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Apothecary and Cultivation QoL proposal

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Koryu199X
Posts: 124

Apothecary and Cultivation QoL proposal

Post#1 » Tue Feb 24, 2026 3:24 pm

I've probably talked enough in game and over forums for too long now. Today I feel I should perhaps share my thoughts and ideas on changes and improvements that could be made to both Apothecary and Cultivator trade skills. Firstly some changes I welcome but I feel that so much more could be offered and certainly I feel that both skills are done in a mind numbing and frankly unrewarding way that perhaps it's time for a change.
Firstly I want both skills to be more hands on but still allow players to pvp. In addition, there needs to be more emphasis on knowledge and knowing things. But this knowledge needs to lead to greater rewards for the player. What I propose is a number of steps and progressive changes over the course of a long period of time.

Lets start with Cultivation

QoL 1

Is hopefully a simple one. When growing plants each plant has a specific requirement. Just like in real life a cabbage likes alkaline soil and a blueberry likes acidic soil I would like to suggest we implement similar changes here. Goldweed for instance should grow in arid soil whereas Marshroot should grow in a peat or bog soil. If you meet the needs of the plants you guarantee success. Thus we reward a players learning or at least reading of a guide that might be published about it.

QoL 2

Bags of soil. Rather than buying a one shot pile of soil players can find NPC's that offer a quest or advice relating to plant soil preferences. You do the quest and you can fill a bag with a soil that similar to the charge liniment seeds lasts maybe 200 charges. Same with nutrients and so on. This links back to QoL point one and hopefully with the idea of rewarding in game learning.

QoL 3

By meeting the plant needs critical success doesn't just mean lots of a plant you've grown, it means a blue or a purple. This would be an enhanced version offering stronger effects.

QoL 4

Harvesting. If you have a herb or are growing mushrooms you don't just get one crop. I would like to see as in real life a skilled gardener can get multiple harvests from their herbs etc. Yes there should be one shot plants but some should also have a more perennial nature. This could be controlled by the player skill level, the higher the level the more they can do. And by having an additional phase where players can harvest or trim they could collect from the plant. Again here there would be the chance of a blue or purple providing you keep meeting the plants needs. Depending on the plant though some might require you waiting until it goes to flowering to collect or harvest what you need. The last stage would be going to seed which could mean a plant self seeds and starts again or you collect the seeds and replant later.

Apothecary

Looking at apothecary we can ask one question. And that is which game had the best system, my answer is simple. Morrowind. Though I would rather avoid the levels of insanity that you can achieve I feel taking a leaf out of the Morrowind book would be a good start.

QoL 1

The higher your apothecary skill the more properties of a plant you can identify.

QoL 2

Lets change what some of the plants do. Lets provide an opportunity to hand craft liniments. Lets have 2 slots for a potions effect and 3 slots for stabilising that potion. To enable this I would divide potions into instants, defensive buffs and then offensive buffs. Therefore a potion might provide an initial heal and then a smaller heal over time. This would perhaps not be a strong as say having just a pure heal or heal over time but could provide some interesting effects and offer some creativity for the players. Linking back to Cultivating QoL 3 by having blue or purple that would enable players to really play with their potions. Perhaps only one purple Goldweed would be needed instead of two thus opening up opportunities for really experimenting.

QoL 3

Making apothecary a minigame. Using the ram meter when brewing a potion and the player needing to hit the sweet spot could be an option. Also the higher the apothecary skill the easier this would be.

Qol 4

Linking to the previous QoL adding more apothecary equipment to the game and using this to enhance the minigame I'm talking about players could refine potion ingredients which if done right would make there potions better thus rewarding the players for making an effort. Similar to Morowind having players actually use a mortar and pestle then an alembic or a calcinator each with something akin to the ram meter where they have to get it right might be a way forwards. But again ensuring the rewards are there for the work.

Lastly Butchering I only have one suggestion here.

QoL 1

After a player kills a mob they have a similar meter like the ram and their character goes into the butchering animation like the Orc in Karak Eight peaks. As they are butchering the meter fills up and they need to get the sweet spot. If successful they get a random apothecary ingredient and like with cultivating they could get a critical success. If all goes well they go again. Each time though the margins get smaller to represent them butchering the entire animal corpse. Again a high skill in Butchery makes this easier.

Those are my thoughts please let me know.

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Martok
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Re: Apothecary and Cultivation QoL proposal

Post#2 » Tue Feb 24, 2026 4:25 pm

The crafting system here is a time-sink, and it is meant to be. Ergo a certain percentage of the player-base can and do make a lot of gold by selling product because a larger percentage of the player-base has no desire to invest the time necessary to make it all themselves. Seriously doubt anything will ever be done to alter that system.

Appreciate your effort, sincerely. We will talk about the subject during the next Tothmonra Podcast.
Somewhere, In Time...

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Fenris78
Posts: 909

Re: Apothecary and Cultivation QoL proposal

Post#3 » Tue Feb 24, 2026 5:28 pm

Adding complexity into existing crafting system which is already a chore to begin with, really unfun and time-consuming, wont make it more appealing I'm afraid...

Keeping things simple as they are, with "bonuses" of gathering skills while you can just play PvP or PvE and get crafting stuff is nice, and crafting skills are already as complex/simple as they need to my taste.

Only useful QoL I can think about crafting skills is :

1. To put missing ingredients into loot tables, like Primal Calling and Bloodnette seed, because there are still liniments unable to be crafted outside of lv 200 vial "trick" (Liniment of War: Blood specificly). While there are pies and Soups with the same effects, so why not make the liniment craftable by Cultivation or Butchering to begin with ?

2. To make liniments 60-minutes duration instead of 30. Getting 1h worth of 1 liniment component, while every potion is 2 hours worth is really silly to begin with.
Especially considering every other liniment-like consumables (pies, soups, now Turrons) is 60 minutes buff

3. To add missing mobs and fill gaps for every butchering level, i.e. lv 35-39 bats which are nowhere to be found ingame, at least to my knowledge... ?

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Gunlinger
Posts: 176

Re: Apothecary and Cultivation QoL proposal

Post#4 » Tue Feb 24, 2026 7:47 pm

Koryu199X wrote: Tue Feb 24, 2026 3:24 pm QoL 3

Making apothecary a minigame. Using the ram meter when brewing a potion and the player needing to hit the sweet spot could be an option. Also the higher the apothecary skill the easier this would be.
Dude my Apo minigame is already having a battle between the durability of my left mouse key and the stability of the game client when it comes to clicking as fast as possible on the re brew button of my Apo addon.

Now you want to limit my potion making to 1 potion per 10 seconds?

I play this game for RvR and i am forced to do pve farming labor because of everybody running pots. I do not play my little flower garden all day with a side quest to try out my newest brew in the lakes for 1 hour after i worked 8 hours in my garden and potion lab.
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F4llen4ngel
Posts: 117
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Re: Apothecary and Cultivation QoL proposal

Post#5 » Tue Feb 24, 2026 9:08 pm

Please no, apo and culti is already so effing time consuming, thx.
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