i find it a pain in the *** to get guild points. been working for about a week and only have 70 >.< that or i'm just really bad at it. lv62 chef at the time of post
EDIT: Forgot to mention that i also synth mostly out of windurst. that could have something to do with it ^^;
70 Guild points? you know you can give multiple items at a time. If you talk to Qhum Knaidjn you can look at the limits for each day. my lowest limit is usually ~1300 for items like puls and and tortillas. I have no idea what you are doing wrong.
On a good note, I should get this key item, when the items change today! 635 more Guild Points! ^^ Now, just need to get that hat!
the key item: Raw Fish Handling costs 30,000 points from the guild. This allows you to handle raw fish. lol its kinda funny but the chef's swear they wouldn't want to eat any food prepared by someone that doesn't have this skill.
Is this something that you can "buy" at any level, provided you have the points, or do you need to be at least a certain level in cooking in order to get it? If so, what level? Thanks.
If I remember, which I reached the novice level in cooking (28) I was able to see this item for 30,000 guild points, so I don't believe that there is a level requirement.
However, it would definitely take a long time to build the guild points if you sit at a low level in cooking considering the higher level cooking items won't rotate in for your rank in cooking. Even as a Craftsman it took me a few weeks to build the guild points for this, so I can't imagine trying to get 30,000 points from items such as roasted corn and puls!
Of course even if you do get this at a low level in cookin, I don't believe there are any recipes below level 50 that require this.
Lol, well, if it's a key item you can't put it in the boxes for synthesis : P I'm guessing that it's kinda like "Mog Enhancement: [Whatever]" but allows you to synth the recipes listed above.
We don't really have another way of showing that you need this key item to make the recipe. So this is how we will be displaying the new key items for recipes.
No, it's not used in the recipe, but it is required to have in order to synth the recipe.
I think Pikko's comment is just saying that the easiest way to signify that you need the skill in order to craft the item (without rewriting a bunch of the database code for the site) is to add it to the recipe list.
You wouldn't need to re-write that much code. *One* PHP script "makes" each "food item page". There's a database with fields that fill each part of a food item page (for example, an item in the database has fields such as "vendors" "used in recipes xx" etc). Anyhoo, they'd just need to add an additional field and put a small snippet of PHP code that says "Requires Key Item: blah" or something along those lines, and if the food item doesn't require it, just don't insert that blurb of text. Basically what I'm saying is, every food item in the game's page comes from *one* piece of code that just draws on a database- this is why PHP is a nice tool (and why it wouldn't be too difficult to add "Key item(s) required: blah")).
No it wouldn't be much at all... but they apparently didn't want to do any code upgrades at the time.
Ideally (to keep the db structure as normalized as possible) you'd just add an additional table linked to the primary key field of the main recipe list table - this table could list 'any other skills/items' required to do the synth. On page generation iterate through any item(s) listed in that child table and it could support a lot of flexibility for future game patches, etc...
Of course it's all easy - but that wasn't at all what the point was. They asked why it was listed as an ingredient, it was due to the site admin not feeling like recoding the recipe lookup script. *shrug*