Arix2007-01-13 10:18:22
take it IC, kthxbai
Saran2007-01-13 13:23:26
QUOTE(Lysandus @ Jan 13 2007, 06:58 PM) 372821
Yes, they can go extinct if no one gives a damn in replanting or every mage demesned every room, killing all kinds of plants in them.
Seriously Genevieve, there's no skill that'll revive a plant that's been stripped from the room, and as I said there is a chance to kill all the plants if we flood or worse, demesne the room with Nature Guard up. We can't harvest with it up and we can't even replant if the herb has been uprooted for too long or placed in the rift.
Wrong. Ecology -> herbrenewal
Zacc2007-01-13 14:00:04
Help Zacc trans Herbs and he'll include sparkleberries in his list of low low prices.. 12gp per!
Edit: This is, of course, a joke (about the transing, that is.. Zacc has every intention of undercutting all herb prices). Btw, 5gp sargassum, yarrow, kombu, and more! Buy, buy, buy!
Edit: This is, of course, a joke (about the transing, that is.. Zacc has every intention of undercutting all herb prices). Btw, 5gp sargassum, yarrow, kombu, and more! Buy, buy, buy!
Unknown2007-01-13 14:01:22
I lol'd.
Shamarah2007-01-13 15:29:49
QUOTE(Zacc @ Jan 13 2007, 09:00 AM) 372873
Help Zacc trans Herbs and he'll include sparkleberries in his list of low low prices.. 12gp per!
Edit: This is, of course, a joke (about the transing, that is.. Zacc has every intention of undercutting all herb prices). Btw, 5gp sargassum, yarrow, kombu, and more! Buy, buy, buy!
Holy crap, remind me to talk to you next time I need herbs
Genevieve2007-01-13 18:29:48
QUOTE(Elysiana @ Jan 13 2007, 09:11 AM) 372840
And if it turns out to be not a non-issue after all, you might also try talking to the Moonhart Circle. We might decide that we don't want Mother's power being used that way, not to mention that it'd likely end up leaving very little mistletoe available for others. Though obviously I can't speak for the entire Circle right now. But yeah, we can't do anything about this stuff if we don't hear about it.
Elysiana, talking about Krellan IG to anyone in Seren has never yielded any results, which is why I wanted to take the problem into my own hands.
Diamondais2007-01-13 18:34:21
QUOTE(Genevieve @ Jan 13 2007, 01:29 PM) 372926
Elysiana, talking about Krellan IG to anyone in Seren has never yielded any results, which is why I wanted to take the problem into my own hands.
You need to speak with the Moondancer Leaders or with a Council member, I've only heard from it from one person. If I had heard from more, I would have brought it up.
If you havent heard anything about it right off, keep trying. You may bug people, but it's something that needs to be looked at.
And remember, no one can do anything unless we are told IC.
Genevieve2007-01-13 18:58:06
Yes thank you, I appreciate that you feel that things aren't being brought to the attention of the leadership. But having brought multiple things to the attention of the Serenwilde leadership over a broad span of time, I've come to conclusions such as this: Flooding all of Astral would be easier and less time consuming than trying to talk to the leadership of Serenwilde.
Kharaen2007-01-13 19:01:04
QUOTE(Genevieve @ Jan 13 2007, 01:58 PM) 372940
Yes thank you, I appreciate that you feel that things aren't being brought to the attention of the leadership. But having brought multiple things to the attention of the Serenwilde leadership over a broad span of time, I've come to conclusions such as this: Flooding all of Astral would be easier and less time consuming than trying to talk to the leadership of Serenwilde.
And certainly more selfish. Sheesh. "I can't harvest the plants, so I'm going to kill them all!"
ferlas2007-01-13 19:07:46
Nature guard is kind of unneeded and does give nature users a big advantage over non nature users with herbalism.
Skill wise the communes get alchemy and the cities get enchantments evenything else is avaliable to both so I'm not seeing the need for communes to get an additional trade skill advantage of herbs really. Do we need to keep nature guard really? I'd personally be more than willing to lose it for a replacement skill.
Skill wise the communes get alchemy and the cities get enchantments evenything else is avaliable to both so I'm not seeing the need for communes to get an additional trade skill advantage of herbs really. Do we need to keep nature guard really? I'd personally be more than willing to lose it for a replacement skill.
Elysiana2007-01-13 19:35:12
The proper use of Nature Guard is for things like protecting patches of herbs which are about to go into hibernation. That's actually a significant benefit, in that it means there's herbs to harvest only two months or so after hibernation ends if herbalists are good about replanting. Without guarding, it's a much slower process.
ferlas2007-01-13 19:37:48
QUOTE(Elysiana @ Jan 13 2007, 07:35 PM) 372953
The proper use of Nature Guard is for things like protecting patches of herbs which are about to go into hibernation. That's actually a significant benefit, in that it means there's herbs to harvest only two months or so after hibernation ends if herbalists are good about replanting. Without guarding, it's a much slower process.
Why not make nature guard a herbalism skill, just for balance sake. As you say its really a herbalist based skill and I'm not seeing why commune members need a trade skill advantage over cities.
Rika2007-01-13 19:49:27
QUOTE(ferlas @ Jan 14 2007, 08:37 AM) 372955
Why not make nature guard a herbalism skill, just for balance sake. As you say its really a herbalist based skill and I'm not seeing why commune members need a trade skill advantage over cities.
Erm... because then it'd be pointless, as only herbalists can harvest anyway. So who are we 'guarding' the plants from?
Sylphas2007-01-13 19:50:38
I'd love that, but it'd nerf Nature even more.
Then again, maybe if we totally eviscerate it, we can get some half decent stuff.
Then again, maybe if we totally eviscerate it, we can get some half decent stuff.
Diamondais2007-01-13 19:52:01
QUOTE(Sylphas @ Jan 13 2007, 02:50 PM) 372959
I'd love that, but it'd nerf Nature even more.
Then again, maybe if we totally eviscerate it, we can get some half decent stuff.
Not likely.
I'd prefer not to take any of the semi-useful skills out, though I think it'd be nice if we could have ways to break the Guard. Might go against the RP of those who follow Nature however.
ferlas2007-01-13 20:43:56
QUOTE(rika @ Jan 13 2007, 07:49 PM) 372958
Erm... because then it'd be pointless, as only herbalists can harvest anyway. So who are we 'guarding' the plants from?
You make no sense to me, explain your point more?
As far as I see it nature guard has two uses:
1. To prevent non nature users from harvesting, this is the main use so far
2. To keep the herbs more alive so to speak during off peak seasons.
Point 2 is something herbalists want and something herbalists would like to perhaps do themselves
Point 1 has no real reason to exist and causes a city v commune skill imbalance, so maby your right leave nature guard in place but remove the aspect that makes it so only nature users can harvest. It'd keep the skill safe and useful to use and it'd make the communes v cities trade skills balanced again.
EDIT: And whats wrong with nature skillset anyway, just as a side point its pretty sweet really. Flow, barkskin, torc, Faeriefire, rooting, all things your going to be using your entire game life, remember its just a beginer skill set as well so compare it to lets say elementalism which is basically mostly just a free set of enchantments really plus blast(comparable to nature curse), skin and elemshields.
Unknown2007-01-13 20:53:18
I would like to see Guard moved from Nature to Herbs, too. As an alchemist, I have never had a reason to use Guard. Replace it with something even half-decent? Sure.
Flow and FaerieFire are two really sweet skills. They alone make up for any crappiness Nature may or may not have.
Flow and FaerieFire are two really sweet skills. They alone make up for any crappiness Nature may or may not have.
Elysiana2007-01-13 20:55:14
QUOTE(ferlas @ Jan 13 2007, 12:43 PM) 372971
You make no sense to me, explain your point more?
As far as I see it nature guard has two uses:
1. To prevent non nature users from harvesting, this is the main use so far
2. To keep the herbs more alive so to speak during off peak seasons.
Point 2 is something herbalists want and something herbalists would like to perhaps do themselves
Point 1 has no real reason to exist and causes a city v commune skill imbalance, so maby your right leave nature guard in place but remove the aspect that makes it so only nature users can harvest. It'd keep the skill safe and useful to use and it'd make the communes v cities trade skills balanced again.
Nature guard does not create as much of a commune vs city trade imbalance as you think - this sort of abuse of nature guard impacts commune herbalists who just happen to be warriors or bards instead of wiccans or druids as well. Plus there's the aspect of whether we really want to let people use this for such a blatantly selfish purpose!
ferlas2007-01-13 21:01:19
QUOTE(Elysiana @ Jan 13 2007, 08:55 PM) 372976
Nature guard does not create as much of a commune vs city trade imbalance as you think - this sort of abuse of nature guard impacts commune herbalists who just happen to be warriors or bards instead of wiccans or druids as well.
8 city types can become herbalists
8 commune types can become herbalists
4 commune types can harvest through guard
0 city types can harvet through guard
Its a fairly noticable imbalance, although to be fair saying commune v city isn't maby the best wording, its still an unfair imbalance awarded to 4 guilds for no real reason it seems,
QUOTE(Elysiana @ Jan 13 2007, 08:55 PM) 372976
Plus there's the aspect of whether we really want to let people use this for such a blatantly selfish purpose!
I agree which is why changing nature guard to herbalism or removing the aspect of nature guard which prevents 12/16 guilds from using aspects of their trade skill is a good idea to keep the game fair.
Narsrim2007-01-13 21:14:23
QUOTE(ferlas @ Jan 13 2007, 02:07 PM) 372945
Nature guard is kind of unneeded and does give nature users a big advantage over non nature users with herbalism.
Skill wise the communes get alchemy and the cities get enchantments evenything else is avaliable to both so I'm not seeing the need for communes to get an additional trade skill advantage of herbs really. Do we need to keep nature guard really? I'd personally be more than willing to lose it for a replacement skill.
Go figure! People who study Nature are more adept at protecting it and harvesting around said protections.