Feedback suggestion idea

Feedback relating to the other areas of Arelith, also includes old topics.


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Aeralad
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Feedback suggestion idea

Post by Aeralad »

Two different ideas for a new planting system. More are probably possible.
I think it would be better for both if this as a change was implemented.

Change #1 - Seeds are not craftable, and plant's are somehow made immune to fixture commands.
This would enforce that they are only allowed in fertile land plots and out in the wild.

The 2 different ideas:
Change #2 - Some NPC or other in game object is near gardens, and allows a player to converse with them to change that garden - or parts of it - to whatever herb plants they wish and are deemed not too altering. No kings crowns maybe.

Idea 2
Change #2 - There exists an NPC or other in game method of exchanging common herb plants for other common herb plants rapidly. Trade your peanuts for cotton, sweetberries, sassone, mandrakes. Any common herb to any other common herb.
This would make it so that people don't need to worry about even replacing the plants themselves, they can just get what they wish, same as if people had put plants down. You could do something like 2 berries or nuts for 1 sweetberry if you wish.

A possible addition:
So nature focused deity characters or greenfingers gifts get bonus yields already I think. I was wondering what people thought about a herbalist themselves getting a sort of bonus yield as well, due to them being herbalists.
This would be something like an ability, feat, console command like twohand, custom feat, or yoink that would say "Hey, herbalists can get their own yields in various ways in addition to regular ways."
Things like a private garden, or tending to plants as a herbalist.
The idea is to make it so that when this custom feature is used, the herbalist gets a certain number of yields of whatever they wish. Something like after a timed method that the herbalist says "I want 2 yields of this herb", activate feature, and then the yields are put in inventory.
That could be tied to character level and/or herbalist rank as well for additional yields.

Those are ideas I've come up with so far.

Cue the these are terrible ideas crowd :)
Last edited by Aeralad on Sat Mar 14, 2020 11:14 pm, edited 1 time in total.
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Void
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Re: Feedback suggestion idea

Post by Void »

Making plants that need soil immune to fixture commands makes sense. Perhaps they should be made immune to /movement/ commands only.

Not sure about the rest of it.
Another forum ban, here we go again.
Aeralad
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Re: Feedback suggestion idea

Post by Aeralad »

It would be weird if all of that was a thing but pickup fixtures were still allowed on the plants. I was sort of thinking that having seeds in inventory wouldn't be possible.
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Irongron
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Re: Feedback suggestion idea

Post by Irongron »

I'm sorry but these kind of ideas will really have to wait until the suggestion board is unlocked.

We still have a lot of approved suggestions to get through, and we really shouldn't have any other ideas leapfrog them if at all possible.
Aeralad
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Re: Feedback suggestion idea

Post by Aeralad »

Yeah I have no expectation as to the actual development of this. By all means take 6 more months or however much time is needed. Also, I don't think the line for suggestions begins here either.
I had just read in the suggestion procedures about things being game changing, and putting it in the feedback section beforehand. If that is not encouraged for this post at this time I wouldn't mind.
The players might not even like the ideas.
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Emotionaloverload
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Re: Feedback suggestion idea

Post by Emotionaloverload »

I am not sure that I see a good reason to remove plants as craftables since there is already a mechanic in place that makes it so that plants that are not where they should be start to 'wilt'.

That said, given that the system was changed to only allow plants in 'fertile' areas, it narrows down the use so much that having them as craftables could entirely be a waste of space in the crafting menu. An NPC could sell seeds to farmers instead (at a steep import fee) which could promote specialized rp with those characters that own farms/are leaders of a farming settlement (I.e. Bendir and Cordor).

I would prefer to see a maturation period for seeds once planted so that any crop rotation, vandalism, or thefts are given weight and require additional tending to.

EDIT: Maybe also a skills check for pulling plants out of the ground. At present, anyone can yank a plant out and get useable seeds. Perhaps a check failure can result in no useable plant.

Thank you,
-S

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Aeralad
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Re: Feedback suggestion idea

Post by Aeralad »

Yeah but the wilting mechanic as the enforcement has been superseded by the rule that plants should just not be outside fertile areas.
But apparently the picking up of plants is also a part of the intention of the system. There's a thought that people should be able to take a few plants out and replace them with others that they need. At least 1.

But something else that should be said is the idea of additional tending to. When thinking of these propositions, I wanted to get away from crafting points, numbers of seeds, a seed limit for bonus yields, or anything like that. This is because I don't think it's desirable to have people relogging on a few low level toons just to engage with the plant system. I was thinking that if you make it a game of how many characters need to do it, then the people will just eventually do it.
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Aeralad
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Re: Feedback suggestion idea

Post by Aeralad »

:lol: :lol: :lol: :lol: :lol:

Okay never mind on the idea, the NPC actually exists already. It's called a quartermaster. So if anyone didn't know that the NPC selling herbs low prices was already a thing, it is. There a few settlements with quartermasters that sell common herbs up to a point which is good enough.
I am the champion
When they write my story they're gonna say that I did it for the glory
But don't think that I did it for the fame I did it for the love of the game
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