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fellentier
04-08-2018, 05:16 AM
@Citan (https://forum.projectgorgon.com/member.php?u=59)

INTRODUCTION

This is the second volume of my series discussing various elements of the game and their impact. In this section I will be discussing, in depth, gardening and all related fields. This will lead me down the path to discuss combat drops that relate to profession skills, as well as suggestions to expand the agrarian skill list.
Much of the content discussed here will be focused on the addition of the following types of content. Agronomy, Germination, Floriculture, Olericulture, Arboriculture, Pomology, Edaphology, as well as the suggestion for the addition of a new combat specialist using a unique system - the Herbalist. I will be going into detail to discuss the types of plants that should be added to the game, moved to a different skill tree, or providing new and unique ways to interact with the game and create various plant types.
I would like to thank everyone who read the first volume of my written works and would hope that, even though this relates much less to profit generation, everyone would continue to provide the best and most productive insight as to make this the best game possible. I have a high regard for all who posted their thoughts on the forums and hope to see the same level of engagement.


Link to Volume II. Gardening : Combat Vs. Production (https://docs.google.com/document/d/1LAF-FsDRxtPaj-7I4gXuxsu3VYuHAFkyij62c0Ag5Pg/edit#heading=h.xcrcdxwet06)

Addendum listed below, i'm having issues "going advanced" to make direct links at this moment. I will fix it when the problem is resolved.

https://docs.google.com/document/d/1MoChE7UVs4Syygfzfc1sflRLY0W4vbH8ZqS4MDToWIk/edit?usp=sharing

Baldrith
04-08-2018, 07:35 PM
I love this Gardening series. Everything listed in this guide would be beneficial to the game. We need a deeper and more interesting system for gardening and growing. I agree that gaining enough muntok peppercorns is a real challenge for any chef who enjoys creating and selling their food. I am a high level gardener/chef because I like to supply myself with all the foods necessary for the work needed to be done.

I suspect we will get all kinds of cool things we can do in our homes. I hope they will allow us to garden, and add vineyards and the ability to buy more land for our planting endeavors. I hope to see the things you have listed here added along with many more things.

Crissa
04-08-2018, 11:25 PM
Ahh... Wow. What an in-depth dive.

Tho I'm not sure having so many things to level would be particularly useful o-o

Of course, you could suggest gaining XP in things like pomology from your gathering as well, like we do with anatomy.

Witgang
04-09-2018, 04:02 AM
I like all the things suggested although separating all the skills like that makes it really hard/impossible for someone to solo everything.

one change i would make is to have a system where a high enough Agronomy skill would give EXP boost to starting sub-skills.
that way one does not have to spend 6x( the time we need to get 50 gardening now) to get 50 on each sub-skill.

it is already a pain to start on some skills because of other required skills,for example the Blacksmithing, one needs Toolmaking to grind it properly but for toolmaking you need 20 Blacksmithing or 20 Carpentry the other way to grind Blacksmithing would be the statue's but to get those you need to be good in combat.
what i'm getting at is you can't really do tailoring with just cotton/textile creation and you can't do Blacksmithing with just mining for the metal slabs and probably you can't do Leatherworking either with just tanning/hides from mobs. i feel like there should be the option to force grind those skills without too much extra work.

Oqua
04-09-2018, 03:20 PM
I don't know how much of this was planed to be implemented when/if the skill cap increases, but I have got to say it makes sense.

I mean take Muntok peppercorns for example, they simply cannot be grown? they just pop into existence? Oregano? just resists all attempts at cultivation? Peaches? Almonds?

If the goal was to streamline a lot of existing skills could be rolled into a single, Auxiliary augment and transmutation for example, but I digress.

As for the diversity of the skills, Personally I like the idea but that's just me, even if all of these "crops" were rolled into gardening I would be happy just for the diversity. Having said that I think the sheer number of skills is a huge draw for PG as a game.

Anything that improves the diversity and functionality of crafting/gathering type skills gets a thumbs up from me, more so if it has a chance to close the gap between what a combat player and a crafting player is capable of.

Quanzhigao
04-09-2018, 03:53 PM
I mean take Muntok peppercorns for example, they simply cannot be grown? they just pop into existence? Oregano? just resists all attempts at cultivation? Peaches? Almonds?.

They're a bit like goblins.

fellentier
04-17-2018, 04:18 AM
Due to popular commentary, I have added an addendum to my Volume I set. Although, I believe it still relates here, so to those who are reading this, you can find the link above in the initial post.

RoghanCenzar
04-18-2018, 03:47 AM
Hi Baldrith!

Cool to see you in this game. Don't know If you know me buy I'm Abi Dhalzim from SOTA forum.

I've asked for your advice about ice magic long ago in SOTA and hanged around in Wizards Rest...

Doesn't really matter.. cool to see you anyway :)