Ruined plant fibre from fungus
You should explain. In this game:
- Things on fire do not always burn.
- Wood and other flammable materials cannot be set on fire by burning it.
- You can change direction mid-jump or mid-fall.
- A single herb can yield 3-4 different types of cooking materials, depending on when it is harvested. For example, peppercorn and vanilla beans could be harvested from the same node by the same person.
In other words, this game deviates from real life in all sorts of ways. I don’t see a problem that each chef-material node produces the same ruined item when harvested with inferior tools. On the contrary, I prefer not to see fewer junk items in my inventory.
Ok the problem is just that mushrooms are fungi and not plants so producing plant fibre makes no sense. I understand that this might have been intentional as it’s not something that would be beneficial to change but I don’t know if A-Net wants us to believe they think that 2 kingdoms are the same. They could just rename all ruined materials the same thing to solve any issues. I’m still not sure how mining ores with inferior tools can ruin it (but thats not really something I feel needs to be fixed).
edit: I’m not really adament about this just a suggestion to the devs. Also yes I know this is more or less a pointless complaint.
If you wanted to suggest a change for consistency sake, you could propose changing the names to:
- Low-quality pick-produced junk item, in place of ruined ore.
- Low-quality axe-produced junk item, in place of ruined wood.
- Low-quality sickle-produced junk item, in place of ruined plant fiber.
That is a literal label that conveys the actual in-game mechanic: you need a sufficiently high-enough level tool and if you don’t have it, you get junk. But it’s less colorful than the names that ANet chose.