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Community Update #111

Posted 2023-09-29 21:19:09 (edited)
Not sure how I feel about the base failure rates as they feel very punishing for new players who don't really have the proficiency on their wolves and/or the extra item stocks to back it up?  Failing to gather herbs or make medicine early in would be hell for new players.  But the some of it interests me to some degree I guess.  Level locking better healing items is also painful sounding depending on EXP gain... and needing SC to diagnose forever as that can get expensive depending on if your wolves get sick or injured a lot.  I know I at least just don't have the SC for that, if I had to pay for 1-4 checkups most day like I often do now it'd badly affect my funds.

I do also really like the idea of just the current system but with 2-3 herbalists much more though. This may be a way more balanced idea tbh.  Allows for the split between tasks without making things too OP or too difficult.
Jack Noir (They/It/He)
#124098

Posted 2023-09-29 21:20:38
I think it's  a pretty solid concept although I have a hard time imagining it; it's something that'll make more sense once implemented. Definitely love the ideas of having more than one Herbalist and queuing things.

Silver
#36102

Posted 2023-09-29 21:22:13
I think having 3 Herbalists and an alchemist would get a little overwhelming, and splitting up the duties makes it feel more tedious and really confusing. I would like it if there were maybe 2 Herbalists, but one could be set to be a herb gatherer and the other a medicine maker, similarly to how hunters have their specific roles within the role. Then we'd still have faster herb gathering (I like the proposed changes with how herbs are gathered, with the possible broken herbs and better chances with more levels and such) and be able to make medicine, potions, elixirs and whatever without the hindrance of herb gathering.
Trike
#15456

Posted 2023-09-29 21:22:32
I am against February gems in elixirs. It's not realistic. Wolves cannot crumble them into fine dust, and they can break their teeth on large stones. It is better then to add items from the Lunar Event, and leave the gems, for example, for crafting jewelry

🌟Altair🌟
#17182

Posted 2023-09-29 21:22:42
More exp for herbalists

Muxa
#12121

Posted 2023-09-29 21:23:24 (edited)
(I changed my opinion like eight times on the herbalist changes hah)
1) I like the idea of a healing bundle that's less than 20 hp, esp. good for lower-level leads.
2) the potions/elixir idea is very interesting, but a lot of people like the more realistic aspects of this game, so having this separate from normal medicines might be a good idea.
3) having a herbalist know how to collect herbs and not know medicines just doesn't make much sense at all, so generally i think that's a bad idea.
4) the damaged herbs thing and amount of herbs collect ~ level thing seems pretty good. (i assume damaged herbs would be used like remnants if they were made an item?)
5) i had a thought about being able to use singular herbs to treat wolves as well, but instead of healing them it helps them have a better chance to heal over rollover or help the symptoms. (obviously if you use the right herbs)
6) 3 herbalists? i'm not sure, it's a good number but i'm not sure more than one would be needed, but everyone plays the game differently... it could be like hunters, where the amount of hunting parties you can send out at a time increases with your pack size. so at three hunting parties you can also have 3 herbalists.
7) the profiency and insta-diagnosis makes sense. i love it.
8) i kinda like the study herbs way of gaining medicine recipes, but this could be added to herbalists.
9) the 15lvl lock on healing salves would be very painful for a lot of players.

so ya those are my thoughts ~

Vaudeville Moggie
#8093

Posted 2023-09-29 21:23:41
I like the overall ideas, but my concerns are:
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.
Also what will this do to the pup training teacher requirements?

🌈Wolfryn🐺
#117902

Posted 2023-09-29 21:25:33 (edited)
the only change i really need from herbalists is for them to actually be able to gain enough exp to level up. the current exp rate for them is appalling. good luck getting a level 15 herbalist unless they are a scout for the first 2 years of their life.
Having 3 herbalists is excessive, especially if they are bringing back up to 6 herbs at a time. i have SO many herbs just sitting in my hoard from one herbalist. if you do implement more than one herbalist, let it be similar to hunting where you can send them to different biomes.
Splitting it into herbalists and one alchemist is ehh. I rarely ever make medicines. battle boost potions could be helpful though espeically for lunar event.
if i have to pay to diagnose my packs 100th open wound that is very infuriating. i dont like the sc cost for it in the current system.
if the pack dynamics and roles get too complex i wont really be interested in playing but i know people who can be on all day might find it fun.

to sum it up: no. please just give herbalist more exp gain.

HypnoBee
#1166

Posted 2023-09-29 21:25:49 (edited)
i personally love the ideas and i think they would be awesome. so smart and creative! i agree with people saying that there should be 2 herbalist roles, one specializing as "forager" and one as "medic" or "herbalist."

stats in this game need help, they have diminishing returns every generation so i'm excited to see if the alchemist is able to craft exp/stat items. there's a lot of cool craftable things that you can come up with, as long as the really good elixirs require more materials than the average medicine. elixirs with buffs would be a great thing for more experienced players,  so i'd understand it being locked behind a certain level. it gives all players something to work towards, and there could be elixirs that suit every playstyle (attract more nbws, +2 stats, small energy boost). i'm also excited about multiple herbalists, it gives me an excuse to expand my pack

i'd much rather the gems get left to use in recipes, though. that idea seems weaker. what about the event-specific herbs?

edit: there are lots of conflicting opinions and i guess you can't please everybody. it's good that you've created a game with such a developed playerbase. but as someone who helps new players as much as i can: balancing the game to make it easier for new players has its merits, but be careful. if you make things too simple, it can make older players (like me) really unengaged.

but making things too complex to where it requires me to spend a bunch of time on the game is a no-no. little daily things that you can do in a few minutes are so important. it's nice to have things you can really put time into, and that's my favorite part of the game– but when everything is an endeavor, it gets complicated. the perfect balance is a game that you can come back to every day and feel accomplished & like you're effectively moving towards your goal without spending hours.

i've been waiting for updates like this that just make the game more enjoyable as a whole. thank you all for working on this game. we all love it at the end of the day!

jupitercrash
#27126

Posted 2023-09-29 21:26:14 (edited)
Do we really need to continue making more Wolvden overly challenging/difficult? I can't stand having to keep track of numbers.

i.  Multiple Herbalists (I very much dislike using the title of 'Alchemist,' since it loses the natural connotation,) would boost the rates of herbs, therefore potentially devaluing them. Also, why add in 'damaged herbs?' It's filler that only would be adding frustration.
ii. As for the idea of stat-boosting potions, we already have lead wolf talents for battle-prioritising. I know they don't enhance stats, but they  feel like enough. You can choose whether combat is more important for you, or not. More isn't needed. I also agree that we'd be leaning too far into the 'overtly magical.' It...just feels kind of cringe.
iii. Reading through everything- the extreme reliance of proficiency + wisdom/smarts stats, this feels like you would need to be on daily. Mostly to maintain proficiency, given that for Herbalists it gradually drops. That seems unfair for players who can't always be super-active, and also for ones who don't stat breed.

All of this feels way over-complex, particularly for such a small wolf role overall.  It's confusing blabber, and I just don't see the point. The only change needed is for Herbalists to gain EXP at a better rate.

GʟᴀsGᴀʟᴀʜᴀᴅ
#14919