Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sat Apr 19, 2025 6:01 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Tue Apr 24, 2007 7:13 am 
Offline
Mortal

Joined: Wed Jun 08, 2005 4:55 pm
Posts: 1110
Location: Ithaca, NY
Achernar wrote:
I suppose if there were a beneficial use for negative herbs, then their inclusion into the herbalism skill would make me happy. Then it would explain why a seasoned veteran would pick up deadly poisonous herbs instead of just ones that do good things.

I always dream of the deadlier herbs being used by rogues to create and apply leet poisons to their daggers and by scouts to add effects to their arrows.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 7:27 am 
Offline
Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Of course, this is definitely one oft discussed application of those herbs. I'd be fine with herbs that cause sleep, poison, or weakness being applied to weapons. I suppose the affects could be linked to the ambush and backstab/dual backstab skills so that it could be limited in use, but still useful in the heat of that moment when a scout or rogue attacks from the foliage or shadows. Perhaps the application itself would take a certain amount of PE/ME/lag.

A


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 8:04 am 
Offline
Mortal

Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
Achernar wrote:
whocarez62 wrote:
It seems silly to me that as a scout becomes more experienced he can locate more and more herbs. He just don't know what they do?!? How the hell can he recognize them then?

Trial and error will give one the benefit of experience. The affects on the herbs don't change, so once you know it, you know it. If its too hard to:
    1) try the herb and make a list of their affects
    2) read the book
    3) ask a identify/lore capable PC to identify the affects
Then maybe you're playing the wrong game.

Some player(s) have gone to great length to make an IC reference available in game. Myself, whenever I play a scout, I always had an alia set up for sorting herbs. I suppose if there were a beneficial use for negative herbs, then their inclusion into the herbalism skill would make me happy. Then it would explain why a seasoned veteran would pick up deadly poisonous herbs instead of just ones that do good things.

A


Perhaps you are the wrong immortal on the wrong game? come on, lets not use childish arguments.

Since one of the scouts primary skills is herb lore one would suspect that he knows what he is picking up. Have you ever been out in the forest to gather mushrooms? You don't pick up different mushrooms unless you are certain whether they are poisinous... Its like being a doctor without knowing the name of the body parts on the person you are about to do surgery on

And its not like I can't write down the name of the herbs or make a trigger... its not that hard..


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 8:07 am 
Offline
Mortal

Joined: Sun Jul 18, 2004 3:09 am
Posts: 2174
Scouts should be able to learn through the experience as a player and memorize.

That being said, scouts ICly should be able to know.

I say a scout that eats and herb ten times should be able to identify it's uses if the player forgets.

The player might forget due to many outside influences, but the char would not.

I say that the herbalism skill it's self should resolve this.

Allow scouts to identify herbs after use.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 8:43 am 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Heck, if the scout is smart enough to find an herb that could be useful, he better know what he is picking up in the first place!


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 10:24 am 
Offline
Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I wish people would stop wanting to have things in the game spoonfed to them.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 11:23 am 
Offline
Mortal

Joined: Sat Nov 20, 2004 11:38 am
Posts: 803
Location: Milton Ontario Canada
SK Character: Umdon
Goldlantern wrote:
I wish people would stop wanting to have things in the game spoonfed to them.


This is coming from the Chairman of the "Let scouts camo on the beach" campaign.:P

But I am not one to talk 8)

Lets be honest scouts are not smart, they pick stuff off the ground that numerous people and animals have walked and stick it in their mouth. So scouts are essentially really big and mean two year olds romping around taming, skinning, eating and finding hundreds of pounds of diamonds all day long.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 12:32 pm 
Offline
Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Apples and oranges, Kerrien. Apples and Oranges.

And for the rest of your post, I have three words for you.

Gau! Gau! Gau!!!!

*note* Only hard-core FF-ers will get that response.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 12:49 pm 
Offline
Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
I'm just wondering what exactly herbalism is supposed to be teaching, then. I mean, if they are taught that these certain plants may have a beneficial property to them, then I would think that they would at least be able to know -something- about it.

Quote:
A trainer says "Be on the look out for white plants."

The scout says to A trainer "Why? What is so special about them?"

A trainer says "I don't know. They look pretty and might taste good?"


I have yet to see a really good reason as to why scouts wouldn't be able to at least have a sort of "herb memory" to know what herbs they have played with do. And/or the lower level, more common herbs could be identified. This isn't having the game handed to you. I could think of a lot of other things that have been asked for that are having the game handed to you, and this is so small you insult the list of other outrageous claims. :P

On a side note, I think I actually get it, GL!

:drunk:


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Apr 24, 2007 12:52 pm 
Offline
Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
On that note, I suggest a new "white herb", called Oleander.
When eaten it instakills the eater.

I'd also suggest the coloration on mugwort be changed. It is currently targettable by "white", when it is clearly black and green.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 56 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group