In the recent Droobletalk - Systems Blog #3, Droobledore mentioned Subjects which is a replacement for Professions.
He also mentioned "Subject crafted items" and "Herbology Gloves" which I'm guessing are items that help the players out with tasks within a specific subject or could be a type of reward once you level up from a subject.
Keeping all that in mind and thinking of the Herbology plant thread that I just made - I'm wondering if something like a portable greenhouse could be added as a type of subject crafted item?
How would this work?
He also mentioned "Subject crafted items" and "Herbology Gloves" which I'm guessing are items that help the players out with tasks within a specific subject or could be a type of reward once you level up from a subject.
Keeping all that in mind and thinking of the Herbology plant thread that I just made - I'm wondering if something like a portable greenhouse could be added as a type of subject crafted item?
How would this work?
- The portable greenhouse can help players propagate plants in up to five different slots. The player would have to pass a certain level to open up the propagation slots, kinda similar to how we had to plant a lot of plants to get more pots in the previous herbology profession.
- Maybe they would also have to pass a certain level to propagate a plant? A level 10 herbologist won't be able to propagate a Dittany lvl 60 plant.
- I think the system could be similar to the first herbology profession where players had to wait a few minutes for the seed to grow into a plant. The timing would be scaled based on the level of the plant, but balanced so it doesn't take like 12 hours for a Wormwood lvl 70 to grow. Assuming that players are doing Reputation Tasks whilst propagating then maybe a max of 6 hours for the highest level plant?
- ***It wouldn't have to be a seed that the player puts into the greenhouse, but it would have to be the plant itself.***
- The player puts the plant in the portable greenhouse and then there's a 50/50 chance that the plant will multiple or die off.
- The chances could be adjust based on the level of player's herbologist skill and the level of the plant
- Lets say a Wolfsbane lvl 70 is placed into the greenhouse, the chances that it will multiply could be 30%. If you put a Wolfsbane lvl 10 inside, the chance would be greater since it's a lower level plant - maybe 95%.
- By having the player propagate a plant instead of a seed, they are essentially gambling a plant away and hoping that it multiplies instead of dying off into a "rotten plant".
- Maybe this portable greenhouse could be placed into the new backpack system so it doesn't take up an inventory slot?
- This item could be similar to the /shop GUI where a player can add a plant with the green plus sign and click the pot to remove the propagated plant.