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More items out of Pristine herbs

5
A herb is a measly stem of a plant, while a pristine herb is a blooming bush, a stand to reason that you would get more then just one item from it.
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Comments (5)
  • Accepted Answer

    Monday, April 27 2015, 07:10 PM - #Permalink
    0
    Well, the gathering system is kind of unrefined to put it mildly. I very much hope that there will be some changes in the future. Your idea is basically a very good one although i don't like your argumentation.
    There are three different quality levels of herbs, common, fresh and pristine. Qualities are q
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  • Accepted Answer

    Monday, April 27 2015, 10:17 PM - #Permalink
    2
    My comment wasn't posted completly, sorry

    knoedelbrot wrote:

    Well, the gathering system is kind of unrefined to put it mildly. I very much hope that there will be some changes in the future. Your idea is basically a very good one although i don't like your argumentation.
    There are three different quality levels of herbs, common, fresh and pristine. Qualities are q=0-30 for common, q=30-60 for fresh and q=60-100 for pristine herbs. Every quality level looks different in the game. All herbs with q=0-30 look like a small white flower, those with q=30-60 like a blooming bush and those with q=60-100 like a big orange flower.

    So there are 3 completly different herb models which only indicate the quality, not the type of the herb. It makes it easier to distinguish between high quality and low quality herbs but you can't go out gathering and only look for a specific herb. You would have to gather them all and hope that at least one of them is what you want. That is one of the reasons why gathering and thus herbalism is such a tedious work.
    There should be 66 different herb models in 3 different variations, as it is with trees. Every tree has his own model, which look healthier (more green leaves) if high in quality or sick (fewer leaves, dry branches) if low in quality.
    And different herbs should grow in different places (swamp, forest, desert, mountain,...). Some herbs cover large areas and some grow individually.

    And now to your request. Herbs usually have more than one usable part. There is the root, the stem, the leaves, the blossom and the seeds/fruits. Sometimes these parts have the same kind of effect with different strengh and other times they can have completly different effects at all. Also herbs usually have more than one leave or blossom and stem and root are different in size, depending on quality...
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  • Accepted Answer

    Tuesday, April 28 2015, 05:26 AM - #Permalink
    0
    Well i disagree from gameplay point of view because currently you can just keep shearching until higher quality one pops up and then you loot it and search again, if you would also get more herbs from higher quality ones then that would make the prosess even easier to get higher quality herbs...


    I compleatly agree and would love the system knoedelbrot describes.

    That could also fix the main problem with herbalism, that you can just stay inside your base and search same spot over and over again and get all types of herbs.
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  • Accepted Answer

    Tuesday, April 28 2015, 12:51 PM - #Permalink
    0
    You are right Burni, it would get way too easy to gather high quality items like this. They would have to change the 'find herbs' mechanism first, to make it impossible to find different herbs on the same spot every time you search there. A spot that has been harvested should have to regenerate over a certain time until you can find anything usefull there again. This time could be shortened if you didn't harvest the roots or left some seeds behind... but don't get me wrong, if you leave a q=100 root or seeds behind, there shouldn't autoomatically grow a q=100 herb back.
    There could also be different tools for harvesting herbs like of course the sickle, a small knife, a small pointy shovel, tweezers to ensure you don't damage the herb parts (spoils faster). And some special containers like small glass bottles to make sure herbs don't decrease in quality on the way home. This idea would make it necessary to introduce spoilage of course.
    I don't know if all the ideas here are at all possible to implement, i am no software engeneer, but some changes in the gathering system would make gathering so much more interesting.

    This would fix the main problem with gathering, not with herbalism. The problem with herbalism is that it is too simple. You just combine 2 or 3 different herbs in your mortar to create a preparation or flux, naphta, food flavor. There is no variation, just one tool, one mechanism and no complex preparation. But there could be so much more... extracting oil, cooking herbal teas, fermenting herbs, drying herbs and so on. Ingredients should also not only be herbs but could be of mineral or of animal origin. But i guess ingredients of animal origin will be implemented, as you can already find all these strange items while butchering your animals.
    But i am getting off topic... here is my request regarding this.
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  • Accepted Answer

    Wednesday, September 04 2019, 05:37 AM - #Permalink
    0
    thank you
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