Dervan wrote:Thylbanus wrote:Ok, we did it. Anyone else try? A team of 3 in just over 3 hrs yielded 94 flux for my part of the experiment.
And? What are you saying doesn't change the fact the flux reamains the hardest ressource to collect. Can you imagine what you can do with 3 hours and 3 people of the same class? And we are not talking about terraforming or other stuff that you can perfectly do with 0 skill point but a path that requires at least 180 skill points to become efficient. And seriously even if the herb system is really smart, the alchemist class is just boring. No other specialization in the game requires to watch hours of loading bars with no impact of the environment and always the same repetitive action. A blacksmith has to prospect, dig, finally find his vein then mine it ect... A carpenter has to find trees with high quality then he takes sprouts and plant them where it will be usefull then cut them down ect... What an alchemist do 99% of the time is watching a loading bar when he is gathering herbs. But you seem to really enjoy it even if i don't understand why.
And read what I responded to. Two groups made assertions, I provided my side. Zehive claimed 104 Flux created in 3 hrs.
Zehive wrote:There are 3 alchemists in my group, we all pooled together last night to make enough flux to make a stone gatehouse.
within 3 hours we had 102 flux
On the other hand, Forvess claimed that it took his group of 3 to create 10 in 5 hrs.
Forvess wrote:As a group with three alchemists, we spent 5 hours and got a total of 10 Flux. So no, the system is not okay. It's too random.
This seemed FAR too disparate for a statistical game, so I said that I would run the experiment and I posted my yield after 3 hrs of work. So I did my part and it seems likely that Forvess did not do something right. Forvess, you do know that there are at least 9 different ingredients that create Flux and you only need to combine two? Difficulty is part of the equation in this game. Alchemy is fine, given that there are some LARGE unknowns about it. Being one of the most important skills in the game, it was placed very well.
Like Jalpha, I feel that some people are just used to getting things handed to them (btw, no, coops are not broken). It's the fault of the gaming industry, not anything that BitBox has done. It's MEANT to be tough. Feudal life was simple, but backbreaking. It SHOULD be difficult to acquire things that are made from steel. It SHOULD take a large group of people to made a real town.
Some of the mechanics are a bit wonky, but the Flux and Flax are not broken. The progression on the Farming skill line is a bit off, but I'm working on fixing that (or at least a proposal for a fix). Now that I have spent some time with this and experimented, I have to say, Flux is a bit of a pain, but seems just right as you scale up how many people work on it. In other words, it works fine to create community, if that is intended. Flux as part of Mortar, is a bit silly, considering that mortar is FAR easier to create than steel and the steel locks limit the amount of large structures. It's an unnecessary component. I will be posting more on that in my skills revamp thread.