS... Guys do you see any? Does that Admin care about us? Will this server get more fun?

NO!

thx~~

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Post  im banned Wed Apr 27, 2011 8:46 am

this admins adding a lot of new things just be patient

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Post  SGKia Wed Apr 27, 2011 10:44 am

im banned wrote:this admins adding a lot of new things just be patient

Lies clown

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Post  [admin]egpko Wed Apr 27, 2011 2:40 pm

SGKia wrote:
im banned wrote:this admins adding a lot of new things just be patient

Lies clown

once we already done with all the new update for egpko,the 1st thing i will do is to banned you from egpko,go play somewhere else.
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Post  [admin]egpko Wed Apr 27, 2011 3:17 pm

I would like to implement a new system, for players to be able to exchange coins for items, only gems, for now.


The new items would be:

Copper Coin CoppCoin.jpg image by _Aliki_
Silver Coin SilvCoin.jpg image by _Aliki_
Golden Coin GoldCoin.jpg image by _Aliki_

There is a possibility of adding more coins, if there ever will be a need for that. These are:



Platinum Coin PlatCoin.jpg image by _Aliki_
Emerald Coin EmeraldCoin.jpg image by _Aliki_
Crimson Coin CrimCoin.jpg image by _Aliki_

The original icon (tga) used is: n0194.jpg image by _Aliki_ n0194



For now, only Copper, Silver and Golden Coins should be added.


All the coins would be stackable up to 99 and tradable.


The coins would be gotten as prizes for some old and new quests and from winning some wars (part of the new map which is not done yet).


Relation between the different types of coins


As their name says, the coins are "ranked", Golden Coin is the most valuable, then Silver Coin and lastly Copper Coin. An NPC would exchange a certain amount of lower ranked coins to a higher ranked one at this rate:

10 Copper Coins for 1 Silver Coin
10 Silver Coins for 1 Golden Coin



How to get them


1. Quests



Challenge Genesis



We could use the already existing quest Challenge Genesis is one way to obtain these coins. The reward upon completing this quest could be 1 Golden Coin instead of the Amplifier of Strive the quest has as a reward now - just replace it with Golden Coin. (Challenge Genesis is the chain-quest where the players have to sail around all 3 regions, 13 spots to sail to and can be done unlimited number of times.)


New quests - Haven's Visit and Helping Hand

Haven's Visit

The players would have to take the quest and then visit every Haven Teleporter, in all 3 regions and go back to the starting NPC. Basically, the land version of the already existing Challenge Genesis quest. There would be a starting NPC (any NPC will do, no need to make a new one, just add the quest to it) which gives the quest and this quest would be completed at the 1st Haven Teleporter. That Haven Teleporter would give the next quest which would be completed at the 2nd Haven Teleporter, etc. The last quest would be completed at either the starting NPC or any other NPC, makes no difference. This quest would also be repeatable, as the original Challenge Genesis quest. The actual quest-scripts for the Challenge Genesis quest could be used for this, just change the names and locations of the NPC and the quest to the Haven Teleporters. Since this is an easier task than the sailing quest, the reward would be 1 Silver Coin for completing it.

Helping Hand

This is not so much of a quest, in basic, it's just exchanging some items for another item. There would be an NPC which would have an option to exchange collectible items (mob drops) for Copper Coins. There could be several types of items to be exchanged, or just one at the time and change it once in a while. The items needed would be a drop from monsters, either land or sea, or both, which are not easy to get (but not too hard either, not boss drops or items which can be gotten only by high level/strong players). For example, 1(or more?) stack of some pearls or crystals - mob drops; or 1 stack of Diamond, Devil Gem or other items which can be gotten by gathering resources with Life Skills. (Kind of like the Daily Quest we had, but "conducted" by an NPC. And since there would be unlimited number of "winners" and the same person could do it many times the reward would be of less value.)


2. Wars


Well, this is a wide subject... we could add these coins to be a reward for some "wars", PK maps and this will be one of the features of my new instance. For now, coins could be awarded for the winners of CA and SW. Not sure about this yet, but let's say, in addition to the gems/Kals awarded for the winners of CA they could also get 1 Copper Coin too. Same for SW, every player who is in when victory is achieved could get 1 Copper Coin.


3. Drops


The Copper Coins could be added as drops to some monsters. I was thinking about the mini-bosses and the monsters and chests in mazes. There are 15 mini-bosses, in total, and they have a 30 minutes respawn time. These are relatively low level monsters so everyone can kill them. They could drop Copper Coins at some low rate, say 1-5% (with poss and luck amp it would be a 6-30% rate). The monsters and chests in the mazes could also drop them, at the same rate, 1-5%. (Not so much about this subject, but the mazes need some editing, like reduce the experience the mobs give and change their drops because it really sucks - that would make Forsaken City and Dark Swamp alive).


4. Sea Commerce


Sea Commerce is something what no one does because it's time-consuming, very low profit and extremely boring. In short, Sea Commerce is buying stuff from a Sea Trader in one city and then sailing to another city and selling those items to that other Sea Trader. The items are stored in the ship's inventory, so the players can't use teleporter, they must sail to the other NPC. This deserves another topic, but in short, the profit could be raised, even to a very high profit, so that people would consider doing it. The coins could be added here too, aside from the gold the players could also be rewarded with Copper or even Silver Coins for each successful trade.


Exchanging the coins


There would be one or two NPCs for exchanging the coins: one for exchanging lower ranked coins for higher ranked ones and the other for exchanging coins for items. There could be only one NPC assigned for both processes but I think splitting the functions would be better so I will work with two NPCs.


For simplicity, I will use already existing NPCs. We have those two, odd-looking creature NPCs at the fountain in Argent. One of them is Collector and the other is Event NPC Pappa. Both have the same function in our game, both exchange Fairy Coins and Signets and NSSs for gold.


Now, the Collector could be used for exchanging coins to coins and Pappa for exchanging coins for items. The current function of Pappa should be removed and added the new exchange. The current function of Collector should stay and just add the coins-to-coins exchange too.


Also, these NPCs should me moved to another locations. (Many of the new NPCs are on bad spots, they should be moved, but that will be covered in another post. :-))


If someone is so eager to make more NPCs then we can just use those instead of Collector and Pappa.


The coins-to-coins exchange system is rather simple: 10 of the lower ranked coins for 1 higher ranked coin, as they are ranked.


The coins-to-items exchange system is a bit more complicated and even though the whole coin-system can be implemented in both Final and DG too, the coins-to-items part has to be different.


(DG


My calculations for the "value" of the coins is based on Great Azreal gems. I have asked around about the in-game prices of various gems and found this exchange-rate to be balanced. This would set a "price" for the Golden Coin at 20-25 Kals. I would expect the "price" to fluctuate in the beginning and to settle at 20 Kals later on. (This may be disputed but I find that the players need the gems the most to reduce the abyss between mallers and non-mallers. This way, everyone can get those gems, if he/she is willing to put some effort into it. The bossing doesn't really works for that purpose as new players don't have a chance to get to bosses because the mallers and already strong players kill them all.) So, here it is:


1 Golden Coin could be exchanged for 1 Great Azreal gem level 1. All Great Azreal gems would "cost" 1 Golden Coin and the players could choose the one they need/want.


For now, only this exchange could be made. For later, we could add the Ice-covered weapons for exchange too, at the same rate: 1 Golden Coin for 1 weapon. (Seeing the 85 Unsealed has around 20 Kals as in-game market price this would be fair, even though the Ice-covered is not as good as the 85 Unsealed we have.)


3 Silver Coins could be exchanged for 1 Azreal gem level 1. All Azreal gems would "cost" 3 Silver Coins and the players could choose the one they need/want.)

things like this is not a 1 click all done
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Post  [admin]egpko Wed Apr 27, 2011 3:19 pm

We could use Gem Sack as the new item to be available for coins and which would give the gems once opened.


Name: Gem Sack


Icon: (this an original icon, q0051)


Description (the text seen once hovered over it with the pointer):


Gem Sack

Double-click on it to obtain random gems


Script: acts the same as the Wedding Candy


Available from: Misc item Seller in Argent


Price:

1 Gem Sack for 2 Copper Coins
9 Gem Sacks for 1 Silver Coin
99 Gem Sacks for 1 Golden Coin


Possible items, codes and rates:



For DG

Refining Gem (885) 5,00%
Explosive Gem (880) 5,00%
Fiery Gem (878 ) 5,00%
Furious Gem (879) 5,00%
Glowing Gem (882) 5,00%
Lustrious Gem (861) 5,00%
Shadow Gem (884) 5,00%
Shining Gem (883) 5,00%
Spirit Gem (887) 5,00%
Gem of Colossus (862) 5,00%
Gem of Rage (863) 5,00%
Gem of Soul (1012) 5,00%
Gem of Striking (861) 5,00%
Gem of the Wind (860) 5,00%
Eye of Black Dragon (864) 2,00%
Heart of Black Dragon (866) 2,00%
Soul of Black Dragon (865) 2,00%
Bing's Dodging (5773) 2,00%
Feng's Defense (5774) 2,00%
Lock's Hitrate (5772) 2,00%
Shark's Strengthening (5775) 2,00%
Chiatan's Aura (5771) 2,00%
Green Jade (5752) 2,00%
Red Jade (5751) 2,00%
Yellow Jade (5750) 2,00%
Azreal's Aggregation (5848 ) 1,00%
Azreal's Dance (5849) 1,00%
Azreal's Glare (5845) 1,00%
Azreal's Light (5847) 1,00%
Undead Azreal (5846) 1,00%
Great Azreal's Aggregation () 0,50%
Great Azreal's Dance () 0,50%
Great Azreal's Glare () 0,50%
Great Azreal's Light () 0,50%
Great Undead Azreal () 0,50%




For Final

Refining Gem (885) 5,00%
Explosive Gem (880) 5,00%
Fiery Gem (878 ) 5,00%
Furious Gem (879) 5,00%
Glowing Gem (882) 5,00%
Lustrious Gem (861) 5,00%
Shadow Gem (884) 5,00%
Shining Gem (883) 5,00%
Spirit Gem (887) 5,00%
Gem of Colossus (862) 5,00%
Gem of Rage (863) 5,00%
Gem of Soul (1012) 5,00%
Gem of Striking (861) 5,00%
Gem of the Wind (860) 5,00%
Eye of Black Dragon (864) 2,00%
Heart of Black Dragon (866) 2,00%
Soul of Black Dragon (865) 2,00%
Bing's Dodging (5773) 2,00%
Feng's Defense (5774) 2,00%
Lock's Hitrate (5772) 2,00%
Shark's Strengthening (5775) 2,00%
Chiatan's Aura (5771) 2,00%
Green Jade (5752) 2,00%
Red Jade (5751) 2,00%
Yellow Jade (5750) 2,00%
Azreal's Aggregation (5848 ) 1,50%
Azreal's Dance (5849) 1,50%
Azreal's Glare (5845) 1,50%
Azreal's Light (5847) 1,50%
Undead Azreal (5846) 1,50%

whenever we want to add something new,we will make discussion about that,not only blindly add
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Post  [admin]egpko Wed Apr 27, 2011 3:20 pm

For example
Admin wrote:Final Lottery Sack is available at Chest Exchanger - Laura ..Argent 2230,2792
5 x Final Lottery Sack = 1 Silver Coin
50 x Final Lottery Sack = 1 Gold Coin
Boring|||| Th_q0051 Final Lottery Sack

Final Coins is available at Coin Exchanger - Maya ... Argent 2232,2792 or by Donation = Final Donation List
How to get coins in game
1. 99 Sashimi exchange to 1 Copper Coin
2. 10 Copper Coin exchange to 1 Silver Coin
3. 10 Silver Coin exchange to 1 Gold Coin
Boring|||| CoppCoin Final Copper Coin
Boring|||| Th_SilvCoin Final Silver Coin
Boring|||| Th_GoldCoin Final Gold Coin
Each Final Lottery Sack randomly obtain one of 60 items.

* Chest Of Azreal Gems (Glare/Aggre/Light/Undead/Dance level 1 to level 9) x 1
* Final Ring x 1
* Neck Speed of Light Hp x 1
* Kals Runestone x 10
* Kals Runestone x 5
* Final Lottery Sack x 4
* Silver Coin x 1
* Copper Coin x 1
* Black Dragon Torso x 1
* Black Dragon Claw x 1
* Black Dragon Wing x 1
* Black Dragon Helm x 1
* Holy Ice Sword level 85 x 1
* Savage Bull Shield level 85 x 1
* Wing Bow level 85 x 1
* Green Jade Blade level 85 x 1
* Soul Stealing Sword level 85 x 1
* Dark Staff level 85 x 1
* Magic Staff level 85 x 1
* Ring of Hardin level 85 x 1
* Ring of Darkness level 85 x 1
* Ring of Abaddon level 85 x 1
* Ring of Asura level 85 x 1
* Ring of Styx level 85 x 1
* Prawn Dumpling x 5
* Sturgeon Fish with Bamboo x 5
* Ratfish Rice x 5
* Refining Gem x 1
* Explosive Gem x 1
* Fiery Gem x 1
* Furious Gem x 1
* Glowing Gem x 1
* Lustrious Gem x 1
* Shadow Gem x 1
* Shining Gem x 1
* Spirit Gem x 1
* Gem of Colossus x 1
* Gem of Rage x 1
* Gem of Soul x 1
* Gem of Striking x 1
* Gem of the Wind x 1
* Eye of Black Dragon x 1
* Heart of Black Dragon x 1
* Soul of Black Dragon x 1
* Bing's Dodging x 1
* Feng's Defense x 1
* Lock's Hitrate x 1
* Shark's Strengthening x 1
* Chiatan's Aura x 1
* Green Jade x 1
* Red Jade x 1
* Yellow Jade x 1
* Azreal's Aggregation x 1
* Azreal's Dance x 1
* Azreal's Glare x 1
* Azreal's Light x 1
* Undead Azreal x 1

Have Fun
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Post  [admin]egpko Wed Apr 27, 2011 3:31 pm

THIS IS HOW WE WORK

Wed, February 2, 2011 9:35:54 AM
FW: Compressed Energy and Cooking Guide
From:
xxxxxxx
To: DG Pirates




Hello!

I see that as of yesterday Compressed Energy I is available from the NPC at the price of 10 Kals for 1 unit of it. I have been told about you planning this and that some people thought it's a good idea. It has made me sad that you actually did it. You said today that I explained in very details the whole Cooking story, but what I wrote back then was just a short guide about the basics of Cooking. So, let me explain it more thoroughly... (I will leave out the Life Story Quest part since it has no direct impact on Cooking once the character has gathered enough Life Skill Points.)

If you are not interested in the Cooking Guide then just read the short version and jump to sections 9 and 10...

Short version: learn the skill, get the blueprints, get the material and cook it... :-)

Table of content

1. Cooking in general
2. Skill Books and Life Skill Points
3. Tool and Fairy
4. Blueprints
5. Cooking products
6. Materials
7. Compressed Energy
8. Cooking process
9. Calculations
10. Conclusion and Suggestions

1. Cooking in general

Cooking is one of the secondary Life Skills, along with Manufacturing, Crafting and Analyzing, by which the character can obtain a new product. With the other Life Skills, Fishing, Woodcutting and Mining, the character can gather resources, and these skills are primary Life Skills, needed to learn them before being able to learn the secondary Life Skills.

The relation between the Life Skills is as follows:

- Fishing - Cooking
- Woodcutting - Manufacturing
- Mining - Crafting
- Salvage - Analyzing
- Set Stall
- Repair

2. Skill Books and Life Skill Points

Once the character has gathered enough Life Skill Points (by doing the Life Story Quest), he/she can chose which Life Skill will he/she learn. As this guide is about Cooking I won't go into details about other Life Skills, but all work the same. So, as of this point I will solely focus on Cooking.

To learn Cooking, as already said above, the character first has to learn Fishing. There is only one Skill Book for Fishing and when the character uses it it will learn level 1 Fishing. The level of the Fishing Life Skill can be raised by simply adding another Life Skill Point into it, same as with the normal skills. There is a little + next to the skill icon on the Skill Panel, and, providing that the character has enough Life Skill Points, he/she just has to click on the + and the level of the Fishing Life Skill will be raised.

When the character has learnt level 1 Fishing he/she can learn level 1 Cooking. The Cooking skill can be learnt by using the Level 1 Cooking Guide Skill Book. The Skill Book can be bought from the Pet NPCs in Argent and after using it (double-click on it) the character will have level 1 Cooking skill. When the character first learns Cooking he/she will get a Crystal Cauldron, the tool required to cook (the system adds the tool into the character's inventory and it will be added only when the character uses the Level 1 Cooking Guide.)

As the Cooking skill is secondary Life Skill the level of Cooking can't be raised by simply adding another Life Skill Point into it by clicking the + (there won't be a + next to the Cooking skill icon in the Skill Panel, regardless of how many Life Skill Points the character has), the level of Cooking can only be raised to level 2 if the character has level 2 Fishing and using the Level 2 Cooking Guide (level 2 Fishing is a requirement to use the Level 2 Cooking Guide, the skill book can't be used if the character doesn't have level 2 Fishing). That goes for every next skill level: level the Fishing skill by adding a Life Skill Point into it and then use the correspondent skill book for Cooking (Level x Cooking Guide).

Normally, the Life Skill Books could be gotten from the Fairy Merchant by exchanging Fairy Coins, Elven Signets and Elven Royal Signets for the skill books. It is nice we can just buy them from the NPC. Thank you. :-)

There currently are Skill Books for each secondary Life Skill up to level 6, therefore the maximum level of Cooking is level 6. As the, at least, same level of the skill is required to use the blueprint, only products up to level 6 can be made.

3. Tool and Fairy

Crystal Cauldron, the Life Skill Tool for Cooking

When the character learns level 1 Cooking the system will add a Crystal Cauldron, the cooking tool, to the inventory of the character. This tool is required to be used for each and every cooking process, one can't cook without it. The cooking tool will gain experience and lose durability with each cooking process it has been used for. Once it gains enough experience it will level up, and when the durability of it drops to 0 it will no longer be usable, it will have to be repaired or thrown away.

The Crystal Cauldron the system adds is a level 1 tool and it has 200 Durability and 0 Experience.

Here is a table of the experience needed and durability lost for the tool (it is the same for every tool, not just the Crystal Cauldron):

Level of the tool


Durability lost by each process


Experience needed to next level

Level 1


1


a level 1 tool needs 100 experience to level up

Level 2


2


a level 2 tool needs 400 experience to level up

Level 3


3


a level 3 tool needs 900 experience to level up

Level 4


4


a level 4 tool needs 1600 experience to level up

Level 5


5


a level 5 tool needs 2500 experience to level up

Level 6


6


a level 6 tool needs 3600 experience to level up

Level 7


7


a level 7 tool needs 4900 experience to level up

Level 8


8


a level 8 tool needs 6400 experience to level up

Level 9


9


a level 9 tool needs 8100 experience to level up

Level 10


10


level 10 is the maximum level

The formula for the experience needed for the tool to level-up is: level of the tool * level of the tool * 100 (the * means multiply)

The amount of experience gained with each cooking process depends on the blueprint used: level 1 blueprint will give 1 experience for each successful cooking process, level 5 blueprint will give 5 experience for each successful cooking process, etc. If the cooking process fails the tool will gain 1 experience, regardless of the level of the blueprint used.

The amount of durability lost with each cooking process depends on the level of the tool, the higher the level of the tool the more durability it will lose with each cooking process: a level 1 tool will lose 1 durability for each cooking process, regardless of the level of the blueprint used, a level 5 cooking tool will lose 5 durability for each cooking process, regardless of the level of the blueprint used.

Once the Durability of the Crystal Cauldron reaches 0 there are two options on what to do: repair it or make a new one.

To repair the Crystal Cauldron (and any other tool) we need Repair Tool of at least same level as the tool we want to repair (level 2, or higher level, Repair Tool for the level 2 Crystal Cauldron, level 3, or higher level, Repair Tool for the level 3 Crystal Cauldron, etc.) Once we have the correspondent Repair Tool we have to go to Spring Town and repair the Crystal Cauldron at the Furnace of Immortality. The system will take away 200 gold and the Repair Tool, we need another Repair Tool for each repairing, and the Crystal Cauldron will have 200 Durability again.

Repair Tool - just a brief explanation of what it is

Repair Tool can be made by Manufacturing and there are 9 levels of: starting from level 2 to 10 (there is no level 1 Repair Tool because the Life Skill Tools level up to level 2 when they have 100 Experience and their Durability will still be more than 0, so no need to repair it at level 1, ever). The process of Manufacturing is similar to Cooking: learn the skills, get blueprints for it, gather the material needed and produce it. The higher the level of the Repair Tool to be made the harder to make it, in general (need higher level skill, harder to get blueprints, material, and lower the success rate).

Crystal Cauldron - making a new one

If we do not want to repair the existing Crystal Cauldron we can just make a new one. Crystal Cauldron can also be made by Manufacturing but only level 1 Crystal Cauldron can be made. The Manufacturing process is same as for Repair Tool, but the Life Skill Tool blueprints have Snail Shell as the 3rd material. Snail Shell can be obtained by Salvaging or Analyzing, so we need to learn yet another Life Skill to be able to get Snail Shell. (Snail Shell is tradable but people don't really sell it, many don't even know about it.)

Another way is to make a new character, get 2 Life Skill Points with it, learn level 1 Fishing and then level 1 Cooking. When the level 1 Cooking is learnt the system will add Crystal Cauldron so we can trade this tool to the other character.

It is commonly thought that the level of the tool affects the success rate of the cooking process, that the level of the tool has to be the same or higher level as the blueprint used and the product to be made. I have used level 1-2 tools to make level 6 products and the success rate was not affected, or at least not noticeably. It may have reduced a small percentage of the success rate but it must have been so little that it does not make any difference in practice. I normally use level 1-2 tools for cooking, regardless of the level of the product I am making, and can say that the results are satisfactory. I do have a soon to be level 5 Crystal Cauldron, and I am planning to make it level 7, but only for the challenge of it, not for an actual use. Besides, there are no level 7 skill books so I won't be able to make level 7 and higher Repair Tools and once I level my tool to level 7 and it loses it's Durability it will be just for showing anyway, since I won't be able to make the Repair Tool to repair it. I just throw away the Crystal Cauldron when it reaches 0 Durability and manufacture a new one. :-)

Fairy

To be able to cook, or make products with any other skill, a Fairy is needed too. It can be any Fairy, any type and level, so a level 0 Fairy will work the same as a level 200.

There are skill books for fairies too, both for battle fairies and for life skill fairies too (battle fairy is the fairy which is used for combat, has the stat points the character needs and the skills like: Recover, Meditation, Berserk, Magic, Protection; life skill fairy is a fairy used in the process of producing items by Life Skills and those fairies will have skills depending on the Life Skill they are used for: Cooking, Manufacturing, Crafting or Analyzing), and the skill the Fairy has is what matters.

There are 4 types of Life Skills for fairies and 3 levels of each of those skills:

- Cooking Skill - Novice, Advanced and Expert
- Manufacturing Skill - Novice, Advanced and Expert
- Crafting Skill - Novice, Advanced and Expert
- Analyzing Skill - Novice, Advanced and Expert

Unlike the level of the tool used in the process of cooking, the level of the skill of the Fairy DOES make a difference. The higher the level of the skill the more success rate it adds, and if the level is lower than the blueprint used it deducts some percentage of the Base Success Rate of the blueprint.

The formula, if it can be called so, for the fairy skill level and blueprint level is this:

- level 1 blueprint does not require a fairy with skill, any fairy can be used
- level 2-4 blueprints require a fairy with Novice Cooking Skill to maintain the Base Success Rate of the blueprint; higher level fairy skill will increase the Base Success Rate of the blueprint while a fairy with no skill will decrease the Base Success Rate of the blueprint
- level 5-7 blueprints require a fairy with Advanced Cooking Skill to maintain the Base Success Rate of the blueprint; higher level fairy skill will increase the Base Success Rate of the blueprint while a fairy with lower level skill will decrease the Base Success Rate of the blueprint
- level 8-10 blueprints require a fairy with Expert Cooking Skill to maintain the Base Success Rate of the blueprint; a fairy with lower level skill will decrease the Base Success Rate of the blueprint

I will not perform any tests regarding this to calculate the exact percentage of increasement/deducement of the Base Success Rate based on the level of the skill the fairy has because the blueprints and the material for the higher level products are not so easy to get and I do not want to waste any of it.

4. Blueprints

Beside the corresponding Life Skill, Life Skill Tool and the Fairy with the required skill, to be able to make any product we need the blueprint and the material for it. Cooking blueprints, same as the blueprints for the other production skills, are added by the system when opening blueprints (this sounds weird because both items are named "blueprints" but it will become clear as you read the explanation below).

There are 10 levels of Cooking Blueprints, which can be gotten by opening Blurry Blueprints, Encrypted Blueprints, Sealed Blueprints or Invocation Blueprints.

- Blurry Blueprints will give only level 1 Blueprints
- Encrypted Blueprints can give level 2-4 Blueprints: 75% level 2, 20% level 3 and 5% level 3
- Sealed Blueprints can give level 4-6 Blueprints: 75% level 4, 20% level 5 and 5% level 6
- Invocation Blueprints can give level 6-8 Blueprints: 75% level 6, 20% level 7 and 5% level 8

(Level 9 and 10 Blueprints, any type of them, do not exist in the game environment on DG Pirates so I won't take them into account much.)

When opening the Blueprints the system will first determine the type of the Blueprint (Cooking - 40%, Manufacturing - 40% or Crafting - 20%) and after that it will calculate the level of the Blueprint to be added and the Usage Count the Blueprint will have. The type of the material needed (for Cooking) will always be the same for each type of the product but the amount of the material will vary.

The Usage Count can be any number between 1 and 10, for Cooking Blueprints, and it is a totally random number, within those brackets. Each cooking process, whether successful or not, will deduct 1 Usage Count from the Blueprint used and once the Usage Count is 0 the Blueprint can't be used anymore.

The Base Success Rate of the blueprint depends on the level of the blueprint:

- Level 1 blueprint > 100-90%
- Level 2 blueprint > 80%
- Level 3 blueprint > 70%
- Level 4 blueprint > 60%
- Level 5 blueprint > 50%
- Level 6 blueprint > 40%
- Level 7 blueprint > 30%
- Level 8 blueprint > 20%

This is the Base Success Rate, it can be increased slightly by using a fairy with Expert Life Skill, where applicable, and it can be decreased if the fairy used does not have the required skill level. From my experience, using a fairy with Expert Life Skill and cooking only up to level 6 products - for which the Standard Life Skill is required, I would say that the higher level fairy skill adds around 10% success rate. Although I haven't tested it, derived from the added percentage for the higher level of fairy skill I suppose that using a fairy with lower level skill would deduct 10% of the Base Success rate the blueprint has. (The level of the tool doesn't seem to make any difference, or the difference is very low.)

5. Cooking Products

There are 36 different products which can be made by Cooking but most of them are useless in an end-game like here on DG. The items worth making are what we refer to as HP boosts, the pots and the Blessed Potion. There are SP boosts too, called wines, but those are good only for the magic classes (Cleric, Seal Master and Voyager) and since the magic classes are so over-powered only few play them as main characters.

HP boosts:

Name


Increases HP by


Increases Attack Power by


Lasts for

Steam Bun


200


50


15 minutes

Bun


400


150


10 minutes

Biscuit


600


250


7 minutes

Fried Dough


800


350


5 minutes

Spring Roll *


1000


450


2 minutes

All these items can be "bought" (for 0 gold, everyone with the completed Language Barrier Quest can get them) from Tavern Keeper Long Er in Spring Town so there is no point in making them with Cooking.

* Interesting side-note: Spring Roll, aside from the extra 1000 HP, gives +450 Attack Power, an equivalent of level 9 BD Eye forged into a weapon. :-)

SP boosts:

Name


Increases SP by


Increases Spirit by


Lasts for

Maiden Wine


100


5


15 minutes

Scholar Wine


200


10


10 minutes

Dukan Wine


300


15


7 minutes

Mao Wine


400


20


5 minutes

Ginseng Wine


500


25


3 minutes

Tiger Bone Tonic


600


30


2 minutes

These items would normally be available for purchase from the Hotel Owner Sang Di in Spring Town, but we do not have these items available from NPC on DG. These items would be useful to be obtainable like the HP boosts but are not worth making because the magic classes are greatly over-powered and even with these boosts they have no chance against Crusaders and Champions. Normally, the wines are required for the Rebirth quest, but since we have to convenience here to just buy the Rebirth Stone from the Mall NPC in Shaitan the wines lost their importance. (This is just an observation, not a suggestion to remove the Rebirth Stone from the game. :-))

(There is no balance when it comes to classes and that fact requires some more consideration and improvement, more than just these SP boosts. However, I don't wish to get into that now as I am writing about Cooking and not the imbalance and possible changes regarding that.)

Pots:

Name


Level


Increases HP by


Increases Physical Resistance by


Increases Defense by


Lasts for

Codfish Steamboat


1


100


1


--


15 minutes

Sturgeon Fish with Bamboo


2


400


2


--


10 minutes

Savory Bubble Fish


3


900


--


2


10 minutes

Sturgeon Soup


4


1600


3


--


8 minutes

Fried Oyster Soup


5


2500


--


3


8 minutes

Prawn Dumpling


6


3600


4


--


6 minutes

Tigerfish Bone Crisp


7


4900


--


5


5 minutes

Ratfish Rice


8


6400


6


--


3 minutes

China Clay


9


8100


6


--


3 minutes

BBQ Shark Fin


10


10000


--


8


1 minute

Blessed Potion


6


grants 5 seconds of invincibility


5 seconds

Aside from the listed bonuses, all the pots have one extra effect: they give instant HP recovery to 100%. Not a fixed amount, not a percentage of the HP, but a full HP refill. As each pot has it's own duration players can't spam one type of pot, they have to wait until the duration of the already used pot is over or use a different pot.

As there are Life Skill Books only up to level 6, there are no Level 7 and up Cooking Guides, so the level 7 and up pots can't be made.

Oddly enough, there are blueprints and material for the level 7 and 8 pots, and material, but no blueprints, for the level 9 and 10 pots, but there are no skill books.

As only the pots and the Blessed Potion are worth making I will focus mainly on those.

6. Materials

In order to make products we have to have the stated materials too, beside the previously listed requirements. While some materials are easy to get some others are extremely hard to obtain.

This is a table with the pots and the required material to make them:

Name


Level of bp


Material 1


Material 2


Material 3

Codfish Steamboat


1


Large Cactus Tuber


Dotted Codfish


Elven Fruit

Sturgeon Fish with Bamboo


2


Desert Seed


Clownfish


Elven Fruit

Savory Bubble Fish


3


Four Leaf Clover


Squirting Fish


Compressed Energy I

Sturgeon Soup


4


Thorny Stramonium Flower


Moon Tail Eel


Elven Signet

Fried Oyster Soup


5


Liquorice


Diving Clam


Compressed Energy II

Prawn Dumpling


6


Omnipotent Herb


Phoenix Prawn


Compressed Energy III

Tigerfish Bone Crisp


7


Morph Clover


Tiger Bone Fish


Compressed Energy IV

Ratfish Rice


8


Demonic Grass


Pearlie Ratfish


Compressed Energy IV

China Clay


9


Feline Soul Grass


Starry Wood


Compressed Energy IV

BBQ Shark Fin


10


Feline Soul Grass


Man-Eating Shark


Compressed Energy IV

Blessed Potion


6


Omnipotent Herb


Shining Cyclonic Sea Jelly Heart


Elven Royal Signet

There can be changes in the type of materials needed for Manufacturing and especially Crafting (I won't go into it now because that would require a lengthly explanation and would deviate from the topic) , but Cooking Blueprints have all the materials fixed, depending on the type of the product, of course. This means that, for example, Codfish Steamboat Cooking Blueprint will ALWAYS have Large Cactus Tuber as 1st material, Dotted Codfish as 2nd material and Elven Fruit as 3rd material. The amount for each material can be, and will be, different on each Codfish Steamboat Cooking Blueprint, but it CAN NOT have any different material.

The amount of each type of material needed for each level (the numbers on the blueprint itself):

- 1st material - in theory, it would be between 0-20 units, however the lowest number I came across was 3 for the 1st material; same for any level of blueprint
- 2nd material - in theory, it would be between 0-9 units, however the lowest number I came across was 2 for the 2nd material; same for any level of blueprint
- 3rd material - this varies, depending on the level of the blueprint: - 1, 2 or 3 for level 1, 2 and 3 blueprints
- 2, 4 or 6 for level 4 blueprints
- 3, 6 or 9 for level 5 blueprints
- 4, 8 or 12 for level 6 blueprints
- 5, 10 or 15 for level 7 blueprints
- 6, 12 or 18 for level 8 blueprints
(There are no level 9 and 10 blueprints on DG so it makes no difference to us how much of the 3rd material those require.)

Each Blueprint requires a certain amount of Fairy Coins beside the listed materials, for each cooking process. The amount of Fairy Coins needed is small on lower level Blueprints but it can get up to 80+ Fairy Coins for each cooking process on higher level Blueprints.

Seeing how the numbers vary we could say that there are "good" and "bad" blueprints. A blueprint with high number for the required amount is a "bad" blueprint, while a blueprint with low numbers is a "good" blueprint. Depending on the material to be obtained, the amount required can be very hard to get. Especially the 3rd material for the higher level blueprints, the Compressed Energy. From level 5 and above, I keep only the "best" blueprints, the ones with the lowest amount for the 3rd material and throw away all the others.

This table contains the materials and from where they can be obtained:

Material


Can be obtained from

Elven Fruit


dropped from all Shrubs, Forest Spirit, Wild, Floating and Icky Seaweed, Sharp Beak and Grassland Wolf

Large Cactus Tuber


dropped from Killer Cactus

Desert Seed


dropped from Sandy Tortoise

Four Leaf Clover


bought from physician in every city (1k per unit)

Thorny Starmonium Flower


dropped from Needle of Stramonium

Liquorice


bought from physician in every city (10k per unit)

Omnipotent Herb


bought from physician in every city (100k per unit)

Morph Clover


bought from physician in every city (100k per unit)

Demonic Grass


bought from physician in every city (1m per unit)

Feline Soul Grass


bought from physician in every city (1m per unit)

Feline Soul Grass


bought from physician in every city (1m per unit)

Shining Cyclonic Sea Jelly Heart


dropped from Swift Cyclonic Sea Jelly

Fish:

Name


Level of Fishing needed


Found at


Units dropped


Respawn time

Dotted Codfish


1


can be fished in Magical Ocean


10 units


1 minute

Clownfish


2


can be fished in Deep Blue


10 units


1 minute

Squirting Fish


3


can be fished in Ascaron


10 units


1 minute

Moon Tail Eel


4


can be fished in Forsaken City and Sacred War


10 units


1 minute

Diving Clam


5


can be fished in Dark Swamp and Sacred War


1-6 units


1 minute

Phoenix Prawn


6


can be fished in Dark Swamp and Naval Base


1-6 units


1 minute

Tiger Bone Fish


7


can be fished in Naval Base


0-6 untis


1 minute

Pearlie Ratfish


8


can be fished in Naval Base


0-6 untis


1 minute

Starry Wood


--


no fishing spots; can be obtained by Analyzing


--


--

Man-Eating Shark


--


no fishing spots; can be obtained by Analyzing


--


--

Fairy items

Elven Signet and Royal Elven Signet, along with the Fairy Coins, come from the Fairies. When the character has a fairy equipped the fairy grows and with each growth it gives a Fairy Coin. At every 30th and 60th growth the fairy will give 1 Elven Signet (at every 60th growth the fairy will give 2 Elven Signets, 1 for the 30th growth and 1 for the 60th growth). At every 1200th growth the fairy will give 1 Royal Elven Signet. Higher level fairies have slower growth rate so they will give less Fairy Coins, Elven Signets and Royal Elven Signets for the same amount of time as lower level fairies.

Level 0 fairy has the fastest growth rate, it grows every 2 minutes. So, here is a breakdown on how much time it is needed to obtain these items (it is based on being online and having a level 0 fairy equipped all the time, it's not representing the real situation because people usually have their battle fairies equipped, high level fairies, so they don't get Fairy Coins, Elven Signets and Royal Elven Signets at this rate).

A level 0 fairy gives (if it is equipped and kept alive):

- 1 Fairy Coin every 2 minutes (at every growth)
- 1 Elven Signet every 60 minutes (at every 30th growth) - and a Fairy Coin, for the growth
- 1 Elven Signet every 120 minutes (at every 60th growth - actually, 2 Elven Signets will be added every 2 hours, 1 for the 30th growth and 1 for the 60th growth) - and a Fairy Coin for the growth
- 1 Elven Royal Signet every 40 hours (at every 1200th growth) - at this point the fairy will also give 2 Elven Signets and a Fairy Coin too, due to the time over-lapping for the growths and added items for those

In light of all this, getting the required amount of Fairy Coins, Elven Signets and Elven Royal Signets is very time consuming.

7. Compressed Energy

Compressed Energy is the 3rd material for many Cooking and some Crafting Blueprints. There are 4 types of it: Compressed Energy I, Compressed Energy II, Compressed Energy III and Compressed Energy IV. Normally, Compressed Energy could be gotten from the Fairy Merchant by exchanging Fairy Coins, Elven Signets and Royal Elven Signets for them, at the following rate:

- 1 Compressed Energy I - 60 Fairy Coins
- 1 Compressed Energy II - 3 Elven Signets
- 1 Compressed Energy III - 20 Elven Signets
- 1 Compressed Energy IV - 5 Royal Elven Signets

On DG, we could have exchange Fairy Coins, Elven Signets and Royal Elven Signets at the above rate from the Fairy Merchant, Black Market Merchant, Chaos Administrator and the Sacred War Administrators in Magical Ocean and Deep Blue. The exchange could have been done ONLY after the server has been reset. I don't know if that has been changed after the Compressed Energy I has been made available from the NPC.

Providing one has level 0 pet equipped and keeps it alive all the time, this is the amount of real time needed to gather enough Fairy Coins, Elven Signets and Royal Elven Signets to exchange for Compressed Energy:

- 1 Compressed Energy I - 2 hours
- 1 Compressed Energy II - 2 hours (in the 2nd hour the fairy will reach the 60th growth rate and it will give 2 Elven Signets, plus the 1 Elven Signet it gave in the 1st hour)
- 1 Compressed Energy III - 14 hours (in 12 hours the fairy will give 18 Elven Signets, will give another 1 at the 13th hour which will make 19 in total; at the 14th hour the fairy will give 2 more Elven Signets, because that will be a 60th growth, so in 14 hours the fairy will give 21 Elven Signets, total)
- 1 Compressed Energy IV - 200 hours - that is 8 days and 8 hours (by this time the fairy gives plenty Fairy Coins and Elven Signets, but Royal Elven Signets are needed for Compressed Energy IV)

This calculation is based on being online constantly for all that time, it is not the realistic case. One will go to combat and will use the battle pet, will disconnect, log out and stay offline for some time. The actual time every individual will need to gather enough Fairy Coins, Elven Signets and Royal Elven Signets will depend on the circumstances and it will take longer to actually get the required amount of Fairy Coins, Elven Signets and Royal Elven Signets.

8. Cooking process

Once all the requirements have been met the actual cooking can begin. Cooking is done at the fire places, there is one in each three regions: Ascaron, Magical Ocean and Deep Blue. After clicking on the Fire the cooking panel will be shown.

309-cap00010.jpg

Where to place the items needed for cooking:

307-cap00008.jpg picture by _Aliki_

The Blueprint has to be placed first and then all the other items, in any order. The system won't allow the items to be placed into the wrong slot so it can't be "messed up". The only item which won't be placed on the cooking panel are the Fairy Coins, but it is required to have the needed amount of Fairy Coins in the inventory, NOT the temporary bag.

This is how it looks with the materials (I used materials for Bread but the cooking process is the same for every type of product, for every level, only the speed of the bar will be different, it will be the fastest at level 1 and the speed will decrease by each level):

307-cap00008.jpg picture by _Aliki_

This image also shows the (almost) full progression bar. The green area between the two red lines is where the progression bar must be stopped in order for the cooking to be successful. Stopping the bar before the red line will leave the food "uncooked", and stopping the bar after the 2nd red line will make the food to be "overcooked". In both cases the cooking process will fail. The system will take away the material which is required for the cooking process, the blueprint will lose 1 Usage Count but there will be no products added.

If the cooking process is successful then the system will take away the required material, the blueprint will lose 1 Usage Count and it will add a certain amount of the product. The amount of product to be added depends on where exactly the progression bar was stopped. If it was stopped near the 1st red line then the system will add 1-2 products, if it was stopped near the blue line then it will add 3-4 products, and if it was stopped near the 2nd red line the system will add 3 products, usually, or it will fail due to passing the line.

The blue line is the spot where the cooking process will be the most successful. If the progression bar was stopped there the system will add 4-5 products. 5 is the maximum amount of product that can be gotten by Cooking, so getting 5 products is the perfect cooking process.

Obviously, I failed that cooking process as the progression bar has reached the end of the bar, but I did it to show how it looks like.

This is how it looks like when done correctly:

Cookingdoneandsystem.jpg picture by _Aliki_

The product, Bread, isn't shown in the middle because as I just wanted to take a screenshot of where exactly the progression bar should be stopped I failed to stop it so this process failed too. The system message is from another cooking process, which has been successful but couldn't take a screenshot of it, with both the bar and the product showing ( I am using a laptop and I need to press 2 keys simultaneously, on the opposite sides of the keyboard, to take screenshots so kind of hard to manage but I believe this is clear enough...).

Once the cooking process has started the system will calculate the success rate, it will assign a "fail" or "succeed" by using some algorithm, I suppose, taking into account the Base Success Rate of the blueprint and the level of the skill the fairy has. After the cooking process has been "granted" success the system will add a number of products based on where the progression bar was stopped. However, even if the system "granted" it to be a successful process the cooking can still fail, if the progression bar wasn't stopped when it was in the "green field".

9. Calculations

I will give some calculations about the successfulness and the cost of making products by cooking, considering every aspect of Cooking. I will be using the pots as base for the calculations. As level 1 and 2 pot can be made quite easily, and that only the level 3 pot needs Compressed Energy I, I will start the calculations with the level 3 pot.

Savory Bubble Fish

Savory Bubble Fish Cooking Blueprints drop from Encrypted Blueprints. ( I will leave out the complicated calculations of at what rate will Encrypted Blueprints give Savory Bubble Fish Cooking Blueprints, I'll just say that I get around 3-4, this is on average, sometimes a bit more, sometimes less, sometimes none, of these blueprints from a stack of Encrypted Blueprints.)

These are blueprints for Savory Bubble Fish:

SavoryBubbleFish-1.jpg picture by _Aliki_

As it shows, all 3 blueprints require a different amount of material, but all require the same type of material. Four Leaf Clover can be bought from any physician in any city for 1k per unit so that's easy to get. Squirting Fish is a level 3 fish and can be fished in Ascaron with level 3 Fishing. Not so hard to do. And now we come to the hard part: Compressed Energy I.

The 1st blueprint requires 1 Compressed Energy I for each cooking process. The blueprint has 10 Usage Count, so 10 Compressed Energy I will be needed to use-up the blueprint. Normally, we could exchange 60 Fairy Coins for 1 Compressed Energy I at the Fairy Merchant. As the level 0 fairy gives 1 Fairy Coin every 2 minutes, in the best case that would take 2 hours to get (providing the pet is equipped and alive all that time). We need 10 Compressed Energy I, so that would be 600 Fairy Coins. To get 600 Fairy Coins would take 20 hours of time, even more as no one actually just logs in and sits with a level 0 fairy all the time, well, maybe someone does...

With the Compressed Energy I available from the NPC for 10 Kals per unit that would be 100 Kals of investment to start cooking.

The Savory Bubble Fish Cooking Blueprint is a level 3 blueprint so it requires at least level 3 Cooking and a Novice Cooking Skill for the cooking fairy. The blueprint has a Base Success Rate of 70%. With a cooking fairy having Expert Cooking Skill that percentage could be raised to 80%. An experienced cook can get some 4.2+ amount of products from each cooking process, but for the easier calculation I will use 4. So, here it is:

Out of the 10 cooking processes 2 would fail due to the success rate, leaving that on 8 successful attempts. With 4 products from each process that would make 32 products in total. Seeing as 100 Kals are needed for the Compressed Energy I that would make 1 pot to cost 3.125 Kals, for easier calculation I will round it down to 3 Kals per pot. And that is just to pay off the Kals used to buy the Compressed Energy I. No other costs calculated in and no profit gained.

If we get a blueprint with 2 Compressed Energy I for each process the price is doubled, 6 Kals per pot, and with the blueprint which needs 3 Compressed Energy I it's tripled, 9 Kals per pot. So, an average cost would be 4 Kals for 1 pot, just to pay off the Compressed Energy I. No other costs calculated and no profit.

To cover all the time, effort, resources used to make these pots and to "charge" the actual knowledge of making pots, a discutable amount of gold/Kals should be added. To keep it simple and cheap, say we will add 1 Kal to it making the selling price 5 Kals per pot.

It doesn't sound too much but no one would actually buy it. Level 1, 2 and 4 pots can be made without any Compressed Energy and their price would be lower than the price of level 3 pots. So, why would anyone buy it?

People use level 1 pots, normally, and level 2 if they really need to. Seeing there is no (official) partying in CA players log out to get re-buffed. After re-logging, the effects of the already used pots are gone and when they go in CA again and find themselves in a situation to must use pots then they can use level 1 and level 2 pots again. For those really in need there always is the level 4 pot. So, no one would pay 5 Kals per pot simply because they don't need to.

There is no Compressed Energy II, III or IV available from the NPC, but I'll make a theoretical calculation with them, using 10 Kals per unit as the base. I don't have blueprints for these pots with all the variables, the amount of the 3rd material, now and don't have time to get them, so I'll just use the data I provided in the tables.

Fried Oyster Soup

FriedOysterSoup.jpg

Fried Oyster Soup needs Liquorice as 1st material (can be bought from the physicians in every city for 10k per unit), Diving Clam as material 2 (level 5 fish, can be fished in Dark Swamp and Sacred War with level 5 Fishing) and Compressed Energy II as the 3rd material.

As it is a level 5 blueprint it will need 3, 6 or 9 of Compressed Energy II for each cooking process and it has a 50% Base Success Rate. I will make the calculation based on a blueprint with 10 Usage Count to keep it easy and simple. So, let's see.

To get 1 Compressed Energy II from the Fairy Merchant we need 3 Elven Signets, and a level 0 fairy gives 3 Elven Signets every 2 hours. For the blueprint with 10 Usage Count, and the lowest required amount for the 3rd material, we would need 30 Compressed Energy II. That is at least 20 hours to get.

If there would be Compressed Energy II available from the NPC for 10 Kals per unit, then we would need 300 Kals to invest just to start cooking.

The level 5 blueprints have a Base Success Rate of 50% and need a fairy with Advanced Cooking Skill, so by using a fairy with Expert Cooking Skill that would be 60% success rate. So, let's see.

Out of the 10 cooking processes 4 would fail due to the success rate, leaving 6 tries to get products. With 4 products from each successful cooking process that would make 24 products in total. As we need 300 Kals to buy the Compressed Energy II, that would make the price for 1 pot 12.5 Kals. So, just to pay off the Compressed Energy II we would have to charge 1 pot 12.5 Kals, no other costs calculated, no profit.

And with the blueprint which has 6 and 9 as the needed amount for the 3rd material that is 25 and 37.5 Kals per pot, giving an average price of 25 Kals for 1 pot.

And that is just the price to pay off the Compressed Energy II. Even though Liquorice can be bought from NPC, and is not expensive, Diving Clam is hard to get. It can be fished in Dark Swamp where only level 40-55 characters can enter so we would need to have a low level character with at least level 5 Fishing just to fish Diving Clam, and the fishing spot gives only 1-6 fish per spawn. It also can be fished in Sacred War but Sacred War is not always open and people wouldn't wait with killing the enemy statue just because someone wants to fish... That also has to be taken into account when forming the price for the pot, along with the other costs and knowledge, so the actual price would be higher.

But even at 25 Kals per pot, who would buy it?

Let's do some more calculations.

Prawn Dumpling

PrawnDumpling.jpg

Prawn Dumpling needs Omnipotent Herb as 1st material (can be bought from the physicians in every city for 100k per unit), Phoenix Prawn as the 2nd material (can be fished in Dark Swamp and Naval Base with level 6 Fishing) and Compressed Energy III as the 3rd material.

This is a level 6 blueprint and it needs 4, 8 or 12 of the 3rd material for each cooking process and has a Base Success Rate of 40%. Level 6 blueprints need a fairy with Advanced Cooking Skill so a fairy with Expert Cooking Skill will increase the Base Success Rate and it will be 50%. I will use a blueprint with 10 Usage Count for the calculation.

Compressed Energy III requires 20 Elven Signets per unit. A level 0 fairy will give 21 Elven Signets in 14 hours. As we need 40 Compressed Energy III that will be 534 hours, some 21 days...

If the Compressed Energy II would available from the NPC for 10 Kals per unit we would need 400 Kals to start cooking.

Out of the 10 cooking processes 5 would fail due to the success rate. With 4 products per cooking process we would get 20 products, in total. Seeing we spent 400 Kals on the Compressed Energy III that gives the price of 20 Kals per pot.

Now, if we use a blueprint which needs 8 or 12 of the 3rd material that's 40 or 60 Kals per pot, so an average price would be 40 Kals per pot, just to pay off the Compressed Energy III. As the price of the Omnipotent Herb is 100k per unit, and the amount needed can be up to 20 that could give 2m pure cost per cooking process as extra. And the Phoenix Prawn is hard to get too, either fished in Dark Swamp, which needs a low level character, or fished in Naval Base, which is hard to access and is filled with mobs, so the price should be reasonably higher than just the amount of Kals needed for the Compressed Energy III.

But, even at 40 Kals per pot, would anyone buy it?

Another one.

Ratfish Rice

RatfishRice.jpg picture by _Aliki_

(We can't actually make this because it is level 8 and we don't have skill books for it but this one needs Compressed Energy IV so I will include it.)

Ratfish Rice is the level 8 pot, it needs Demonic Grass as 1st material (can be bought from physicians in every city for 1m per unit), Pearlie Ratfish as the 2nd material (can be fished in Naval Base with at least level 8 Fishing) and Compressed Energy IV as the 3rd material.

It's a level 8 blueprint so it needs 6, 12 or 18 of the 3rd material and has a Base Success Rate of 20%. It needs a fairy with Expert Cooking Skill, and since that is the highest level of skill it has no added success rate. I will use 10 Usage Count as base again.

Compressed Energy IV can be obtained by exchanging 5 Royal Elven Signets for 1 unit. In the best case we will need 60 Compressed Energy IV to use up the blueprint. A level 0 fairy gives 1 Royal Elven Signets every 40 hours, and as we need 5 Royal Signets for 1 Compressed Energy IV that would be 200 hours. For our blueprint we need 60 Compressed Energy IV so it is 1200 hours - 50 days! - to get enough Royal Elven Signets.

If the Compressed Energy would be available from the NPC for 10 Kals per unit we would need 600 Kals to start cooking.

Out of 10 cooking processes 8 will fail due to the success rate. With 4 products per cooking process we would get 8 pots, in total. As we spent 600 Kals on the Compressed Energy IV that would make the price for one pot 75 Kals!

If we would use the blueprints which need 12 and 18 of the 3rd material the price would be 150 and 225 Kals per pot, with an average of 150 Kals per pot, just to pay off the Compressed Energy IV!

150 Kals for 1 pot...

All these calculations are mathematical calculations, the case-to-case situations may be different. However, the amount of pots I get by Cooking is consistent with these numbers, more or less, with an acceptable margin.


10. Conclusion and suggestions

Conclusion

This is how cooking works, with all the aspects of it explained in much details, although there are some more things I could add but I guess you won't be cooking so no need for more information about it.

You told me that you made the price of the Compressed Energy that high because you don't want to make cooking easy. Now, after (hopefully) reading all this would you say that cooking at higher level is easy?

I can understand the motive and the thought: will be harder to cook and the pots will be more expensive, chefs will be able to earn a decent amount of Kals for their work. As much as that idea is appealing, it won't work like that. You can see from the Calculations part that the price for the pots will be too high, much higher than most people would want to pay. If the ingredients are expensive then the product will also be expensive and if it is too expensive then no one, or just few, will buy them. If the demand for the product drops then the price must drop too, but seeing that the high price is the result of an expensive ingredient then the price can't drop, otherwise it will not bring any profit, will not even cover the costs of making the product so there will be no point making that product.

The other thing you said was that there are too many Kals in the game environment and this would be a way to withdraw some of the Kals.

I must agree with that, partially. There, indeed, are too many Kals in the game environment, some players have 2-3k Kals, maybe even more. And some have very little... But, adding the Compressed Energy I at such a high price won't resolve that issue. At this price people won't buy it. There may be some who will buy it to see what it is, maybe some will buy it to make the level 3 pot to see what it is or what it does, but I seriously doubt people will buy it constantly, in big amounts.

Since the only use of it is to produce products of Cooking and Crafting, and seeing that the pot which can be made with it is not necessary, there is no reason to spend Kals on it. The level 3 pot can be substituted with the level 4 pot, which requires Elven Signets, and even to use the 3rd pot in combat, either level 3 or 4, is rare. In CA, people re-log quite often to get re-buffed and once they re-log the effects of the previously used pots will be gone and they will be able to use level 1 and 2 pots again, if they need HP refill. And seeing how strong some people are these days many won't even have the chance to use pots, they will be dead before they click on the pot.

Many people don't even know what pots are nor what they do. Even after explaining they don't believe it and when they ask to see it the description of the pot won't say their true value: the full HP recovery. And that can lead to some quite unpleasant situations... So, all they see is some increased attribute, quite low from the level 1 and 2 pots, and they don't find it worth the asked price. There is no real market for the pots, and the price for it varies greatly. And that is only for the level 1 and 2 pots. Higher level pots are not sold, or they are sold in out most secrecy.

(Currently, I can make level 1-6 pots and Blessed Potion, and have quite a big amount of these pots in bank already. I could make much more but for what? I seldom sell the pots, either because there are no people to buy it or because they offer way too little for them or because they are from an enemy guild (not good for business but I won't sell to some people no matter how high price they offer). So, I give some of the pots to my friends, free of charge and use some of them as prizes for the guild events I make.)

I light of all this, I will be the first one who will not buy the Compressed Energy I at this price. It is not worth for me to spend so many Kals on it when I can make level 4 pots and give those to people instead of level 3 pots. Maybe at some lower price I would buy, but not sure if the "lower price" has the same meaning for both of us.

Suggestions

How to resolve the Compressed Energy issue?

Make it available from an NPC like it is by default: exchange Fairy Coins, Elven Signets and Royal Elven Signets for it by the original rate. As you can see from the explanation in the letter collecting the items for the exchange is quite time-consuming. If you want to make it harder then make the NPC to be hardly accessible, place it somewhere out of the city.

I would suggest adding this feature to a harbor operator on one of the Havens. There are some 15 Havens at sea, small islands with only a harbor operator NPC on them. Chose one and add this exchange feature to it. I haven't been at every of these Havens so can't say with 100% certainty but most on most of them we can't dock, so if you add another NPC there then make it to be accessible from the boat itself, otherwise it won't work. It will be harder to get Compressed Energy because we would have to sail to there so the whole cooking will be even harder.

If you want to stay with the idea of Compressed Energy to be obtainable only by buying it/exchanging Kals for it then at least consider making it cheaper and also add the other Compressed Energy, not just Compressed Energy I. The pots will still be expensive, probably more expensive then people would want to pay. I, personally, am not fond of this idea... I prefer the first option, to exchange Fairy Coins, Elven Signets and Royal Elven Signets for the Compressed Energy, but in the end, it is you who will decide...

What ever it will be, people will still be able to cook level 1, 2 and 4 pots, the absence of the level 3, 5 and 6 pots won't even be noticeable.

How to withdraw Kals from the game environment?

Well, by adding items which most people would want to buy and buy making it available at some affordable price.

I would suggest adding new apparels and gems to be exchangeable for Kals.

Apparels are expendable items, once fused with an equipment they can't be used again and if the owner fuses that equipment again the previously used apparel will be lost. Everyone is eager to get the new apparels and people would buy them, just to have some changes in their look. By making the new apparels affordable many will buy them, not just few who could afford some higher price. By affordable, I am thinking of 1-3Kals per apparel. This may seem little to you but it can be quite much for a player who has just recently started to play on the server and even to some players who play here for some time. If the price is too high then only few will buy, if the price is affordable or cheap, many will buy, even if they will waste the bought items. And as people get bored with the apparel they will buy another set, so there will be constant flow. If it is not too expensive...

As of some time the normal bosses don't drop the gems they were dropping before. I don't know why this has been changed, but if it is not part of some other plan then I would suggest adding those gems to an NPC to be exchangeable for Kals. The gems I have in mind are Lock's Hitrate, Feng's Defense, Bing's Dodging and Shark's Strengthening. Since some of these gems can also be forged into hats there is constant demand for them, not to mention that the new players also need them, for other pieces of equipment, not just hats. The new players, with barely forged equipment, don't stand a chance at bossing against the strong players so it is hard for them to get any gems. They can buy the gems from those same strong players, paying the very few Kals they managed to earn to the strong players who already have many Kals. So, maybe help them by this, they will pay Kals for those gems anyway and this way some of the Kals will be withdrawn from the game. The price for the gems could also be 1-3 Kals. If the removal of those gems was a part of a plan then just disregard this part.

Well, that's it, I think. I probably forgot something but I am too tired to write more. :-)

Best Regards

Erika



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Post  SGKia Wed Apr 27, 2011 4:04 pm

[ADMIN]EGpko wrote:
SGKia wrote:
im banned wrote:this admins adding a lot of new things just be patient

Lies clown

once we already done with all the new update for egpko,the 1st thing i will do is to banned you from egpko,go play somewhere else.

BTW i am not SGKia in game, and i dun play this game anymore too.
Just a forum pest muahaha.
Check my ip in forum and the game id ip.


Last edited by SGKia on Wed Apr 27, 2011 5:21 pm; edited 1 time in total (Reason for editing : Deleted becos Owner of SGKia ask me clarify)

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Post  Wayne~!! Wed Apr 27, 2011 7:59 pm

[ADMIN]EGpko wrote:
SGKia wrote:
im banned wrote:this admins adding a lot of new things just be patient

Lies clown

once we already done with all the new update for egpko,the 1st thing i will do is to banned you from egpko,go play somewhere else.

yeah Admin, SGKia is not owner of SGKia ingame, i bought he char...you Can check IPs yoou will see and dont ban me.I didnt do anything.
Wayne~!!
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Post  im banned Fri Jul 01, 2011 12:08 pm

no la

im banned

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