So, the Mirkwood Offering got me thinking.
What if we had a variety of offerings with small benefits afforded by them while they're being studied? Mirkwood Offerings might provide a small boost to Exploration, or reduce chance of aggro by woodland animals while being studied. Another one might be themed after the underground- crafted with entrails, one of any combination of two stone and ore, and a cavebulb- giving a small boost to strength or providing night vision (or maybe preventing bat aggro). An offering themed after plains and grassland would use appropriate ingredients and could allow the player to use higher movement speeds with less of a stamina drain during the study period, or some other thematically fitting effect. One for lakes and rivers would use clay and fish bits, maybe giving a bump to boat speed or increasing catch rate while fishing. The list could go on, with offerings relevant to many aspects of life in the Hearthlands, though for the sake of your own sanity maybe limit it to 9-10 different ones.
It would be a cool and significant method of increasing the variety of ability between players in relatively unique and accessible ways, but at the cost of experience. Some non-curio offerings may give much more potent and even semi-permanent benefits, but with very significant material and experience cost, and the sacrifice of a study square while you wish to maintain the benefit, as with the Bond of Blood and Soil.
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Rubwen
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Re: An Expansion on Offerings
+1 i really like this idea
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endiron
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Re: An Expansion on Offerings
I like your idea! However, the only problem I forsee is that it doesn't seem to have enough permanence or cost for the benefit you'd gain.spavaloo wrote:So, the Mirkwood Offering got me thinking.
What if we had a variety of offerings with small benefits afforded by them while they're being studied? Mirkwood Offerings might provide a small boost to Exploration, or reduce chance of aggro by woodland animals while being studied. Another one might be themed after the underground- crafted with entrails, one of any combination of two stone and ore, and a cavebulb- giving a small boost to strength or providing night vision (or maybe preventing bat aggro). An offering themed after plains and grassland would use appropriate ingredients and could allow the player to use higher movement speeds with less of a stamina drain during the study period, or some other thematically fitting effect. One for lakes and rivers would use clay and fish bits, maybe giving a bump to boat speed or increasing catch rate while fishing. The list could go on, with offerings relevant to many aspects of life in the Hearthlands, though for the sake of your own sanity maybe limit it to 9-10 different ones.
It would be a cool and significant method of increasing the variety of ability between players in relatively unique and accessible ways, but at the cost of experience. Some non-curio offerings may give much more potent and even semi-permanent benefits, but with very significant material and experience cost, and the sacrifice of a study square while you wish to maintain the benefit, as with the Bond of Blood and Soil.
Possibly make these offerings be non-removable from your inventory until they're done studying to prevent just taking it out to prevent using up exp -- or have them drain your Exp in incriments instead of just a one-time cost to it while it's in your study section.
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spavaloo
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Re: An Expansion on Offerings
Incremental experience drain would definitely address that issue.endiron wrote:I like your idea! However, the only problem I forsee is that it doesn't seem to have enough permanence or cost for the benefit you'd gain.
Possibly make these offerings be non-removable from your inventory until they're done studying to prevent just taking it out to prevent using up exp -- or have them drain your Exp in incriments instead of just a one-time cost to it while it's in your study section.
Go to space
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spavaloo
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Re: An Expansion on Offerings
Additional idea- maybe some of the more potent offerings (the ones that would stay in the study for indefinite effect) could have additional lingering negative effects that link back to the manner in which they were made.
For example, an offering made with the skull of a hearthling (would need to have been killed by the one crafting and studying) might drop a murder scent randomly every few days where the player is standing, as if to provide a continual reminder of their crime to others, even as they receive the benefits of it.
For example, an offering made with the skull of a hearthling (would need to have been killed by the one crafting and studying) might drop a murder scent randomly every few days where the player is standing, as if to provide a continual reminder of their crime to others, even as they receive the benefits of it.
Go to space
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spavaloo
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Ysh
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Re: An Expansion on Offerings
Maybe not relevant under some new systems. It can be hard to say without know what is in the piping.jorb wrote:Curiosities: More variance, less spamming the same OP curios over and over. Make autostudy irrelevant, and prefferably make the study process more active and real time. Some curio recipes are just brokenly bad or OP, so flatten the curve a bit.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.