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.
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.
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.
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..
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?
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.