Mad Merlin wrote:The reason I added it in the first place is to discourage brute forcing of item/food combinations (which was actually happening... you know who you are).
What do you mean by brute forcing? With a script? Otherwise, I don't think trying to pair everything with everything (i.e. manual brute forcing) is avoidable.
Mad Merlin wrote:What I'm thinking of doing is (possibly completely) replacing the item loss with stamina loss. That is, instead of there being a small chance of destroying your items, there'd be an similarly small chance of losing stamina.
For me, that is much more acceptable. (I would not call a 15% chance small though, when there are so many combinations to try. Of course, the expected value of lost stamina is more meaningful.)
This would also mean, that at -25% stamina, I would be too tired to cook, right? And what about at -21%, if the stamina loss involved is 5%?
Mad Merlin wrote:Also, you may have noticed already that it's possible to accidentally construct Useless Trinkets out of failed combinations,
Wow! I bought my only Useless Trinket long ago at a very inflated price at the market (wonder who the seller might have been...), and have been looking for a use for it since.
Mad Merlin wrote:my other thought is to add more items that could result in this case (and do the same for cooking), some of which would be valuable and many of which would probably only be attainable through failed combinations.
This could be fun. (Unless the probability is too low perhaps.)
Mad Merlin wrote:Also, for remembering item combinations that you've done in the past, that'd be deceptive when new combinations are added, as the combinations you tried in the past might work afterwards.
I've thought about it. When you add new combinations, the list of tried (and unsuccessful) combinations could simply be deleted (automatically by the system). I think that's a very reasonable price for new food.