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.
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.
It's probably just above the treeline.
Yea...the Eyrie is high in the cliffs, I don't think much is going to grow there.
There are trees everywhere in Eyrie. Why wouldn't other things grow there?
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 -_-
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.
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.
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.
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. :???:
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 >_<
altitudinal zonation, bro
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.
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.
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.
Quote from: Egon the Monkey;262526What 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.
I like some of those ideas; perhaps we should brainstorm more along those lines and see if the DMs are willing to implement.
lol
Excellent input, ShadowCharlatan.
I will admit that I did once upon a time maintain a relatively known grove while playing Amadeus including making the forum post of him being upset and claiming of consequences.
I am glad to see that some of these suggestion threads actually inspire positive player input beyond the bland : "This can't work due to blah."
I commend you once more for offering an insight that offers creative solutions and may help other players in advancing what is seen as the "essence of EFU: meaningful conflict and story telling."
With that said...
I am now going to shamelessly extract this inspiration and apply it to my current character. ;)
Garden thread has been done to death
Having played a few Gazers, plants in eyrie/starwood/whatever would just make bitchiness over garden-picking closer to home.
If you're spending enough time mixing to need to worry about getting your quick fix of sweet grass, then that's not time well spent. Nature can be lonely enough; don't give yourself one more reason to be all by yourself.
@SC
QuoteAre you seriously suggesting that there will be any conflict over these things? The same way there wasn't conflict over guildhouses in EFU:A and isn't over the Hollows in EFU:M,
Yes I am. You're right on those two counts but plots wouldn't need to work like that. There was a LOT of of intrigue and fighting over the few Ladderman Hall Keys after the faction went bust as there were a limited number of keys and they changed hands a fair bit. This proves it'd work if the system was designed from the ground up to
allow stealing or aggression with consequences, by making it less complex than the current setup. Maybe just several plots around the isle with keys that get dropped by the DMs randomly or sold off, and it's up to PCs to locate them, use them, sell them, steal them. They'd have an OOC note of '//Contact a DM if you find this item' like for plot items, so they could be tracked. Not EfU:Farmville, ugh. Pass the Bowie knife and six gun, I mean EfU:Range War.
Current rentable or claimable areas don't allow you to use stolen keys without a DM present. If farmland did, then you could get access by stealing a key. To do this you have to actually interact with the plot owner and they have a chance to retaliate. You could sling fireballs into a garden if you felt like vandalising it, but it would be a hostile action, require a DM, and get you seen by an NPC most likely. There would be actual fighting and plotting. The point wouldn't be to stop people stealing from plants there, it would be to make them do it in a way that creates a true face to face rivalry. Right now, only a certain faction has a restricted growing area, and that's totally external-conflict-proof. Eyrie would be another.
Right now, the only intrigue is the aforementioned "putting it in a space where nobody goes because 1 non-ranger PC can destroy it in 30 seconds silently". It's why I've always thought that taking the last produce shouldn't kill a plant, just empty it. It would let people stake their claim and defend the same patch like you say, rather than that being a losing battle because you run out of seeds. I've tried what you said SC, even doing it in land controlled by a DM faction, for that DM faction.
Edit: Plants are destroyable by spells and bashable Aethereal, used to kill them like that on a ranger when someone had planted areas up with a field of mistletoe or whatever back when it was useless, so there'd be variety.
Quote from: Egon the Monkey;262556It's why I've always thought that taking the last produce shouldn't kill a plant, just empty it. It would let people stake their claim and defend the same patch like you say, rather than that being a losing battle because you run out of seeds.
This might be a good idea although the plant should still be destroyable (fireball etc) for the sake of those who are out to vandalise / cause mischief / replant etc.
Bumping this, please review ShadowCharlatan's post, specifically:
Quote from: ShadowCharlatan;262536The idea that plantable areas are picked clean too quickly and unceremoniously should be compared with the sneaky and uninteresting ways in which people make gardens. There is nothing special about a garden that is placed in the corner/edge of an area to avoid notice, and likewise nothing special about stripping it clean.
On the other hand, there is something special about a garden made, maintained, and protected by a dedicated PC who openly stakes a claim on that territory. Whether or not it is actually possible to 100% guarantee the survival of every single herbal component in that garden is almost besides the point. If you make your garden interesting, mark it as your territory, post in this thread (//%22http://www.escapefromundeath.com/forums/showthread.php?t=20182%22) for some flavourful change(s) (which could surely include defences if earnt), and generally show that you are being more interesting than all the other secret gardeners, I can only imagine good things coming as a result (from both DMs and players). Yes, you might open your garden to being picked clean if you make forum posts and attempt to make something more out of it. But, as people will always be able to destroy gardens without being interesting, you have absolutely nothing to lose.
What I am saying, basically, is that if you don't put effort into making a garden and incorporating it into your PC's activities in creative ways, above and beyond routine reagent gathering... Why should anyone care? Why should you have the expectation that anyone would put effort into making a forum post or waiting until you're around to destroy it? Why would a DM want to spend the time placing a fence or permanent traps or something else interesting near your claim? Why would they want to create a new, exciting Druidic Grove or farm out of your garden if it is exactly like everyone else's?
I am currently working on a project IG, and would like to invite people who are silent looting my PC's garden to come forward, come forward and let us see how things develop.
I welcome intrigue, I welcome conflict, and trust that I will not FD kill (probably not even outright attack) you for simply poaching these wondrous little resources.
Maybe just leave a few clues as to how the the garden is being destroyed? Little things, to allow investigation, a trail to follow, I do not ask for much!
I understand the frustration of gardening, but my suggestion would be,
Quote from: a forgotten journal entryJournal of the plants in the hidden grove to monitor their progress...
Quote from: logMistletoe 2
Sweet Grass 1
Bogna Fern 2
Demonthorn bush 2
Phoenix Pine 2
Roseneedle Pine 2
Foxberrybush 1
Ivory Moss 1
Coconut Palm 1
Kelpie Snare 1
Vervain 1
Woad 1
Duskwood Tree 1
Hellebore 1
Mandragora 1
The plants are healthy and happy. I will now start harvesting seeds to plant in areas most suitable for the plant.
Find the hidden grove or a place like it. It was quite fun actually.
Like a botanical garden, yes! I shall be incorporating this into the physic garden.
Labeled plants and their purported benefits. Time to develop their taxonomic nomenclature.
(After the plants grow anyway, I forgot what I planted. XD)