Planting System

Started by Conan The Conqueror, February 04, 2009, 02:00:07 AM

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Cruzel

Restricting it is possible, yes.

Pros; It would force wizards/whoever else to actually interact with druids/rangers in order to experiment with herbalism/alchemy.

Cons ; If it was just a % failure, people would just spam it until they succeed in getting what they want, and kill the plant anyways.
If it was strictly limited to this classes, it would be bad because you can't always find a person o that class who is able/willing to help you.

PanamaLane

I was thinking more along the lines of % failure with only one attempt per plant per reset. That possible?

Aldrick Tanith

My PC, when he had a garden, used to religiously prune anyone who planted in his area.  He was determined to control the plants in the entire area and have a large field of what he needed.  He was harvesting for medical supplies.

I generally consider a placeable as a representative of the plants in an area, rather than one placeable = one plant.  Why not allow people with seeds (of the same plant), to open up a conversation with the placeable, and add additional seeds to the same placeable?  This would increase how much you could harvest from a single placeable based upon how many seeds were planted there.  

It would also help with some of the obvious issues of people planting the same plant over and over again right next to each other.  People do that because they intend to use the plants and harvest frequently and as much as they possibly can without killing the plant.  If you only have one placeable plant, the odds of accidentally killing it during a harvest is high.

With more than one plant, its less risky because even if you lose one, you can still harvest seeds from others and replant it.

Garem

In my insignficant opinion, this is an in game issue!

I would think druids are capable of getting to places most people can't reach; small, hidden groves for instance. Then there are big open spaces that see a lot of human traffic. Shouldn't it be an IG initiative to control "farming" practices?

PanamaLane

Garem, I think that's true except for one thing. Real farms take an entire season to bring to harvest, and trust that if anyone is planting something on Farmer John's field, he's going to shotgun them in the face for being on his property. The game just functions differently.

In my opinion, classes that can't "farm" should have lots of trouble trying. I mean, put someone like me on an Ohio soy farm and the most useful thing I could do is find a ticket back to New York before I ruin the crop. Why would a rogue or a fighter or even a wizard (unless he specialized in botany) know anything about planting? Still these people end up having just as much influence on the wild and domesticated plants as druids/rangers do in the game world. And in many ways they actually inhibit what druids and rangers are trying to accomplish, which is cool to a degree, everyone loves an obstacle, I just don't get how to justify them being as effective or more at it (because there are so many more of them) then the real farmers are.

That's why I like the idea of a skill check to not only "read" the plants but to also interact with them. With the right combination of skills, you could have a wizard that knows how to farm as well, but they would have to specifically be designed for that, as opposed to knowing what part of the plant is good to harvest or when the seeds are ripe to plant just instinctively.

Thomas_Not_very_wise

Make it a conversation option to destroy the plant.
 

This way, we can live longer when we're trying to remain unspotted doing this by the Leopards.

Aldrick Tanith

Why would you destroy the plant by burning it up?  When I destroy plants, I always do it by harvesting them to death.  It seems a bit wasteful to destroy it for no benefit.

Thomas_Not_very_wise

Encumbered walks make for long days.

Garem

In an effort to be brief, I misspoke.

Druids/Rangers shouldn't have the problem they seem to be having because they are much more capable of reaching more secretive spots (via stealth, Anim Emp, etc.) than normal people.

As for what you were saying, Panny, I'd think having to learn how to plant by some sort of mechanical factor wouldn't be worth it and might be best left to Roleplaying.

What I was really talking about though was land use and someone, In Game, managing the crops and talking to others who were growing in places near the ziggurat where people often travel to make a sort of co-op to ensure good harvests for everyone. Maybe he could even turn it into an IG business!

Aldrick Tanith

Quote from: Thomas_Not_very_wise;108897Encumbered walks make for long days.

I haven't had the chance to harvest any of the new plants, however I do know that some of the older plants weighed 0.0, with their seeds weighing 0.3.  I think Nightshade has weight, though.

Conan The Conqueror

The server really isn't that big, and many of the hard to reach places are currently not suitable for planting. Also, given different play times, or timezones, it is very possible that the person planting and the person harvesting could never cross paths. Still they can have a large impact on each other depending on the situation and the behavior of one player or another.

The Crimson Magician

Isn't there like, a formula involving druid and ranger levels, that forms how the herb market works?

Unhurried

I'd suggest that many of the people who are participating in annoying planting/harvesting practice are doing so because they are F'ingOIG about a system that is undocumented and thus have little idea what effect they are having or even if they should be interested in herbalism in the first place.

Ommadawn

To be honest, I'm trying to find out more about herbalism IG and not having a lot of success. >_>

Mort

QuoteI'd suggest that many of the people who are participating in annoying planting/harvesting practice are doing so because they are F'ingOIG about a system that is undocumented and thus have little idea what effect they are having or even if they should be interested in herbalism in the first place.