Grog wrote:should take a shitload of time if implemented at all
current system works for the most ppl. either you are in a group and beeing able to specialize or you are a hermit doing everything alone
or just trade. antlers are kinda throw-away stuff in a month
rozn wrote:Jorb and loftar:
Lets say a baker wants to make food. HE is not a farmer and wants higher q items and needs some ingredients he cannot get himself. Here is my idea, instead of having to harvest it yourself you can discover it and get recipes for it but not the lp. The lp should only be gained if you find it. This is essential because of this new lp system people wont be spread out into roles and if someone wants to make something that they don't have enough PE for example then it is a loss for them and if they spread themselves to thin they cannot be as good.
Kaldo wrote:Take our situation for example: I'm a hunter. I have high survival and when I killed a bear, I brought it back and skinned/butchered it to have highest q possible. But, now my friend who is skilled in sewing cant make a bear cape because he isn't the one who skinned it. But since he mostly stays at base and takes care of the farm, he has low survival... If he skinned that bear the quality would be terrible. If I make the cape with my terrible sew and dex, the quality will again be terrible...rozn wrote:Jorb and loftar:
Lets say a baker wants to make food. HE is not a farmer and wants higher q items and needs some ingredients he cannot get himself. Here is my idea, instead of having to harvest it yourself you can discover it and get recipes for it but not the lp. The lp should only be gained if you find it. This is essential because of this new lp system people wont be spread out into roles and if someone wants to make something that they don't have enough PE for example then it is a loss for them and if they spread themselves to thin they cannot be as good.
If that's really what they said, why is it not implemented yet?
TeckXKnight wrote:Avu brought up the idea of teaching others recipes. I like this idea a lot and fully endorse it. I think this applies well to situations like this, where one character can teach another character useful information.
Avu wrote:I like the system so far with one exception. The fact that you have to get every single item to touch yourself. Why shouldn't I learn pirotzky if I have a store house full of onions but never dug one from the ground. This needs changing.
Jackard wrote:I think instead of changing that, there should be a way to teach recipes to other players using parchment, so recipes become something you could trade or store.
loftar wrote:This.
wickerman_156 wrote:Make it so you can put the parchment with the recipe in the mentory and you learn the recipe after a while.
Avu wrote:Seems not. Thanks.
Related problem though. Sure now he got it but noone else can get unless they pick a bar out of the smelter which is in the cave veeery far away. Worse is with simple things like palisade posts which require every single one to make bone glue pick a leather and make a rope. This I feel detracts from the fun of being in a community because you have to do every single little chore just so you can do common actions. How about allowing us to teach others the recipes we know without them having to discover all the materials.