Community Update #111
Posted 2023-09-29 21:44:52
|
Daewnie #69937 |
Posted 2023-09-29 21:47:28
|
Random-pack #124388 |
Posted 2023-09-29 21:53:25 (edited)
Very interesting and appeals to more of the fictional wolves of WD, we do have rainbow marking wolves already, I'm not sure I understand the "realistic" debate here. I too also have a family of herbalists (my badger bases bahaha) so I may just be biased a bit lol |
labeskimo #24826 |
Posted 2023-09-29 21:55:01 (edited)
|
Maeleeve #41610 |
Posted 2023-09-29 21:55:51 (edited)
I'm unsure of how I feel about an "Alchemist". From my understanding, it'll be 3 herbalists and 1 alchemist? I think it'd be more intriguing to have, like, an Herbalist that does the crafting of cures, elixirs, potions, and salves and then Foragers, whose job is to, y'know, forage. I also agree with the the comments above about not using gems for crafting the elixirs/potions. I think they'd be awesome for jewelry or other custom things that only the head herbalist can make. Overall, i do like the changes that are proposed, but they do feel a little harsh and a tad over complex. |
🦖 Fossils [They/Them] #15708 |
Posted 2023-09-29 22:01:11 (edited)
I like the idea of having multiple herbalists! That would be very useful for larger packs. Buuuut...
Some positive notes, since I do like a lot of the ideas here:
So all in all I do NOT want an alchemist role, I think multiple herbalists alone would make a lot more sense. It would be more flexible game play wise. Expanding the use of herbs beyond just medicine is a really fun idea, and will make the role of herbalist more interesting. Edit: I actually think the "studying herbs" instead of the recipes is a very bad idea, now that I think about it. It's unnecessary bloat again, like a lot of these proposed ideas. They sound neat on paper but for gameplay would just make it overcomplicated and punishing |
Perrio #6302 |
Posted 2023-09-29 22:04:17
— The damaged herb thing seems incredibly useless unless the herbs would be able to be used for something. If they don't have a use, then there's really no point to them besides just taking up hoard space. — the alchemist role is pretty cool imo. I like the potions and elixirs idea — how to learn new medicines would be incredibly annoying. Such as for the cure for all, you'd be having to study 10 herbs, which means taking 10 hours to learn a single recipe. Again this kinda punishes players that aren't able to play for hours every day. — locking the cure for all and rich healing salve behind level 15 would be annoying, perhaps just level 10? Unless EXP gains would be increased, this would take a while for someone just starting out and these two are incredibly useful for someone that has wolves constantly getting sick — the proficiency feels too punishing. You'd be wasting a lot of resources trying to get a successful brew while your herbalist is starting out and then to still have a chance of failure when they're at 100% is just insulting at that point. I could understand doing this for potions/elixirs but don't do it for medicines. |
Scouting for Booty #1810 |
Posted 2023-09-29 22:04:38 (edited)
1) If those event items are starting to have uses then would it be possible you add them to regular exploration or to the herbalist foraging? If we are only able to get them during the events that could seriously impact the ability to use the Alchemist to their full potential, it will make the items they make SUPER expensive, AND new players will have an incredibly difficult time utilizing it. If you can just add them to one (or both) exploration/foraging then I think this will be a HUGE hit! 2) Quoted from a friend who posted "I don't think SC should be involved with diagnosis, let alone increasing the chance of forced pay increasing. there is too limited of sc income for this to be a thing." I AGREE! I hate that SC is needed for new herbalists and currency is already pretty hard to get daily for casual players who can't collect a bunch each day! 3) Quoted from another players comment "if you do implement more than one herbalist, let it be similar to hunting where you can send them to different biomes." I think this would be a great idea! Especially for herbs that are only available in one or two areas (fucking Quacium is a nightmare to collect). 4) I am in support of multiple herbalists and a large increase in herbs being found, having as large a pack I do who focuses on hunting (running more than 4 teams to all hunts used) I get loads of injuries! And for younger players or struggling casuals with horrible breakouts of illness more herbalists would be a pretty significant help. I have seen more packs than I would like to admit who have Fleas or Influenza pretty much indefinitely because; they can't buy herbs (their FAR too expensive I don't care what older players say, they shouldn't cost that much), can't get enough through their foraging/trading them at the herbalist page, or can't craft them fast enough. 5) I think everyone seems to be on the same page about the Alchemist ordeal, I'm not sure it's really necessary. I think if you take away the Alchemist and just add extra herbalists you are doing a good deed for those who struggle. I know some people feel strongly about not having more, but they don't need to have more than one if they dont want, I know SO many players who want/NEED at least 1 extra herbalist. 6) Good God the mixture failure???? Just no, I don't need to elaborate when several others did. 7) another player quote! "i feel like people forget how confusing and daunting this game can be from a new players perspective. there are a lot of things to navigate as-is , so i dont think i like this proposed update." I do forget how hard this game is to understand for new people who aren't adept at learning games fast (I'm a fast game learner due to ADHD and gaming being a special interest). So again the Alchemist, toss it. Herbalists? Make more! But simplify the changes! 8) Shocker another quote! I like bring others opions into my post because it helps me think of things i missed. "Pros: I like the ability to have more foraging potential, very much like scouts and hunters; go out and do things! Cons: I appreciate the level of detail included in the proposal document — it's quite clear and understandable — but a lot of it sounds like added complexity for complexity's sake" I don't think I need to expand, it speaks for itself. *Side note maybe you can set preferences for your herbalists to forage herbs or the previously event exclusive items! *Extra note; I would definitely read everyone's thoughts throughly before implementing anything, take in what a majority say of course, but pay attention to the people who make LOTS of notes. They seem to have the best ideas about what things not to include. |
⚔️Ren⚔️ #87527 |
Posted 2023-09-29 22:07:57
|
☁️Nefeli Lykos☁️ #122494 |
Posted 2023-09-29 22:10:22 (edited)
Perhaps having a "Head Herbalist" who crafts, and regular herbalists who forage might be a little better theme-wise than the title "alchemist". Agreeing with Kim #13734 in their post here, The herbalist was promised to have a lot of stuff based on Stats/Prof/level and it just really isn't streamlined enough to match up with what we were told they'd be in the beginning. My herbalist has had her role since the very day she became an adult, and with everything she's done she's only level 13 at 5 2/3 years old, the exp gain is terrible. That said, having more than one herbalist with herb gathering based on proficiency/stats would be incredible, as would having more items the medicine-wolf can make (the proposed potion/elixir effects are really cool), as right now its just kind of staring through the stock list like: "Oh I only have four uses of this? Might as well Stock one more, not like there's anything else for her to do" However. Having a TEN PERCENT (Genuine Rage when I read that) chance of successfully crafting a medicine like the [Medicine: Open Wound Salve] when those kind of injuries are game-stalling when just starting out is absolutely atrocious. I have to make a ton of [OWS]'s a week and regularly have 4+ injuries a Day (with FULL Prof Wolves). I feel like it might be better to use the "extra use" system for proficiency. If the Herbalist is low proficiency, they'll craft the cure with only one use, and move up from there much like the healing salves are now with the extra third use? It would be devastating for beginners/small packs to have crafting fail entirely, having one's only hunting party crippled for an indefinite amount of time because the herbalist/alchemist keeps screwing up seems like something that would have frustrated me to the point of quitting when I was starting out, and you just can't afford to buy medicine in the TC that early-game, especially OWS's. This Chance=Proficiency method would also open beginner packs up to a massive Influenza Epidemic which would just get exponentially worse the longer it takes to get a successful craft and would make it literally impossible to hunt to feed the pack (or explore, if the leader catches it) which, once again, would drive new players to quitting out of frustration. The proposed Time/Stats & Dupe-use/Level changes seem great, and the Herbalist forage changes seem pretty balanced, Idk how I feel about it using 100% Energy to get only one herb, but I figure that's more balanced later when you can get, like, six at once. I think that's everything but I might have more later, idk. EDITS Really like Eelai (#1355)'s "Gatherer" Suggestion in their post, #1071844. The number you can have being tied to territory size is something I hadn't considered but is also quite like what was done to hunting so it also allows consistency throughout more aspects of the game. "Forager" would probably be a better title, though. |
FallenVirgo #18402 |