It's not about "per day" because wound is permanent. If it was slowly healing on it's own it wouldn't be a problem. And that's what the thread is about. To do something about it, not necessary remove.Mr_Bober wrote:You don't need to make 50 pieces of felt a day
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Hrenli
- Posts: 1169
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Re: Qucksilver poisoning
Too old to rock-n-roll, too young to die.
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Mr_Bober
- Posts: 579
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Re: Qucksilver poisoning
[/quote]
On small scale, poisoning is not a real issue.
The problem comes when you want to produce it for lots of people using only one person. Just have multiple people doing it and you'll be fine.
Hrenli wrote:It's not about "per day" because wound is permanent. If it was slowly healing on it's own it wouldn't be a problem. And that's what the thread is about.Mr_Bober wrote:You don't need to make 50 pieces of felt a day
Again, if you lived alone and NEEDED felt (assuming for inlay, since the rest is aesthetic or a meh-curios), you wouldn't have to make huge amounts. So the permanent dmg wouldn't be too bad, and would require an ancient root.Mr_Bober wrote: If the village is large and needs more of those things, should have more people doing it and splitting the damage among themselves.
On small scale, poisoning is not a real issue.
The problem comes when you want to produce it for lots of people using only one person. Just have multiple people doing it and you'll be fine.
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Hrenli
- Posts: 1169
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Re: Qucksilver poisoning
You don't NEED to play the game either.Mr_Bober wrote:Again, if you lived alone and NEEDED felt
Exactly. Cosmetic items requiring ancient root. Risk/reward in this situations seems to be off compared to the rest of the game. You can make only so much of pigment before dying. And there are people who actually enjoyed gathering materials for paintings and do them in an efficient way without sketchbooks (not because they are greedy but because the game provided quite fun way of doing it). One might say that having purple pigment very expensive is realistic (but OTOH historically it was not made using mercury but some stupid clam). But there are better ways to make something expensive in the game. Cinnabar and eggs aren't the cheapest ingredients already.require an ancient root.
Too old to rock-n-roll, too young to die.
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Mr_Bober
- Posts: 579
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Re: Qucksilver poisoning
Then don't, if you don't like how it works.Hrenli wrote: You don't NEED to play the game either.
Not having the purple pigment (or having a limited amount) doesn't prevent u from enjoying painting, it just makes purple more valuable. Sure IRL the reason for it was different, but does it matter? It still makes it rarer, and that's the whole point.Hrenli wrote:Exactly. Cosmetic items requiring ancient root. Risk/reward in this situations seems to be off compared to the rest of the game. You can make only so much of pigment before dying. And there are people who actually enjoyed gathering materials for paintings and do them in an efficient way without sketchbooks (not because they are greedy but because the game provided quite fun way of doing it). One might say that having purple pigment very expensive is realistic (but OTOH historically it was not made using mercury but some stupid clam). But there are better ways to make something expensive in the game.require an ancient root.
What? I can understand cinnabar, kind of, but since when are eggs expensive? You literally get it for free. Coops are cheap, chickens are easy to find, and fodder/water are not an issue... If you're going for cosmetics, it means quality is not an issue either, so u can just build more coops and fill them with whatever crop you can farm. But whatever, this is another discussion.Hrenli wrote: Cinnabar and eggs aren't the cheapest ingredients already.
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Hrenli
- Posts: 1169
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Re: Qucksilver poisoning
As I wrote - there are better ways to make something valuable. The current situation doesn't make it valuable because all you need to do is to press "new char" button on the login screen.Mr_Bober wrote:Not having the purple pigment (or having a limited amount) doesn't prevent u from enjoying painting, it just makes purple more valuable. Sure IRL the reason for it was different, but does it matter? It still makes it rarer, and that's the whole point.
The recipe says cinnabar AND eggs. I.e. both of them. You can't make it just from eggs. I did not write expensive mind you.What? I can understand cinnabar, kind of, but since when are eggs expensive?Hrenli wrote: Cinnabar and eggs aren't the cheapest ingredients already.
Actually I initially wrote that just adding rare ingredients would make it more valuable, but then thought that not every region has cinnabar on the surface and that's what I meant by "not the cheapest".
Too old to rock-n-roll, too young to die.
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MagicManICT
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Re: Qucksilver poisoning
At what point does the damage become low enough that it doesn't bother you to use your primary crafter? Surely there's an answer other than "None."Yorla wrote:In this game dangerous substances = cemetery of one-day alts. Does it really add a flavor to the game?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Yorla
- Posts: 166
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Re: Qucksilver poisoning
I'm not pro bee stings - don't get me wrong - I'm just pointing out that there is at least a treatment for that, the damage isn't permanent. In case of quicksilver poisoning the answer is one and only - alts. And don't tell me about ancient roots - having kinda permanent set of bee stings on my character prevents me from using this root for anything which I actually want to heal.2d0x wrote:I am in any case against permanent sores, but this is debatable. The demand for wax and honey is much higher than living silver. And the chances of mercury poisoning and bee sting are incomparable.
There is a magic in the game! Let us use it for healing. Or give us a new credo "Healer": picking some herbs, studying soap and such, crafting medicine, collecting roots, getting some simple wounds, etc, would make character more stoic and could give an ability to create treatment for perma wounds like the poisoning and nerve damage. Please, don't make us make alts!
And here I should apologize for my spelling... But I won't! Deal with it 
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azrid
- Posts: 3647
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Re: Qucksilver poisoning
I like having things in game that you must avoid or use roots for.
I would even put handling mercury behind skills to discourage alts.
The value of roots and other resources should be made higher with mechanics like quicksilver has and claiming/harvesting the resources like roots should be made harder.
I would even put handling mercury behind skills to discourage alts.
The value of roots and other resources should be made higher with mechanics like quicksilver has and claiming/harvesting the resources like roots should be made harder.


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Yorla
- Posts: 166
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Re: Qucksilver poisoning
Again: ancient roots are pointless in case of using one character for crafting and handling the household - number of many different small wounds make it so. I'm not against alts in general, but every one of them have a meaning to me, I respect my hearthlings and don't want to make "soon-be-dead" one just because the game mechanic leaves me no choice. And I'm not even asking to remove the wound or the danger. Let's make something interesting of it. Another idea: Healing quests. Much like credos only shorter and requires some kind of pilgrimage to certain natural wonders, eating by certain diet and crafting sacrificial curios - all for healing especially nasty wounds faster. Or add the healing as a rewards in current questing system.
And here I should apologize for my spelling... But I won't! Deal with it 
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Necrisha
- Posts: 211
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Re: Qucksilver poisoning
Having ancient roots prioritize permanent wounds first, and as a rare drop in quests might be a good work around maybe?