Stop Complaining About Flux

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Xerax
 
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Re: Stop Complaining About Flux

Post by Xerax » 14 Oct 2014, 08:33

As the subject says stop complaining...

Yes gathering herbs is random and you can produce more flux with more alchemists. These are points that are true but in my opinion there is nothing wrong about it. Flux got a high value but that is good the way it is. It would be boring if you could grow herbs in your own garden or if you could gather the herbs you need for flux at special places or under special circumstances. Flux would lose it's value and all the big buildings you have to wark hard for to achieve them would get easier to get. I like the game because it is the way it is. You need work hard and in a team to achieve something. That's great and it shouldn't get easier.

Just to point this out again.... its possible to get about 13 herbs with the flux properties as an alchemist. So if you got 4 alchemists this will be 52 herbs with the possibility to produce flux with it. Some herbs will overlap with the same properties but you can say thath you will get about 40 different herbs that you can use to get flux. This 61% of all herbs at the moment.If you work together you can say that you can produce flux with more then every second herb you gather. Doesn't seem that hard for me...

Sorry for my bad english it's not my native language.


Viik
 
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Re: Stop Complaining About Flux

Post by Viik » 14 Oct 2014, 09:06

So is it suppose to be a "hard work" or you suppose to put 5 alts on it and be done in half an hour?


Viik
 
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Re: Stop Complaining About Flux

Post by Viik » 14 Oct 2014, 09:18

Let's elaborate on this:
1) Random effects for each player and ability to choose which herbs you collect X amount of people = linear scale of production
2) Same effects of herbs for all people and random collection of herbs X amount of people = linear scale of production

but what we have now is:
3) Random effects for each player and random herbs during gathering X amount of people = geometrical progression of production

What it means in context of:
LIF:YO
Desirable strategy is to have a bunch of half developed herbalist alts per one proper alchemist/healer. There only place where you need cooperation is gathering of herbs. As you got them, just use 3-5 of your alts to produce flux or whatever you want. Doesn't look like a proper way to play game, but this is dictated by current game mechanic.

LIF:MMO
As soon as trading posts become operating, price of each herb will be flat and the whole profession becomes super easy as you just buy herbs. Sure you could argue that you can buy everything else. It's just in case of herbs you always get a surplus of herb you don't need, so you will sell them. With current mechanics this is going to be the most abundant product on market. No point in selling steel or steel products as just a single herbalist can make a ton of flux by buying herbs.


Mikhal
 
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Re: Stop Complaining About Flux

Post by Mikhal » 14 Oct 2014, 16:26

I'm not particularly complaining about a grind, or the desire to fit herbalism/alchemy somewhere in the mix so that it is a necessary class. I just find the idea that good portions of castle walls and steel armors are being made out of rare herbs is absurd and boring. Right now the primary use of such a character is simply to make Flux. Sometimes naptha and or flavor.

How about this:

1. Characters will occasionally develop maladies like bad backs and pulled muscles while doing strenuous labor. They might even burn themselves on the forge or kiln once in a while. Such things would reduce the efficiency and/or quality of work. In such an instance, it would be a boon to have an herbalist around for pain-killing salves.

2. On a similar note - characters should also be able to contract disease based on a number of risk factors. You cooked and ate beast meat that has been sitting around for 47 days in a sack? Well that wasn't smart. Better get the herbalist to whip you up something to pump that stomach up.

There are so many things that can be done with the herbalist/alchemist, that would make the game far more interesting and "realistic", I fail to see why this mechanic is thrown in the mix at all. The focus should be on what makes a successful "town" to work - not trying to figure out ways to include every single craftsman in making every important item.


Aldebaran
 
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Re: Stop Complaining About Flux

Post by Aldebaran » 14 Oct 2014, 17:54

Mikhal wrote:I'm not particularly complaining about a grind, or the desire to fit herbalism/alchemy somewhere in the mix so that it is a necessary class. I just find the idea that good portions of castle walls and steel armors are being made out of rare herbs is absurd and boring. Right now the primary use of such a character is simply to make Flux. Sometimes naptha and or flavor.


I think the naptha granades and eventually as more varied foods are introduced will make herbaists more popular. (The question is, will we forget how we are treated now?...)



How about this:

1. Characters will occasionally develop maladies like bad backs and pulled muscles while doing strenuous labor. They might even burn themselves on the forge or kiln once in a while. Such things would reduce the efficiency and/or quality of work. In such an instance, it would be a boon to have an herbalist around for pain-killing salves.


I LOVE this idea!!! :Yahoo!:


2. On a similar note - characters should also be able to contract disease based on a number of risk factors. You cooked and ate beast meat that has been sitting around for 47 days in a sack? Well that wasn't smart. Better get the herbalist to whip you up something to pump that stomach up.


This is a great idea but has pitfalls. DayZ put in environmental effects recently, and you're sick, cold and tired within minutes of spawning in, close to death not long afterwards. Awesome idea but probably hard to implement until longer down the line (my guess).

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Tymefor
 
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Re: Stop Complaining About Flux

Post by Tymefor » 14 Oct 2014, 21:44

Viik wrote:With mini game or without you still will be getting a random crap. That's one of the reasons why growing herbs was proposed.


Well considering that its not yet implemented that's a big call lol. Playing it, seems to suggest that it does the craft to potion for you aswell. So at the the very least you are saving a lot of time in dropping 1 step from the craft to flux. Even if the collecting is random in minigame aswell. Also you don't have to walk around so time saved there aswell.


Viik
 
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Re: Stop Complaining About Flux

Post by Viik » 15 Oct 2014, 08:35

Mikhal wrote:I'm not particularly complaining about a grind, or the desire to fit herbalism/alchemy somewhere in the mix so that it is a necessary class. I just find the idea that good portions of castle walls and steel armors are being made out of rare herbs is absurd and boring. Right now the primary use of such a character is simply to make Flux. Sometimes naptha and or flavor.

How about this:

1. Characters will occasionally develop maladies like bad backs and pulled muscles while doing strenuous labor. They might even burn themselves on the forge or kiln once in a while. Such things would reduce the efficiency and/or quality of work. In such an instance, it would be a boon to have an herbalist around for pain-killing salves.

2. On a similar note - characters should also be able to contract disease based on a number of risk factors. You cooked and ate beast meat that has been sitting around for 47 days in a sack? Well that wasn't smart. Better get the herbalist to whip you up something to pump that stomach up.

There are so many things that can be done with the herbalist/alchemist, that would make the game far more interesting and "realistic", I fail to see why this mechanic is thrown in the mix at all. The focus should be on what makes a successful "town" to work - not trying to figure out ways to include every single craftsman in making every important item.

I like this idea more than what we have so far. Preparing potion to elevate poisoning as side effect of hide curing sounds more interesting than making "sHP regen" potion.


Ontrose
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Re: Stop Complaining About Flux

Post by Ontrose » 15 Oct 2014, 08:52

Hello,

I dont know, why you are complaining so much about Herbalism or especially flux -> steel...

We have a lil town, and the much bigger problem to get tons of stone or granite to town, then the flux...
We are working with 2 Herbalists and trade with 2 neighbouring herbalists...
They mostly put out like 100+flux each hour if they are serious about farming... (not to mention the trades done)

Well, mortar cant be helped...
But steel? You need bars for locks? Go for Steelingot and melt it down again to bars, quite good flux saving method.

I do like the idea of sickness or little ouchies from professions (exhausted, singed, muscle cramps, food poison etc), to make healing // Alchemy more important.

But honestly -> I would prefer, if you smashed your thumb while smithing or burned off half the skin of your hand while smelting ores, to have a chance to FAIL at crafting, not just a quality drop.
Since right now, Building mats Qs are not that important (Since no siege mechanics, i think its useless, isnt it?)

And the longer the wound is there (online time, not just real time), the higher the chance to fail raises.

To be honest, im more annoyed about the 259999 thousend flax you have to farm for the outfits and stuff ;D complain about that please :-P


Meshane2
 
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Re: Stop Complaining About Flux

Post by Meshane2 » 16 Oct 2014, 13:03

or, they could simply let us mine the compounds, as it's done in the real world without all the random bs

the mortar used in log cabins is not that difficult to make

lime sand clay.. even if you wanted to make us 'mine' lime, it would still make more sense than standing in a field for hours pulling weeds to get random results.

so no, thanks, but no, i prefer to still complain about flux.

http://www.ehow.com/way_5901695_homemade-chinking.html

or

http://en.wikipedia.org/wiki/Mortar_(masonry)

its so simple in real life that its amazing. why did they feel the need to make it stupidly complicated in the game?

http://www.practicalprimitive.com/skill ... ement.html

they still make bricks like this in Uganda, I've witnessed it personally.

YES, i agree that building a castle should not be a whimsical walk in the park, but pulling weeds to look for a special ingredient from rampant randomness.. sorry, its madness.

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MrMackeyMKayyy
 
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Re: Stop Complaining About Flux

Post by MrMackeyMKayyy » 16 Oct 2014, 13:32

I quite enjoy the grind to be honest, this is the main reason I decided to test this game out. Tired of all the easy starts and so on, flux is a prime example of time and effort required with multiple people to be engaged in the game and make you want to find better methods etc..
Leader of "House of Moxx" RP oriented group


Meshane2
 
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Re: Stop Complaining About Flux

Post by Meshane2 » 16 Oct 2014, 14:04

MrMackeyMKayyy wrote:I quite enjoy the grind to be honest, this is the main reason I decided to test this game out. Tired of all the easy starts and so on, flux is a prime example of time and effort required with multiple people to be engaged in the game and make you want to find better methods etc..


i also love the grind, but i do not like randomness, yes, i should have to dig up the herbs, yes the types of herbs i get should be random, yes experimentation is needed.. but...

NO, basil, should not make naptha for me, and mortar for you. the results should be the same.

people can use the excuse of economy all they want, but if i'm on my own 'local server' why the hell do i need the randomness that currently exists, i certainly dont need 'economy' . there are other, better, ways to make the game challenging than throwing in this type of idiocy.

the fact of the matter is this, just like iron, copper, etc.. they could put Lyme deposits that can be found while mining. the deposits would be static just like iron and copper etc, thus, a controllable asset that can spur 'economy' via trading for that asset on the mmo side, while providing less nonsensical stupidity for the solo or private server players.


Viik
 
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Re: Stop Complaining About Flux

Post by Viik » 16 Oct 2014, 14:36

I think it's non nonsensical to MMO ever more. The way how system is made - Random Herb Effect over the Random Collection of Herb, means that the more herbalists trade the easier is to get what you want. And you have a high incentive to trade as most herb that you have have no value to you.
So for low population server or closed communities it means dedication of a number of members to get reasonable amount of products in short time. For bigger population or with secure means of trade it leads to overflow of herbs on a market and barely any difficulty in producing flux/naphta or whatever you want to get out of it.

This "profession" doesn't seam to fit into a "economical" or "collaborative" model which people keep bringing up here. I don't even see why would anyone sell products of herbalism, primary flux/naphta/flavors as obtaining the herbs with desirable effects is the corner stone, not mixing them. Why would anyone buy a flux if a single herbalist with access to trade post with herbs can produce it in any quantities.

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Thylbanus
 
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Re: Stop Complaining About Flux

Post by Thylbanus » 16 Oct 2014, 18:39

Viik wrote:This "profession" doesn't seam to fit into a "economical" or "collaborative" model which people keep bringing up here. I don't even see why would anyone sell products of herbalism, primary flux/naphta/flavors as obtaining the herbs with desirable effects is the corner stone, not mixing them. Why would anyone buy a flux if a single herbalist with access to trade post with herbs can produce it in any quantities?

Answer: Quality.
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Viik
 
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Re: Stop Complaining About Flux

Post by Viik » 16 Oct 2014, 18:54

1) Nothing stops you from selling herbs of any quality if they are no value to you
2) Low quality herbs can be mixed with higher quality to get modest quality flux
3) Top level skill and tools/shop of herbalist give modest quality even with shitty herbs
4) Even if you get low quality flux after all above, you still use it in combination with other items which higher quality makes it less relevant

Conclusion: Why bother with its quality? Especially when you start from point 1.

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Tymefor
 
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Re: Stop Complaining About Flux

Post by Tymefor » 16 Oct 2014, 22:20

Thylbanus wrote:
Viik wrote:This "profession" doesn't seam to fit into a "economical" or "collaborative" model which people keep bringing up here. I don't even see why would anyone sell products of herbalism, primary flux/naphta/flavors as obtaining the herbs with desirable effects is the corner stone, not mixing them. Why would anyone buy a flux if a single herbalist with access to trade post with herbs can produce it in any quantities?

Answer: Quality.


+1
and Thy, not everyone will be able to mix them. skill cap of 600 is being thrown around. Probably be a lot of settlements with chars that go deep into architect and into forging for 570 points. They will then have to choose unlocking gather or animal lore. Id guess most would choose animal lore (I would) because it suits this already more PVE settlement builder/mayor.

Hopefully their settlement has a herbalist to make flux. But really at 180 points MINIUM to make it. That not going to be that popular. Well depending on how good/needed healing and alchemy end up being.

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