1) Yes- I think that we could make some reagents exclusive to dungeons/caves, and others exclusive to outdoors, perhaps even based on the ground tiles you walk on- so sand, grassland, woodlands, and swamp would each produce different reagents depending on the amount of time you spend walking across them.IJBall wrote:A couple of caveats:
And I agree with Randomizer on the Create Food/Draw Water spells, but my suggestion for dealing with that was put into the Book III Wishlist long-ago...
- First, is there any chance you can implement this system such that the kind of reagents you get by Foraging can be restricted by map (type), or are "map-specific". Again, one of my main concerns has always been that you could Forage for reagents in places that you shouldn't be able to (e.g. esp. dungeons), or as Kreedor pointed out that you could get a reagent like Ambergris on a "non-beachfront" map.
- My other main concern has always been with Foraging as a "money generator" (and this being somewhat "game breaking")... But maybe there's no way to avoid that? Still, it would be good if that aspect (the money generating-part) of Foraging could be limited somehow.
2) I think this new system would go a long way towards fixing the exploitation of this skill as a money generator. Namely, it's going to take more real-time gameplay (walking) to acquire the same amount of reagents that a few rapid camping sessions would generate in Book II. In fact, it really corrects the over-camping issue because without any foraging happening during camping, players who do this will begin starving to death fairly quickly.
And yes, I will be looking at Create Food/Draw Water balance issues later.