Just curious here... What was the rationale behind this change? It seems to me that herbalists (and, to a lesser degree, alchemists) have been hit rather hard lately. First pocketbelts were removed, and now you can't even use stockroom floors to keep herbs safe. Keeping a semi-decent buffer is getting increasingly hard with only 2000 of each herb being able to be safely stored unless you have a shop or buy rift extensions (at 125 credits for 1000 extra up to 8000 in total). As a comparison, a single keg of health takes 800 galingale, so 2000 galingale is spent pretty quickly.
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Beyond that, it was never really intended for people to buy a manse room with a steel door and maintain stacks of hundreds of thousands of herbs, comms, etc - nor for rifts to be circumvented. Why but a shop rift expansion when you can just keep massive stacks of them, limitless in quantity, on the floor?
Overall, it was just fixing a long-standing bug, though (non-decaying herbs and commodities).
Edit: This is primarily for herbs, not commodities, though. I don't really care if the commodity base stays the same, but the herb base increases- that would work quite nicely as well!
I'm not sure if I'm proud or disappointed.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
On top of that, they tend to not be the ones who spend the time replanting, which is where the serious headache in the whole process is. Replanting is painful.
Supply and demand does not exist or work in Lusternia (for anything except credits & dingbats, which are related to OOC currency). Trying to make such a correlation has no bearing in how the actual player economy works.
The hardest thing to get hold of is poisons, herbs and potions are so easily mass produced there's simply not the demand to compete with the mass availability of goods.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Should be plenty of time for someone to retrieve them.
Re increasing shop rifts, I don't really have an opinion. Certainly, it should be a minimum that's viable but I imagine it should still be restrictive enough to encourage buying rift expansions. Nothing really to do with me, though! I imagine if someone made a well-thought out envoy report or forum thread on the topic with some thoughts re minimum capacity and values for increase that would be both reasonable and appealing to purchase, Est would at least look it over and consider it (If it's a forum thread, I'll make sure it's pointed out to her).
Lusternia has the highest cost of sparkleberry amongst the IREs, making more intensive bashing for the lower levels already an option few could afford. Coltsfoot does help, but nature throne is not always up, and it's not uncommon to see coltsfoot bought out entirely in the aetherplex even before this change, due to the way it is used and thus bought, in huge bulks. Certain herbs highly important from combat have also always suffered from bloated prices simply due to the hassle in getting them. The only people who don't get thrown around the mountains of madness without an artifact are mages, who can't take herbs.
Making a change to delete replicas and improve game performance is a great move. There is no such thing as too little lag. But I don't see why an envoy report needs to be used to address a problem that crops up from such a move. Even if this problem cropping up was not forseeable, it should definitely be addressed without needing to take up one of a limited number of slots in a system used for game balance, and which is slow to be deliberated and implemented anyway. It'll definitely be a good idea to get the herbalists who are hardest hit by this change to chime in with ideas though, that much is true. Hopefully someone comes up with a good idea to help alleviate the herbalists' long suffering problems.
I'm just not feeling up to starting (yet another) thread right now, so I've been waiting for someone else to!
1. Consider changing how herb picking works. If there are more herbs in the room, you will automatically pick more at once, since it is easier to find one that is suitable (or whatever argument you want to make). 5 herbs per pick until you hit 30, then 2 per until 20, then 1 per once you hit ten. This will also encourage people to pick in more rooms over greater areas instead of picking down several rooms while leaving loads of rooms around them at full capacity. It would effectively make you punish yourself for being lazy by reducing your output per unit of time. This will also mean harvesting can be done much more quickly, so going to pick what you need as needed may be less of an issue if people actually tend plants properly.
2. If 1 isn't attainable, reduce the number of herbs needed per keg, or spread them out over a greater variety of herbs. ESPECIALLY THE MOST COMMONLY USED POTIONS. There won't be piles and piles of galingale if a keg of healing doesn't require 800 out of the 1200 herbs needed for it to be galingale. Seriously, I never understood this.
3. If neither 1 nor 2 are acceptable, just remove hibernation. Completely. It adds quite a lot of tedium to the whole process and if picking herbs is just going to be a huge time sink, we can be spared the need to replant every year for every herb in existence.
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Entered by: The Norns, Administrators of Fate Date: 2013-03-31 22:07:36
o Stacks of commodities and herbs will no longer decay in stockrooms.
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Hmm... to believe or not to believe...