Several people from my faction and some from the forums have complained about foraging being quite bad for the late game: craftable curiosities overweight the foraged ones; the best food doesn't require the stuff you could forage; forage doesn't affect the quality progression and the industry. There is a concern for the curiosities becoming too easy to grind via botting, if they'll become too good (mind the glimmer moss, edels, royal toads nerfs). However, the foraged goods are almost the only source the starting guys could use for trading. World 3 example: people used to exchange 3 blueberries/chanterelles per 1 metal bar, since the pies were really good in combination with the over powered cutlery and bonfires. Some people would have their own little villages of the noobs or agreements for the forage supplies. I have attempted to buy the newbie goods for 3 worlds in our market, but the offer (forage) would always be significantly bigger than the demand (money in exchange). IMHO, to increasing the forage input into the game would help:
- to trade more easily for the new players / higher motivation to trade and have trade outposts for the advanced players;
- to increase the satisfaction from completing the quests: you are not only getting some exp/lp and fun by exploration but also multiplying the usefulness of the time spent by selling the forage at a higher price;
- to increase the motivation to socially interact with the newbies and protect them for the sake of the curio;
Alchemy has been suggested previously by a few people, but they have not given any socio-economical reasoning for it. I suggest implementing alchemy to increase the meaning of foraging + keep curio botting levels low. You can craft 2 alchemical objects: potions and bombs.
Potions.
For the potions, you can only use the clay cauldron (make the clay cauldrons great again!). Simply, place the ingredients into the cauldron menu, boil for some time and get a potions. They should work similarly to the meat pies: the ingredients dictate the boosts they could provide. Also, the moon cycles, the day and night also affect whether the boost would be positive or negative.
There should be 3 types of ingredients:
1. Basic stats (animal products, ores, rocks and etc.)
2. Boosters (foraged plants like mushrooms and etc.)
3. Conservants that increase the potion effect time (local resources, drinks and etc.)
For instance, if I'll mix bear tooth, deer antler, and boar tusk at the convenient moon phase, I will get +5 str, +5 agi, +5 const. With the mandrake root booster, the base quality would increase to 15. The conservant (salt) will ensure, that the potion will last for 3 hours.
Or, use the rock crystal, mother of pearl, guano and get 5% lp boost, multiply it with the use of a heartwood leaf to 15% and the option would be a good compliment to crack the ice.
The potion quality and effects might also depend on your lore or whatever skill/stat level as well. Similarly to the meat pies, they do not need special names, just 1 more model + animation of drinking. Cheap content! Possible uses:
- harvest, mining, chopping, butchering!, constructions, leveling and etc. speed increase;
- fights boosts or debuffs (if applied on the sword);
- crafts boost when you do not have enough skills/stats to prevent capping the item;
- poisoning meat, food, water, clothing you could sell;
- creating new 0 quality stuff to crack the server.
Bombs.
Crafted with the use of a potion + some metals on an anvil. The bomb, once dropped to the ground, will create a smoke that will have the half or third of the potion's buffs or debuffs. Might be fun for the fights! The smoke duration also is halved and depends on the ingredients used.