Khan- wrote:369. Seasons, biomes etc are important for farm animals, trees, crops... do you think to split herbs availability between regions ?
While a nice idea it only goes so far. Remember we can just plant the herbs in herb gardens, so the problem of availability is easily solved.
I could imagine climate and location might influence the frequency and type of herbs. Instead of having one tile of homogenous forrest floor with random plants on it, there could be locations and climates where more of a certain herb grows.
This would make it somewhat regional, but not exclusive. You'd still find any herb, but some in rather small quantities, while you have loads of others. Since the same goes on elsewhere this could also encourage herb-trading.
On the whole idk how much sense the discussion makes as long as there are herb gardens. I don't want to lose the gardens, but maybe there could be some wild herbs that simply won't grow in gardens. Or some you need to combine with, e.g. a type of mushroom to get to grow in a garden.
I always found it a shame that herb gardens remove the need to trade with others. On the other hand it was just necessary to keep up with all the herbs you need for crafting alone. Maybe some of the easier herbs you need for basic crafting and steel-making can still be grown, while the more advanced and rare herbs can only be found locally and traded on the market; maybe some forms of preservation to create different grades/qualities of it, too?
God, there is so much to do with this and I hope they spend some time on the idea. Somehow living as a herb-hermit gathering the rare stuff while hunting and farming appeals to me
This would be one good way to have some solo-play and lone-wolfing in the game through trade.