On the topic of soaps, I asked for how to make a better quality soap, and you all just listed me different types of soap. I could argue that a gritty, non-moisturizing soap is a masterwork heavy-duty soap for cleaning oil and the like off your hands, or that a nice, smooth, soap with a fragrance is regular quality because it just can't get the oil off. Sure, you can make different types of soap, but if five different soap makers use the same process and ingredients to make a bar of soap then all five bars would be pretty much identical, unless one soap maker made a mistake or something.
Point the first: There's more than one way soap could have higher quality. Same for weapons and armor--they could be more functional (sharper, tougher, whatever) or prettier (more ornate, clever designs, whatever). Currently, value from utility is indistinguishable from value from aesthetics. Point the second: Not really. These days, sure, but way back when you couldn't get that much standardisation of materials and techniques to get an identical product among five soapmakers over the course of their careers, even if the soapmakers didn't want to try improving the soap.
On the topic of having different types of soap, I agree there should be a few types, like regular soap dwarves use to bathe, medical grade soap used in hospitals, and heavy-duty soap used by janitors. But to have twenty different types of soap that each have one of ten textures and one of a hundred different fragrances would add nothing to the game, and just make the system confusing and too complex.
Where did I suggest this? Maybe you could sell scarecrows...
First off, it's 12. Second off, if I had money to blow, I just might. Especially since masterworks made by legendary dwarves would be perfect in every way.
Fair enough. But the thing is, in Dwarf Fortress, there are no "bad" or "poor" qualities that give it a negative value multipliers. Something is either normal, which basically means it's your everyday item that you see at a store, or better than normal, which means it stands out as being above average. I can see how some with the cash to spare would buy a nicely cut piece of meat rather than a barely edible one, but in Dwarf Fortress there aren't steaks cut in such a way as to be barely edible; just ones of average quality or better. Normal quality would imply that the piece of meat is fine, how could you somehow cut it better so that it would be worth more?
You're assuming that standard quality is "average," not "bottom-of-the-barrel." In medieval times, and most of human history, and even todayin less-fortunate lands, people take what they can get, usually taking the cheapest available goods. In modern-day America, we're mostly lucky enough to get to choose to have, perhaps, +cow meat+ or *pig meat*, but a newb butcher would end up making -meat- or meat we wouldn't really want to eat unless we had to (or were offered it be a host we wanted to be polite to, or if it had been prepared by a good chef, or whatever, there's always exceptions to every rule. Thermodynamics are the exception to that rule.)
You referenced the fact that meat lacks quality levels, which is something that could very well change to, say, make legendary butchers useful.
Read the above for why I think meat shouldn't and doesn't have quality levels. The only real thing a more skilled butcher does in DF is work faster, but there should be a cap at how fast any person can butcher an animal, which is why I think butchers shouldn't be able to get a skill level above proficient.
Alright, let's put aside the "Every cut of meat should be worth EXACTLY the same, regardless of skill in making it everywhere from jagged, overly fatty, and stained with gland-juice to lovely, perfectly marbled, and clean" issue and focus on speed. Let's chat with ol' John Henry, who managed to beat a steam-powered machine. Not something a normal man could do, but JH was LEGEN(wait for it)DARY. If, in this world of magic and monsters, dwarves of legendary skills can't do legendary tasks...well, can you see the issue?
Why not? After all, there's superiorly and masterfully cut large gems and cloth.
While I don't really understand how you could give meat quality levels other than "good" or "poorly cut", gems and cloth, especially gems, should have quality levels. Good cloth is woven in a repeating pattern so it looks nice, and is as tight so that it doesn't come undone, and in some cases, can be waterproof. Therefor, there are bound to be some pieces of cloth made better than others. As in for gemstones, a masterwork cut would be one that hides or gets rid of any impurities or other flaws in the gem, makes the gem reflect light in the proper way, and is as geometrically accurate as possible. Obviously, there are plenty of ways to mess up when trying to make a perfect cut, so it makes sense to have quality levels.
And, obviously, there's several ways meat could be made better than "fit for consumption." I mentioned several above, from even cuts to the amount of fat to being free of excess "icky" juice. And that's assuming no pseudo-magical powers from legendary dwarves come into play.
I disagree. The fragrances and textures would be like decorations, unobtrusive for gameplay unless you go look for it. People might prefer particular fragrances, but right now the game doesn't become unplayable either because some dwarves really, really like prepared dragon fly brains for breakfast. As soon as a decent trade system is in place that will mostly take care of itself anyway.
With the upcoming personality rewrites I bet the silly "Urist likes cake and hates *insert creature you've never even heard of here* for their fuzzy hair!" likes system will be drastically changed. But I guess you could have fragrances for the heavy-duty soap to mask the smell of whatever the janitor had to clean up, and fragrances in regular soap that could give dwarves various thoughts based on whether or not they like the smell.
But I still say no to having more than the 3 types of soap that I listed. Those are really all that I can see a fortress needing, and having anymore would just make it confusing to newcomers and make it annoying for me when I have to scroll through a huge list looking for the few types of soap that I would actually use/need.
Again, no one suggested that soap will or should ever be an overcomplicated system. (Your creation could use a brain.) However, this could be a neat idea, separate as it is from your own views and our current discussion. "Urist McDwarf has been happy lately. He has smelled some nice soap smells. He has bathed with nice-smelling soap."
I interpreted the quality system that normal items are functional, just that. Better cut pieces of meat would have better textures, the right amount of fat, coherent, etc: all important qualities for cooking meals. The most important direct effect could be that better cut body parts are easier to preserve, or that cut poison glands have more poison... That being said, meat is one of those things that would benefit more from being generated with xxmodifiersxx when the skill of the butcher is too low.. It's on the cusp. It's not just a bulk good like ore, but neither a complex crafted good like a chainmail armor.
But it's "normal", which I don't think is meant to give a bad connotation. On top of that, I think traders can only bring items up to fine (maybe superior) level, which implies that anything above normal is very good, and that once you start nearing masterwork quality the items are awe-striking.
Do you want me to post a screenshot of the masterwork rope I bought (from the elves, IIRC, and definitely in their traders' first visit), or just to trust my word that your assumption is faulty?
I'm not even sure differently functioning types of soap are needed: they can function more effectively is some cases depending on their composition and the additions, but they're all just soap too. But the infrastructure for the fragrances/decorations is there, it would be silly not to use them. Also, I want soap crafts instead of just bars..
I'm not even sure differently functioning types of weaponry are needed: They can function more effectively in some cases depending on their composition and the shape, but they're all just weapons too.
The difference is that different weapons require different skills to use properly. The material ànd the shape matter.
Soap is more a kind of bulk product: the chemical composition matters, not the shape. You can still wash your hands with detergent, clean your sink with shampoo, and do your hair with hand soap, they'll function. In the relevant time frame fragrant soap was a kind of luxury. The cleaners just used any soap available, with some slight personal preference. And of course weapons have much larger symbolic value, so they get more attention.
(I once made a table trying to reproduce most known weapons by randomly generating eight variables: among them were sharpness, pointedness, sides, hinges, size, ... I made a table for naming conventions. I ended up with giant scissors as one of the labels
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His point was that assuming that all items of a given function are interchangeable was faulty.