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Cook's Guild Minor Rework

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Deltaslug

Deltaslug

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A suggestion for a quasi-update to the Cooking Guild

Food Supply Stores

- F2P accessible shop for ingredients and materials

- P2P accessible shop for ingredients and materials (separate from F2P shop)

- Culimancer Chest access (requires Recipe For Disaster, stock shared between Cooking Guild and Lumbridge Castle Basement)

Gnome Cooking and Gnome Restaraunt

The player is still required to complete training on Gnome Cooking and making Gnome Drinks before using.

Upstairs would be:

- Gnome Cooking station

- Gnome selling Gnome Cooking Supplies (food and drink, shares stock with Grand Tree Shops)

- Gnome Restaurant branch location (does same thing as Gnome Restaurant activity in the Gnome Stronghold)

Basement with another Brewing Vat

Brewing is a cooking thing. We could have a basement added to the Guild where they secretly kept a Vat. The Guild will let you use it if you maintain the secret. Could even have a one-off Construction XP where the player needs to repair (or even build) it.

12-Dec-2021 00:54:23

Deltaslug

Deltaslug

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New Weekly and/or Monthly D&D for Cooking

Options abound for how these can be done. Examples:

- create list of complex foods from scratch

- cook and donate collection of foods for some random in-game charity (ie: Varrock Orphans). NPC asks you to cook a certain amount of something (simple foods like fish have a higher qty compared to complex foods). Yes could be mundane as something as "give us 100 cooked Tuna" or "we need 30 stews/curry"

- revive Oomad's catering he did for the Gielinor Games Preparation Event

- after completing Beneath Cursed Tides, Master Chef Lev can be found in the Guild and starts a "health food fad" inspired b his underwater cooking. (basically becomes a separate D&D to the Giant Oyster)

- new "complex foods" that are only created for the D&D (ie: buttered lobster, multi-tier chocolate cake, a salad)

12-Dec-2021 00:54:36

Mel 624
Dec Member 2021

Mel 624

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The complex foods D&D idea sounds like it'd end up functioning like the cooking equivalent of farming tasks or ceremonial swords. To avoid confusion the guild exclusive food could be the highest difficulty task you definitely have to make yourself while the others are regular food that may have been bought with rewards adjusted accordingly.

It could be part of a sort of player owned restaurant where you have a selection of stations to optimize for cooking certain foods. You have a selection of staff to assign to automate things like preparing uncooked pies, dough etc. The foods you can do this with are dependent on your level and possibly unlocks. The staff may be paid per assignment to a task/station like farmhands or proportionate to the quantity of whatever's being processed. Flour milling can be either part of this or an unlock applied to all mills, which may require payment for use. You still need to provide ingredients and containers but storage could be made available to help with reusing containers in bulk.

Making a lot of food in bulk for tasks is likely going to warrant some degree of food storage, which may need some way of ensuring it's specifically for use in completing tasks rather than just banking all your food at the guild.


Cooking normally at the guild or completing the food task you have to do yourself could earn a guild currency for things like the restaurant staff, unlocks and consumable items like buffs and teleports. A gnome glider could potentially be an unlock.

The pie task already at the guild can be either replaced or worked into the new cooking task system to make it more rewarding and avoid confusion. The tasks may need to be set up by food type rather than difficulty tier due to the variety of foods and their differing level ranges. Brewing in particular doesn't seem like it'd be very interchangeable with other food types and would need a generous amount of time if left as is.
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27-Feb-2022 09:07:48

Deltaslug

Deltaslug

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@mel
The concept of the complex food could be equivalent to making ceremonial swords, but it doesn't have to be.

Admittedly I was just trying to throw out suggestions to the devs to get their juices going. I don't typically aim for complicated technical development when it comes to concepts. Especially since I know players can get turned off by too many features/options in the interfaces or how to do a thing.

09-Mar-2022 01:09:10

MerlinsBard
Jan Member 2023

MerlinsBard

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After completing all the hard achievements to finally access the small bank inside the cooking guild. A nice added bonus would to be to turn the window outside the bank into a tellers window that you can access from outside. You would still need to be wearing the correct items to access it, but would come in very handy for gathering wheat from right behind the guild and doing quick deposit. Just a thought, hope others like.

01-Apr-2023 21:16:33

Rikornak
Oct Member 2013

Rikornak

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The cooking guild always was among the underwhelming guilds and now following the fort's kitchen release it probably has gotten even worse as place a member would even consider to go cooking for. The suggestions all make sense, but I don't think it will make players use the guild except for showing up here and there.

Things like centralizing features won't most likely help too much (is the gnome restaurant really better than at grand tree if you wanted to do it?), albeit I could see some players to use the brewery. The d&d could be interesting, but as long as the guild lacks exclusive benefits you could make use off all the time, it can't attract players continuously. And it's questionable if they wouldn't rather fix the aforementioned kitchen, since it also doesn't provide enough benefits to use it as a non-ironman over a portable cooking station in the workshop on w84 instead.
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02-Apr-2023 15:41:47

Mel 624
Dec Member 2021

Mel 624

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As nice as the fort can be, I find a downside is that making the same place the optimal skilling location for everything gets really crowded. Ideally, multiple skilling location should be just as functional and desirable as eachother. Stuff like making benefits you unlock at one location something you can benefit from in others as long as you've unlocked it.

Unlocked the ability to cook the soups at the fort? You can set it up as the cook's guild too. Converting the portables into buffs would reduce clutter while allowing their use to encourage skilling at skilling areas like with the luminite injector. Something they haven't done yet that would help with cooking would be something to help cook larger batches of food or cut down on some of the more tedious intermediary steps of ingredient preparation. I'm pretty sure I brought that up in my own thread about guild reworks.

Another issue with cooking is the devaluing of food from the easy bank healing and cooked food monster drops. They should probably convert those into buff items for fishing or cooking.
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25-Jan-2024 07:01:17

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