As the world goes to an end, let's talk about silk-making at its current state, using the SWOT analysis.
Strength of silk-making:
- Ranger's pants are commonly used by fighters and foragers;
- Ranger's boots are a necessary item for defense;
- Merchant's robe is a must-have for any hearthling;
- Druid's cloack is the most powerful and useful cloak in the game;
- Monocle is useful for foragers;
- You can kill silk cocoons to boil them later (this is an epic win, tbh).
Weaknesses:
- Ranger's shirt is now a waste of time and resourses, since there is a moose hide jacket;
- Cylinder hat is quite useless at the moment. It was used in the past to buff charisma for feast bonfires. But since they are gone, it is just a cosmetical item;
- A lot of my fellows found out that selecting the silkmoth is quite useless, since the quality of the threads is buffed by cauldrons, branches. The loom is used to produce the silk cloth and you see just a tiny quality difference between using q 10 and q 50-60 cocoons;
- Silk tablecloth and napkins are not as efficient as before. It is more convenient to use some other symbel. 2 slot silk tablecloth gives as much bonus almost as a metal saucier. So, no-one is making any silk tablecloth or napkins!
- The silk curiosity is not popular at all, due to it's high cost in terms or time/reward. No-one is producing them.
- Having a strong silk-making workshop was a necessity in World 3, due to ranger bows. I recall people valuing the high quality silk threds that much, that they would sell them for a few pearls for 1 thread, or would not sell it at all. Nowadays, keeping up with high quality silk production has lost its strategical meaning.
- You have to click through every single cocoon to kill it. So I had to use a script that does that for me (the only botting I've been using in silk production);
- The silk quality does not affect ranger boots that much. The hardened leather does all the job in terms of quality.
Opportunities:
- Removing the branch from the thread quality equation could give meaning to silk moth selection;
- Adding strategically important silk gear to the game could make silk-making more interesting and rewarding. It might be a ranger bow, new jewelry, cloth that gives more survival, silk shirt as a protection from arrows and etc.
- Boosting the silk tablecloth hunger bonus and reduction could encourage people to make silk symbel;
- Re-considering the silken ribbon curiosity and making a higher output from the craft (1 silk cloth for 4-6 silken ribbons) could result in making the curiosity more popular.
Threats (If left the same way as it is now):
- People will not concentrate on selection of high-quality silkmoth. It is a less of a hussle and manual work for me (I have always done my silk without using bots);
- People will not make the majority of the silk items, since they are replaceable by cheaper jewelery or clothing;
- Folk will almost never make silk tablecloth or silk napkin;
- Hearthlings will almost never make a silken ribbon curiosity (and have never made it in h&h at all).