Prayr wrote:
Why can you not mine steel ??
Prayr wrote:Oh yea.... well, should make it easier to mine some stuff that you can make steel for common locks and such, and use flux for hardened steel for epic tools and weapons.
Bg22 wrote:I believe a simple solution to this would be, (and most certainly SHOULD be in the game) is the ability to search for a specific herb after you've found it once. If I figure which herb makes what, why would I gather random herbs that I don't need? (Talking as if it were real life) I would know exactly what to look for, and wouldn't randomly pick up things I don't need.
Rixie wrote:Herb gardens sound like a great idea, but they should also be difficult to keep so that people can't just create mass amounts of herbs. For example, some real life herbs are very finicky and need to have the precisely correct conditions (water, soil, light, etc.) to grow.
I also want to point out that steel was probably extremely hard to come by in the medieval ages. So that might be realistic.
However, I do think it's a little strange that locks HAVE to be made from steel. I agree that that should be changed. It's ridiculous to need such high grade, rare, precious material just to make a house.
Azumazi wrote:Rixie wrote:Herb gardens sound like a great idea, but they should also be difficult to keep so that people can't just create mass amounts of herbs. For example, some real life herbs are very finicky and need to have the precisely correct conditions (water, soil, light, etc.) to grow.
I also want to point out that steel was probably extremely hard to come by in the medieval ages. So that might be realistic.
However, I do think it's a little strange that locks HAVE to be made from steel. I agree that that should be changed. It's ridiculous to need such high grade, rare, precious material just to make a house.
Actually, steel wasn't uncommon. It was made by applying wheat straw or charcoal to the iron to get it to apply carbon to the iron to make it into steel. That practice was carried over since before the fall of Rome. The issue that they had was maintaining an even transfer of it, which made some steel's more brittle than others and that practice wasn't really mastered for sometime. Generally speaking though, most blades were iron with steel edges as the iron had a better flexing point when slow cooled while the tempered edges maintained a better hard edge.
Now on to locks. The vast majority of locks from 200BCE to 1500CE were of Bronze construction. Bronze didn't rust, it tarnished but was far easier to maintain. They did at times use parts that were Iron, like the keys which were usually cast iron. Bronze was also used as most locks were cast molded and assembled and required far less effort and time to produce.
up until after the 4th crusades, most locks were actually produced by Monasteries as when they were not casting Bells or Cannon, they would use their foundries to cast large amounts of bronze for locks, keys, and hoops for barrels and other use full everyday tools. Bronze farmer tools were especially wanted for ploughs as they were cheap to purchase and lasted a long time.
So the truth is, they need to add in Tin to go with Copper and add in a huge assortment of objects to be made with Bronze.
Bg22 wrote:The simplest fix for this is to add the ability to search for specific herbs after you've found them once. This game is very realistic, so as in real life, if I knew I needed a herb with a red berry attached to a fern-like plant, I would look for that specific plant..
Willbonney wrote:Wow, folks still having this issue eh?
I think you folks need to come to grips with the fact that they want to make the base game as difficult as possible to be a "one man village" as possible. Not impossible, but at least less attractive. So that when they are ready for the MMO, they have a good base for promoting teamwork.
I find their development of flux, and how different players have different flux plants, to be an ingenious method of promoting community and trade.
Flux is not rare for those players who either make 2-3 Herbalist alts on a server, or have 2-3 Herbalist friends on a server.
Vorl wrote:but it's just a bad design.
MickeySmith wrote:I don't understand why people think it is so hard to get flux. I spent 4 hours today gathering (from 0-90) and then doing herbalism (from 0-60) and had 3 crafted flux by the end and half my recipes. Another hour or two and I will have all my recipes and probably about 20 flux. This is on a server with a 1 skill multiplier. After having been through several server wipes you get it down fairly fast lol.
MickeySmith wrote:Once you get your recipes it goes fast. Most communities will have several people working on this and if you don't then do some trading. Nothing in life that is good is easy
StaalBurgher wrote:And right now, there is not necessarily an option to trade for herbs.