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Herbalism Improvements - Medicine Quality

Herbalism Improvements - Medicine Quality
Posted 2020-11-04 10:49:22

So I really, really adore herbalism! I think it's a great addition to Wolvden and it keeps things fresh and keeps you involved! However, the herbalism aspect as a whole feels like it needs some form of fine tuning somewhere.

While brainstorming, I came up with the idea that maybe Herbalism and medicine creation can have a Quality aspect to it!



My idea is that as your herbalism proficiency, associated skills and levels increase, you have an increased chance to produce a higher quality medicine item.
As a quick and dirty example, this is what I came up with;

     1 Star Medicine -
*Your first attempt at making medicine. Results in a basic, 1 use medicine item.
*Incredibly rare chance for your Herbalist to "flub" the process, and receive a 1 use medicine item. This chance decreases with proficiency increase, but is never 0%
     2 Star Med -
*The current standard, 2 use medicine item. Most common
*No special notes.
     3 Star Med -
*A 2 use item with Increased potency, potential to protect your wolves from the illness healed for 2 rollovers
*Minimum 65+% Herbalist Proficiency Needed.
*Rare to craft, but possible. (Say may 25ish%)
     4 Star Med -
*A 2 use item with Increased potency, potential to protect your wolves from the illness healed for 3 rollovers
*Minimum 85+% Herbalist Proficiency Needed.
*Very Rare to craft (5-10%?)
     5 Star Med (Perfect) -
*A 2 use item with Increased potency, potential to protect your wolves from the illness healed for 3 rollovers, as well as give the wolf a full heal.
*Minimum 95+% Herbalist Proficiency Needed.
*Incredibly Rare to craft. (1%?)


But why increased roll-over protection? Because, to be quite frank it's pretty wild so many people/wolves on site are getting Diarrhea and Open Wounds every single day due to the current system in place.
Notes to expand with;
- Certain Meds can be more difficult to produce higher quality, while some more common.
- Each Medicine must 'climb the ladder' so to speak. For example, you can't make a 4 star Tapeworm cure without first making the 1, 2, 3 star and etc first.
- Chance to Flub medicine could be made higher, to balance the markets if needed.
- Potentially choosing to dedicate more herbs to try for a chance to make a higher quality medicine (a way to encourage people to use up herbs and to keep markets in balance)


What probably shouldn't be added;
- Increased uses on medicines, in addition to this system. Even if it's only 5 star and super rare, I feel like it could really start to mess with the trading markets associated with herbalism. I'm going for expansion, but not too powerful!


AilurusMursus
#22308

Posted 2020-11-04 10:52:38

Getting my hunters longer-lasting wound protection would be pretty good, support!


Nika
#10475

Posted 2020-11-04 10:54:27

I support this idea! I also love the herbalism aspect of WD and wish there were some shinier things I could do with her. It's obnoxious to get all these open wounds all the time.


I also like the limitation of not increasing uses and perhaps and increased chance of flubbing/the rarity of a higher-valued mixture.

Gremlin's Hotel
#621

Posted 2020-11-04 13:54:33

I feel like this is kind of a lot, but maybe a similar affect could be achieved by just making the different tiers be more uses of the medicine? And it wouldn't be a product of the item, per say, but a product of the crafting itself... So in the hoard it would just be a big stack of that medicine, without tier distinction but with different amounts of uses, but when you collect the medicine it'll tell you what tier your wolf created.

Also, maybe the highest tier gives more ROs of protection or something, because that seems like a sorta complicated feature to scale up but please. Please my wolf shits herself every day


red
#1252

Posted 2020-11-05 02:04:15

Although I like this idea, Im not sure I support it. Herbs are fairly easy to come by as well as medicine being readily available on the market. Not to mention Cure-For-Alls are actually quite cheap to make, and the more rarer herbs in the recipe can be got by trading other herbs for it. Ive converted to only using Cure-For-Alls on my pack bc they're easier. However, I did post in another topic a suggestion to give herbalista that know all the recipes a 10% speed buff on mixing medicines which I think is more feasible than star ranked medicines. Especially if you use a greater number of herbs to try for a higher rank and still only get rank one vs just trading those herbs to make a specific medicine. Also, your wolves getting sick daily is what encourages you to use your herbs. Instead of star ranked medicines Open Wounds and Diaerrha should just be less common maybe, though my wolf has been blessed by the wolvden gods to not get the runs all the time so I dont see it as as big of an issue as others. Though my at least 2 of my hungers bust a leg open everyday, Open Wound Salves are expensive which is why I switched to Cure-For-Alls. Find what works for your pack with what is currently available to you, at least for now.

Also, to often people say they dont have the medicines to cure their wolves or their herbalist is foraging when a wolf gets sick or its nursing pups. My suggestion is to have extra cures on hand for those situations bc not everyone has the currency to just buy medicine. Herbs are easy to come by, so theyre easy to trade for other ones.


So I guess in conclusion, I dont support this idea


🧊 Orthrus🧊
#15164

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