Dondonian wrote:This game encourages teamwork and isnt supposed to be easy
have 3 gatherers gather herbs for 1 hour (100/100/100 w/ metal sickle)
then all pool your herbs into a single bag
have each person pull out their flux herbs
use 2 (not 3) flux herbs to make a flux
=60 flux a person per 1 hour of work out of each, so 180 flux per 1 hour if 3 people.
stop being scrublets
Dondonian wrote:This game encourages teamwork and isnt supposed to be easy
have 3 gatherers gather herbs for 1 hour (100/100/100 w/ metal sickle)
then all pool your herbs into a single bag
have each person pull out their flux herbs
use 2 (not 3) flux herbs to make a flux
=60 flux a person per 1 hour of work out of each, so 180 flux per 1 hour if 3 people.
stop being scrublets
Viik wrote:Dondonian wrote:This game encourages teamwork and isnt supposed to be easy
have 3 gatherers gather herbs for 1 hour (100/100/100 w/ metal sickle)
then all pool your herbs into a single bag
have each person pull out their flux herbs
use 2 (not 3) flux herbs to make a flux
=60 flux a person per 1 hour of work out of each, so 180 flux per 1 hour if 3 people.
stop being scrublets
Ohh, thank you. We were so clueless how game mechanics works, this is some ground breaking research out there. Especially "metall" sickle...
Carrion wrote:The problem with flux is it's only purpose is to create interdependancy between classes, it lacks meaning and realism that's for sure. I wrote a whole post explaining why this is bad gameplay unfortunately it was lost to the backhole that is my backbutton. Instead of complaining about people who complain about Flux how about we look at how the game mechanic can be improved.
Ore progression should go as follows:
Stone, Copper, Bronze, Iron, Steel
Furnace, ancient forge, large ancient forge, forge and anvil all with different sizes characteristics, etc.
Which should also correspond with 3/4 tech levels: Primitive, Bronze, Iron.
Mining Iron should requre a Copper or Bronze pickaxe at the min. Smelting and forging should be made 2x more difficult. I should be able to make locks out of copper bronze and iron. Steel can require flux, if they cannot figure out another way to get the gameplay but ultimately there should be a cheepo Iron version equilivent.
Ultimately they should make 3 tech varriations equilivants of all the buildings and tools.
And yes Bronze was still used very late into the iron age in some places.
Noaga wrote:The fact that I see hardly no one wanting to be a Herbalist very often is sad and tells me that it is the back bone of the development of any buildings that a group wish's to build. An six friends and I spent over three hundred hours between our self's to only end up with less than one flux for one hour of game time. We even pooled the herbs together. The fact that every other profession in the game you only need one of, BUT you need three or more herbalists is telling me its broken.
Carrion wrote:Agreed, you're doing something wrong, I've seen 3 guys pull 160ish in a day.
Aldebaran wrote:I also grow tired of the complaining about Herbalists and Flux.
I play herbalist primarily, and love it! I sincerely hope they do not nerf or change it except to add to it!
Herbalist is the only character with an intelligence over drool cup candidate, it takes organisation, real intelligence and attention to detail to be a good herbalist which mirrors the increased intelligence stat this character has. Basically he is the chemist/doctor/pharmacist of the era.
"Flux" to me represents his input and insight into the molecular structure of the metals. A Blacksmith can pound, melt, shape and cast metal but he still needs a scientist to invent his alloys for him to work.
Since every herbalist utilizes herbs differently, I see them as a backbone to a booming future economy, with a well stocked trading post featuring a plethora of herb varieties.
I use a spreadsheet to log properties of every herb.
I laugh when I see threads and posts about how they bash and mash willy-nilly untill they find the flux combinations. Such a waste!
A smart herbalist will protect his local monopoly and therefore his prominent position in society, so... the spreadsheet stays with me!
Noaga wrote:The fact that I see hardly no one wanting to be a Herbalist very often is sad and tells me that it is the back bone of the development of any buildings that a group wish's to build. An six friends and I spent over three hundred hours between our self's to only end up with less than one flux for one hour of game time. We even pooled the herbs together. The fact that every other profession in the game you only need one of, BUT you need three or more herbalists is telling me its broken.
Sunguardian wrote:
Well if herbalism doesn't change it'll just paint a nice big target on aspiring herbalists for any scraps of produced flux they have because we all know that's going to happen.
Aldebaran wrote:Sunguardian wrote:
Well if herbalism doesn't change it'll just paint a nice big target on aspiring herbalists for any scraps of produced flux they have because we all know that's going to happen.
There are two possible answers to this silly assertion, chose which one you think is true:
A - I waltz around with flux on me all the time, naked. Everywhere.
B- I make Flux for blacksmith, or for mortar as needed immediately, leaving herbs in locked large house.
Again, the average intelligence of the herbalist is superior.
Viik wrote:So what would be the difference between 10 intelligence and 50 intelligence for herbalist?
You might want to try this, instead of spreadsheet:
lif-alchemy-tool-t3814/?hilit=herbs%20tool#p30869
Aldebaran wrote:Sunguardian wrote:
Well if herbalism doesn't change it'll just paint a nice big target on aspiring herbalists for any scraps of produced flux they have because we all know that's going to happen.
There are two possible answers to this silly assertion, chose which one you think is true:
A - I waltz around with flux on me all the time, naked. Everywhere.
B- I make Flux for blacksmith, or for mortar as needed immediately, leaving herbs in locked large house.
Again, the average intelligence of the herbalist is superior.
...and? How is it related to herbalism? I thought you were saying something about bonus to skill... Which are mostly useless in long term.Aldebaran wrote:Viik wrote:So what would be the difference between 10 intelligence and 50 intelligence for herbalist?
A much higher skill cap. Int raises skill cap above server cap limit (not enough though imo).
Sunguardian wrote:Depends on the house really. For instance a large house can be broken into with little difficulty without hacking. Also any and every trip too and from the blacksmith would put both your route and your home location at risk if you didn't live within the safety of a town.
Then there's the fact you have to go and gather the herbs. With flux being such a big staple in the advanced development of a town any rivalry town's main target is the herbalists.
It's just the reality of it really. The fact that 1 resource plays such a huge part in advancement in the game isn't what bothers me, because if you remove flux, then it'll be another resource that people complain about. What I dislike is that it's not being used correctly. This argument has been circled around to death so any point about it is moot.
Good to see some people actually want to play Herbalists though. Leaves me to my blacksmithy.
Viik wrote:...and? How is it related to herbalism? I thought you were saying something about bonus to skill... Which are mostly useless in long term.Aldebaran wrote:Viik wrote:So what would be the difference between 10 intelligence and 50 intelligence for herbalist?
A much higher skill cap. Int raises skill cap above server cap limit (not enough though imo).
Aldebaran wrote:
Smith next to my house. As long as door is kept claimed no worries.
it makes perfect sense to me that a chemist or scientist has to be involved in metallurgy.
It leaves you and your smithy at our mercy.
Sunguardian wrote:Except a big house has an area that allows people to jump out, guess what else it can do even if claimed.
Yes but not with flux. I agree that a herbalist should be required to make steel during the actual process (minigame of adding the right amount of carbonization or oxidization to the iron to produce steel.)
You mean it leaves the town at your mercy. I can still smith without steel, but without steel who's going to make ovens? Or carts? or gatehouses? or houses for that matter! Anarchy I tell you!
Aldebaran wrote:Herbalism raises int. You asked, I answered.
No, it is not useless, I put those extra skill points to very good use.
Aldebaran wrote:
For now, that's what flux represents.
Aldebaran wrote:Again, the average intelligence of the herbalist is superior.