Social Gathering
Posted: 03 Jun 2011 05:13
Is there a game or Genesis community benefit from the current system that makes herbing almost exclusively a solo and scripted activity?
It seems to me that there should be a way to improve foraging to support social, team-based gathering for fun, profit and experience, without requiring updating existing values in herb rooms.
At it's most basic, simply removing the stops on talking and other character interactions would be a start, but I think I'd like to see more sweeping changes, perhaps:
It seems to me that there should be a way to improve foraging to support social, team-based gathering for fun, profit and experience, without requiring updating existing values in herb rooms.
At it's most basic, simply removing the stops on talking and other character interactions would be a start, but I think I'd like to see more sweeping changes, perhaps:
- One command, perhaps "forage [herb name(s)] [herb description(s)]" to clear a room
- Alter the limits, such that more general searches tend to result in more herbs but take longer.
- More skillful herbalists should tend to find each herb more quickly, find more herbs, harvest more herbs successfully and determine they have cleared a room more quickly than less skillful herbalists
- Add the ability for teammates to "assist" in foraging, similar to assisting in combat.
- Assistance should always decrease the time required to complete the search, with more skilled help yielding better results.
- Above a certain minimum herbalism level, assistance should never decrease the number of herbs found and successfully harvested.
- You should not be able to search for a herb by name unless you have high enough herbalism to routinely identify it, but assisting in a search should not require additional syntax.
- More skillful foraging should result in a quicker refresh, while more oafish gathering should slow a reset