Make the Eyrie arable

Started by Aethereal, October 03, 2011, 08:57:52 PM

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Aethereal

Currently it is not possible to grow herbs upon the Eyrie, yet it sustains plenty of plant growth and seems like the perfect place for a herb garden.

My suggestion is simple:

Allow a quota of herbs to be grown upon the Eyrie.
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'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

Aethereal

I would like to shine another light upon this:

[Gardening] This region is not suitable for cultivating a plant.

Which I believe is highly inappropriate, it can easily sustain more flora.
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'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

Porkolt

It's probably just above the treeline.

Spiffy Has

Yea...the Eyrie is high in the cliffs, I don't think much is going to grow there.

Underbard

There are trees everywhere in Eyrie.  Why wouldn't other things grow there?

Caster13

I agree with the general sentiment of this post: server needs more plantable areas, or at least, plantable areas that wouldn't be picked clean in half a day -_-

Arch Rogue

Yes, that's exactly what the server needs. More areas for nature PCs to plant trees and then pick them so they can spend hours in some lone corner of the module mixing ingredients to make more consumables.

This is worthy of DM time, and I feel is fully important to cultivating the playstyle of intense intrigue and dramatic conflict that EFU was originally founded to nurture and provide.

Aethereal

Quote from: Arch Rogue;262471Yes, that's exactly what the server needs. More areas for nature PCs to plant trees and then pick them so they can spend hours in some lone corner of the module mixing ingredients to make more consumables.

This is worthy of DM time, and I feel is fully important to cultivating the playstyle of intense intrigue and dramatic conflict that EFU was originally founded to nurture and provide.

Not everyone is an herbalist or interested in spending time doing so. Some players have a lot of down time where no meaningful dramatic conflict can occur (except with hostile NPCs perhaps); whether it be due to lack of players (timezone clashes) or otherwise.

Thank you for pointing out an extreme possibility then riding it until it dies and then continuing until it is blood and bone then continuing on still until you've ground away everything including the point that was to be made into irrelevance.
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'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

Letsplayforfun

Arch Rogue's nailed it.

If you feel there's not enough regeants, bid for them, steal them, beat up people for them, or fight a certain curse on the island that's killing of plants, claim the springs as your own garden, whatever.

Rushing to pick up the daisies in stealth/invi at each reset in solo, or having one alchemist/nature group that regularly metagames previous recipies and still provides for his usual buddies is not helping the crafting cause.

Lag too.

Wether the Eyrie -could- be arable or not is secondary.

Spiffy Has

If people are metagaming herbalism/alchemy recipes then they should be dealt with by the DM team. It shouldn't factor into whether the Eyrie should be arable or not. I do recall their being an announcement for it, so there is no real excuse.

It's not been a problem in the past and it isn't one now. This can easily be explained due to altitudinal zonation that prevents these herbs/plants from growing there, as the Eyrie is fairly high up in the mountains.

Nature PCs have it easy just like the rest of the server, fairly easy access to withering reduction without XP penalty (300 gold isn't a lot) and if they don't wish to lay down the wrath of nature on poachers then they need to revise their stance toward Mistlocke. :???:

Caster13

Quote from: Letsplayforfun;262476If you feel there's not enough regeants, bid for them, steal them, beat up people for them.

This is actually a goal with my current PC.

Problem is, I never catch the damn thieving buggers in the act >_<

Arch Rogue

altitudinal zonation, bro

Aethereal

Quote from: Arch Rogue;262518altitudinal zonation, bro

I find that amusing as well. Given the fact there is a vast variety of flora already growing there, that there is in fact a variety of possible herbs that could adapt to the environment.

And of course it ignores the druidic touch and the stargazer's natural connection to Ymph which surely means something.

I think this thread has reached its zenith in terms of productivity now though. It is up to the DMs if they wish to implement any change or not.
---
'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

AllMYBudgies

I think in a world where a Druid has the capabilities of making sentient plants burst through the ground and entangle their foes at will, it becomes a little silly to discuss things such as Altitudinal zonation and real world examples of why herbs and the like wouldn't grow in an area like the Eyrie - especially as the Eyrie clearly shows examples of plants and trees that grow quite happily, regardless of where they've found themselves.

Egon the Monkey

The problem with conflict over plants is you generally miss it, the culprit might never be on when you are.This is why the majority of crafting PCs I've seen prefer to work with miscellaneous junk. The big hole in the planting system is there's no meaningful supply and demand. if there's any demand at all, gardens run out as you can't guard them or lock them. Makes the idea of faction-limited gardens appealing but... wilds PCs have the run of the server anyway and their own shortcut system. They're well placed to run gardens where town PCs won't be welcome. They already tend to loot a lot of gardens as they're exploring a lot.

I agree with Caddies. It'd be handing a boost of a totally secure garden to a group that does well with the system as it is. What would be cool is more places nature PCs can't or won't go to easily, for town based PCs to use. Rentable plots, for example with locked gates. If there's small, secure, named areas then there can be conflict over who owns them, as well as reliability in plants you don't get now.