Board Thread:General Discussion/@comment-14788207-20141106204208/@comment-24108228-20141122203154

Nooblox wrote: Come prepared then. That's harsh. What if I ship the animal? Animals aren't immune to power-suiting, in fact it's easier to add one to an animal. Stick a snake on bento and watch the spawnkilling begin. And why should an island be off limits because I haven't pursued chemistry? It's not an easy skill, take it from the explosives expert: You cant just wake up one day and start making herbal remedies. You need to mine sulphur and coal, found only on specific islands, and then you need to go to another island and get both flax and herbs. On the new map, this cannot be done in one trip, and requires a long trip on a boat to go about halfway across the map. Finally, you can make a herbal remedy, and you will hopefully have noticed that this requires a nomadic lifestyle as a pre-requisite, or leaving your tribe unattended for about half an hour. An unguarded mass of flammable parts is the dream of any raider, pyro, or most bored players, and you will find your village pillaged before you return.

Anyway, you can call me a wimp who should spend more time preparing before I go to dangerous islands as much as you like, but making snakes kill anyone who isn't a dedicated nomad isn't making the game more fun for anyone. My suggestion keeps the requirement of having to bring herbal remedies to get poisonous bolts, yet omits the need to have some when going through the terribly dangerous act of "Visiting an Island".