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Community Update #111

Posted 2023-10-05 06:42:21
Overall seems fine but I feel like we really don't need three herbalists, I already have tons of herbs sitting around just from one. I don't really care about 'realism/tone' of having an alchemist but I do agree with others that it'd be better to just expand the herbalist role rather than introducing a whole new one. If we have 2-3 wolves all doing foraging/studying/mixing that would be best I think.

LunaLikes
#15311

Posted 2023-10-05 09:07:33
So far I feel kind of neutral about the Herbalist/Alchemist ideas but damaged herbs/failed medicines seems like inventory bloat and a bad idea. Not fond of that unless they'll have another purpose later down the line, nobody likes inventory bloat.

Auris
#40721

Posted 2023-10-05 11:41:41
I love the idea! Especially when adding in more Herbalists.
MythyCiel
#15411

Posted 2023-10-05 19:47:43
Personally I'm indifferent to the idea and will instead just be giving feedback on some concerns I saw and share.
* First I noticed no mention of herbalists being able to travel, which I greatly dislike. Especially with elixers that will be expensive so they'll likely require some rainforest herbs. Herbalists should get a system similar to hunters where time will be added to their foraging timenbased on the biome they forage in. I also saw someone recommend searching for specific herbs. This could have a higher fail rate and take a bit more time. Honestly it feels like three herbalists may be a bit overkill unless they're able to travel.

* Damaged herbs seem like they would be nothing more than an extra item. I'd rather them be NOT an item unless crafting with them is planned. Maybe an applicator or decor down the line, or maybe they could be used in medicines with a chance of failing or creating a 'mystery medicine' that could help or harm (similar to the effigy item)

* The name alchemist is a bit misleading. I think apothecary might be more accurate to the role.
Lily (GH!)
#3016

Posted 2023-10-05 20:14:59
Possible suggestion?

Herbs = Potions / Crafting Only
Damaged Herbs = Nest Crafting?

I personally hate that my herbs show up in my nest crafting list. Everytime I need to bury them all, then craft nests, then dig out all the herbs? It's so much extra work.

What if your herbalist doesn't get enough damaged herbs?

Make herbs shredable. You wouldn't get an item but you'd get the damaged version.

Slothie
#2938

Posted 2023-10-05 21:10:50
I absolutely would not love hundreds of herbs clogging up the shredding interface. Maybe instead, if damaged herbs are still implemented, it would be another option with Herbert to exchange an herb for 2-3 damaged herbs?

💀 Maladi idalaM 💀
#1568

Posted 2023-10-05 21:37:11
Hmmm true. Maybe something like the salvage button where you select them and click salvage? Or a seperate shredding window for just herbs below the current shredding window.

Slothie
#2938

Posted 2023-10-06 06:38:32
I'd love if herbalists could travel like Hunt teams do to different biomes, it'd be much easier to get the herbs from there without moving or always having to remember to explore there.

I Greatly enjoy having up to 3 herbalists since i do need more help in my tribe thanks you, maybe some here wouldn't need that many and that's fine but there's plenty of woofies here who would like or need the extra help. Esp if yer pack lore/play style Has such additions (I have a Healer who stays and makes medicine/trains Adols/pups while Herbalists  are the ones who go out and gather herbs.) ~

I also like the idea for the damaged/failed Herbs as well as shredding herbs for those newuses as i too never use herbs for nesting and such, it'd make them useful upon introduction which i'd like. When the Con (Celtic) event came around and first introduced new herbs i had No idea what to really do with them as they weren't for anything at the time except nest material or to trade with Herbert.

Fangx
#12206

Posted 2023-10-06 08:06:32
I already said i love this and would like the herbalists to travel so, on to new things!

I really like the idea that X damaged herbs can be exchanged for a random good one. And/or could be used as nesting materials. (PS please think of a way to make it possible to choose what materials to use for nesting mats among all of them, I can't keep using arnica and cedar!)

I'm not really font of the elixir idea but will try them if they get implemented-.
Other ideas for Alchemist/apothecary, apart from diagnosing illness, could be
that they are needed to craft  recipes since all are either plant based or nature based,
or they might use the damaged herbs to cure a few hp with a small cooldown so we don't have to use a healing potion for 5 hp.

mALEc 🌸🐰 🌸
#121180

Posted 2023-10-06 08:11:36
I'd personally LOVE if herbalist could travel like hunting parties do. That would be so dang helpful 😭

stained
#43996