Herbalist Improvement

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Tonto
 
Posts: 9
Joined: 25 Sep 2014, 02:05

Herbalist Improvement

Post by Tonto » 11 Oct 2014, 01:13

I'm not sure if this has already been discussed, however, I believe Herbalism to Alchemy route would be greatly improved if you could farm with herbs. It makes complete sense considering they're plants, and farming is already implemented.

Perhaps even having a building called Herb's Garden where you have 9 or 12 slots devoted to herb garden farming.

I think giving herbalists the ability to actually plant the herbs they want in the highest quantity/quality with improve other issues with the game. This is beyond fixing the boring system of single-square clicking. It would improve the steel problem!

What say you?


Otaku
 
Posts: 15
Joined: 08 Oct 2014, 05:02

Re: Herbalist Improvement

Post by Otaku » 12 Oct 2014, 00:46

Great to read that somebody else has made this logical extension, I for one am strongly for this.

- It would bring herbalism more in line with farming (searching for plants in a random manner that can then be cultivated and harvested.)

-Possibly create a synergy between herbalism and farming (or not as the Devs choose) by allowing either the farmer or herbalist to cultivate the herbs collected by the herbalist.

- Would reduce the time spent watching the loading bar and praying for a "useful" herb, while not drastically changing any mechanics.

- Make the herbalist/alchemist path one that people would want to play more readily. (On our server it has been referred to with many foul names)

- Free up a portion of the herbalists time to heal and create potions or pursue another profession as they would not have to dedicate every moment in game to the currently horrible gathering system.

+1


Kaltivel
 
Posts: 42
Joined: 26 Sep 2014, 13:37

Re: Herbalist Improvement

Post by Kaltivel » 12 Oct 2014, 03:36

Definitely in support of this as it would solve a lot of the issues associated with needing flux for so many important structures.


Tonto
 
Posts: 9
Joined: 25 Sep 2014, 02:05

Re: Herbalist Improvement

Post by Tonto » 12 Oct 2014, 21:41

Thanks for the feedback guys!

It does seem like a straight-forward solution that utilizes the game direction. You would still have to figure out which herbs you want to eventually gather and mix. However, with farming, you eventually get to plant and farm.

No reason you can't or shouldn't do that with herbs.


Aldebaran
 
Posts: 90
Joined: 13 Feb 2014, 12:15
Location: Myrtle Beach, South Carolina

Re: Herbalist Improvement

Post by Aldebaran » 13 Oct 2014, 09:36

I'd love to have a little herb garden next to my house :good:

Aureus Magistrum in a waddle fence enclosure would be... peacefull. ;)


Kenwlanjunk
 
Posts: 5
Joined: 21 Oct 2014, 15:10

Re: Herbalist Improvement

Post by Kenwlanjunk » 21 Oct 2014, 15:23

+1 for sure

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Boas
 
Posts: 4
Joined: 17 Oct 2014, 03:31

Re: Herbalist Improvement

Post by Boas » 21 Oct 2014, 21:05

Yes yes yes... :Bravo:
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Mikhal
 
Posts: 14
Joined: 09 Oct 2014, 16:49

Re: Herbalist Improvement

Post by Mikhal » 22 Oct 2014, 15:29

Well, the term used in the medieval times was a "physic garden". These came into being in the Carolingian renaissance (among a great number of other things). Some of them were quite large - as medicinal herbs were actually a hot commodity. So, there's quite a historical basis for what you ask for. Would love to see what you ask for in the game.

But, the natures lore track could use some other help. The healing skill is simply a nightmare to go through, being dull and slow. Also, I don't recall in any history where medieval physicians slashed their friends over and over again with knives in order to practice their needlework and bandaging skills. IMHO, the best way to deal with this is to have craftsmen suffer from common injuries from time to time. Such injuries, like pulled muscles, bad backs, burns, and whatever - would reduce the efficiency and effectiveness of whatever it was the craftsman was doing. Food poisoning and sickness could be thrown in as well.

Healing could use basic herbal ingredients to make muscle relaxers, purging solutions for food poisoning. But, not all of the remedies need to be in herbs. Leeches. Leeches from the marshes everywhere! By using this stuff, the herbalist is useful throughout most of the track - and actually almost mandatory for a growing village.

And it also gets more fun. Think about it. It could make for some great minigames.. like pin the leech on the infection, or stuff the maggot in the gangrene. (lol)


Jaxomadar
 
Posts: 44
Joined: 01 Oct 2014, 16:32

Re: Herbalist Improvement

Post by Jaxomadar » 23 Oct 2014, 19:16

I like the idea of a garden/green house for this. It would be nice to grow limited amounts of what I want.

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