Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Mon Feb 24, 2025 12:50 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject:
PostPosted: Sun May 18, 2008 12:52 am 
Offline
Mortal

Joined: Mon Nov 15, 2004 9:03 pm
Posts: 855
Sypher wrote:
Root-beer.
Tapioca pudding too.
Licorice! The possibilities are endless!


:o


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 3:39 am 
Offline
Mortal

Joined: Thu Mar 20, 2008 2:13 pm
Posts: 45
Location: Hell
Threnody wrote:
I'd like to see very, very rare herbs in deserts and somewhat less so rare in mountains. Possibly even streams or lakes - some nice aquatic herbs.


Thren, I can think of a few griffon / sprite scouts who would happily disembowel you for even thinking that.

Actually, I don't. My scout has innate fly, but still takes less PE drain when walking or flying. I do not know why this is- it may have something to with pathfinding- but it's very aggravating and difficult to understand.

If I wanted to see a new herb somewhere creative, I'd want to see it in reefs. If I wanted to see a new herb somewhere not so creative, I'd want to see it in heavy forests. It would sort of make sense, as we are.. foresty.. but at the moment, the only things I really care about from there are my beloved change sex berries. (Delicious!)

I don't mind not having cure blindness, but I have to complain that gathering herbs has begun to lack creativity. It's just spamming move around 5 different sorts of wilderness, and then I'm done. It might add a bit of oomph to an otherwise narrow, one-minded process if our dear imms (Hi, Ain!) could add herbs that have interesting but not universally coveted effects, or do the same thing as other herbs, but do it a bit better, despite being in a harder-to-access location.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 4:11 am 
Offline
Mortal

Joined: Wed Dec 10, 2003 9:11 am
Posts: 905
Location: Germany
On the several characters I have played, I never managed to get the cure poison and disease herbs to work for me on high level characters. I am not talking about a failure rate of 20-30%, I am talking about it being up to 100%. That makes those herbs quite useless. If you want to add herbs to cure deafness, you might also want to consider adding herbs of resizing. Yes, there are some store bought ones. No, they're never there.

I agree that there should be a way to disable herbalism, or make it possible to target a particular herb to look for. This might take longer, but it'd make things significantly less annoying. In fact, I'd argue that if this is implemented, the chance of finding herbs should be lowered a little bit. It's not even a buff (or nerf), just a question of making the game much smoother to play.

Someone suggested the 'feed' command in another thread. I think this is a quite brilliant idea. Unless you've a scout in a tribunal or are permanently walking around with a healer, there is no way for a scout to have his/her pet cured of ailments. Give NPCs with the 'charmed' flag the ability to be fed but make sure to only restrict it to herbs.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 5:54 am 
Offline
Mortal

Joined: Thu Mar 20, 2008 2:13 pm
Posts: 45
Location: Hell
I can usually cure a decent poison after feeding a fistful of herbs. It's mildly inconvenient, sure, but it's never really been a problem for me. I get enough cure herbs for all my poisonous and diseased needs as a mere byproduct of more important herb gathering.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 1:18 pm 
Offline
Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
On my last two scouts, I never had a problem with curing poison. Not once. You really just have to be smart about things, I think. Also, I'd say no on making the chance of finding herbs lower. With the recent hit to skin, the last thing scouts need is MORE down time while procuring crap that they need.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 1:20 pm 
I think they(whoever said it) meant just reduce the chance of finding worthless herbs. Honestly, I'd say just add some sort of like massive auto toggle for only scouts. Once you find an herb for the first time you can toggle on and off whether you want to pick it up or not.


Top
  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 1:23 pm 
Marshmellow_Dave wrote:
My scout has innate fly, but still takes less PE drain when walking or flying. I do not know why this is- it may have something to with pathfinding- but it's very aggravating and difficult to understand.


If you're referring to it taking more PE to fly with the fly command, rather than flying via the fly spell, it's always been like this AFAIK, and it makes sense, it should take a griffon/sprite more energy to fly with his wings, than to just float along with some spell.


Top
  
Reply with quote  
 Post subject:
PostPosted: Sun May 18, 2008 1:24 pm 
Offline
Immortal (Inactive)

Joined: Mon May 08, 2006 9:36 pm
Posts: 726
Location: Coiled patiently beneath your tongue
Threnody wrote:
I'd like to see very, very rare herbs in deserts and somewhat less so rare in mountains. Possibly even streams or lakes - some nice aquatic herbs.


Quote:
I'd also like a way to focus on looking for one particular herb. It's a pain in the neck for a GM scout to try to find anything specific in fields or swamps. And I have nooo idea why Rosa keeps picking up those stupid black mushrooms and other pointless herbs.


Both interesting suggestions, IMO.

Syndal wrote:
Honestly, I'd say just add some sort of like massive auto toggle for only scouts. Once you find an herb for the first time you can toggle on and off whether you want to pick it up or not.


And this is one of many other possible ways the latter idea might be structured.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon May 19, 2008 4:57 am 
Offline
Mortal

Joined: Fri Jan 21, 2005 2:37 pm
Posts: 391
Add a mortar and pestel tool in the game, and maybe make it a skill special to scouts and perhaps shamans as well. The tool would be used to blend certain herbs together to create an herb paste/mix which, when consumed, will have a different effect.

For instance, a protection herb and a bless herb might offer that one NPC spell 'prayer' or something.

Limitations could be that the paste has a limited time to be consumed before it goes rotten and decays.

Perhaps it's a little far-fetched or just too complicated for our system, but I thought I'd throw it out there.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon May 19, 2008 6:10 am 
Offline
Mortal

Joined: Thu Mar 20, 2008 2:13 pm
Posts: 45
Location: Hell
Sorry Syn, I can't string a lexic sentence together. What I meant to say, in so many jumbled thoughts, is that it costs me less PE to move around the wilderness on my feet, than it costs me PE to move around the wilderness with innate fly.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 162 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group