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BoneCrusherx11

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  1. Herbalism by oxford definition is "the study or practice of the medicinal and therapeutic use of plants" so it make sense if im trying to add herbalism it would probably have something to do with diseases and conditions. - - - - - - - - - - - - - - - - - - - - I think contagious diseases while somewhat random shouldn't be absolutely ruled out especially since a cold is defined as "any one of several viruses that causes inflammation of the membranes that line the nose and throat" and is easily treatble, by that definition, with Herbalistic methods. Not only that, from a gameplay aspect I was primaraly using it as a baseline as its something that is easily treatable & hardely effects the player while inflicted (So a low level sickness essentually). There aren't many other NPC's in vintage story; however, I think it would be a waist to completely reject contagious diseases and common ailments from the list of possible Afflictions, since they are mostly well known, treatable, and might add a interesting mutiplayer mechanic. (Not to say I don't love the idea of things such as scurvy, anemia). Although I do agree that there should be more then a random cause. Perhaps adding to the probable Cause of "Common Cold (Rhinoviruses)". From - To - - - - - - - - - - - - - - - - - - - - - Although I agree we shouldn't 100% add only 1 use items to the game, I could be here all day if i wanted to discribing altrenative uses to blackberrys. Blackberrys are also already semi in the game as we generally already have a "Black" berry bush variety that could simply be added onto as it is a really useful herbal remedy. Apart from just adding a herbal item for the sake of it being a herbal item there are a lot of flowers already in the game that have 0 uses but have plenty IRL applications. Even small trace amounts of poisonous flowers can be used to treat sicknesses. If someone wants to turn off sickness then slight buffs to mental fortitude via herbal tea could also come into play. What do you think?
  2. I just got the game & I'm still in the stone age struggling to find clay, so please take my game knowledge with a grain of salt. Im also dyslexic so I will be going back rewording and editing this to make more sense. I think a Medical/Sickness/Herbalism system based off of early Native cultures might fit the game well. You'd have to have a small GUI area added probably to the inventory for statuses and ailments Lets say you take a plunge in water around winter, or your very active during winter, your character is constantly somewhere under 2°C and soon after starts moving overall slower and starts making weird sounds every once and a while. You open your inventory & see: Ailment (100%)- Common Cold (Rhinoviruses): -5% attack speed -10% movement speed You character periodically sneezes Cause: - persistent contact with 2°C or lower environments Over time this Ailment (100%) goes down over a set number of days per type of affliction. So, Common Cold (Rhinoviruses) would go down 1% & every 3 minutes in temperatures above 2°C. So it would take somewhere around 6.3 in game days for the affliction to do down naturally. If the Character is a temperatures below 2°C the % is slower probably 1% every 4 minutes lengthening the Affliction. There are many plants that help reduce fever or help fight the cold Elderberry being one plant already in the game that - Griffin, J, PHD, (2021) Mother Nature's Herbal, Llewellyn Publications Lets say people in the stone age who are somehow in 2°C or lower weather get this Ailment Common Cold (Rhinoviruses) through a small random chance. You could use a flint knife on elderberry plants to get elderberry leaves & elderberry flowers not 100% killing the plant (like you do on cattails in-game). Using the knife on the plant again results in obtaining elderberry root & stem. - USDA. (n.d.). Common elderberry. plants.usda.gov. https://plants.usda.gov/DocumentLibrary/plantguide/pdf/cs_sanic4.pdf Different levels of in game progression could also come into play with treating the ailment. Eating the leaves normally could result in only 10% being taken off the Ailment % per day. Brewing a tea via dried leaves, and a clay pot could result in 20% being taken off the Ailment % per day. Finally making a tincture via something like high proof corn alcohol and elderberry flower fermentation over 3 days could result it 35% to 40% being taken off the Ailment % per day. Repeating this process with plants that are in game could result in a new Herbalist Skill / Starter Class with increased percentages of treatments. This Idea could expand to include treatments like poultices for burns or wound infections besides just common sicknesses, systems like drying herbs, mortal in pestals, etc. Overall I think it would increase the overall usefullness and depth of the world of Vintage Story. Please post your Idea's for afflictions, sicknesses, treatments and ailments below I'd love to see them!
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