Why w11 is bad

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Re: Why w11 is bad

Postby Headchef » Mon Jun 03, 2019 12:46 pm

Potjeh wrote:World 11 is bad for the same reason every world has been bad: H&H has no endgame. No, raising numbers to infinity doesn't count as one. Early game where you're building up is fun because there's variety of tasks to do and plenty room for creativity. But once you're well established, there's nothing but mindless repetition of a same set of tasks.


Fully agree with this part.
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Re: Why w11 is bad

Postby discospaceman » Mon Jun 03, 2019 1:49 pm

Headchef wrote:
casual players reaching the top of their ability rather quick and just get bored.


This isn't a difficult game and I hope you mean casual players reaching the top of the time that they're willing to invest

You and your crew sometimes seem to have a 'I feel like I've clicked the most cookies so I'm the best at this game' mentality
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Re: Why w11 is bad

Postby jorb » Mon Jun 03, 2019 7:34 pm

CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.


What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?
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Re: Why w11 is bad

Postby Zentetsuken » Mon Jun 03, 2019 7:45 pm

jorb wrote:
CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.


What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?


I think at this point in the game the only thing worth foraging for is like 1 or 2 types of mushroom for Autumn Steak recipes, cave lanterns and ofcourse the local resource node products. I don't think anything else is relevant at all after a month or two.
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Re: Why w11 is bad

Postby MrBunzy » Mon Jun 03, 2019 7:49 pm

Puffball mushrooms are the only forageable i know of that people care about. The foraged curios are outclassed by crafted stuff and none of the other food ingredients cannot be easily substituted by other mass producible foods.
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Re: Why w11 is bad

Postby discospaceman » Mon Jun 03, 2019 7:52 pm

Zentetsuken wrote:
jorb wrote:
CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.


What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?


I think at this point in the game the only thing worth foraging for is the 1 or 2 types of mushroom for Autumn Steak recipes, cave lanterns and ofcourse the local resource node products. I don't think anything else is relevant at all after a month or two.



This, not many things foraged for after very early world. tabulated with a couple of my (perhaps?) additions:

Items currently foraged for:
-autumn steak shrooms
-royal toadstool?
-frog crown?
-rustroot
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Re: Why w11 is bad

Postby azrid » Mon Jun 03, 2019 9:12 pm

jorb wrote:What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?

Garden pots destroyed a long time stable currency the chiming bluebell.
I remember even selling cavebulbs back in the day which can also be grown now.
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Re: Why w11 is bad

Postby wonder-ass » Mon Jun 03, 2019 9:29 pm

how to fix foraging add new good forageables that you CANT grow in garden pots.
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Re: Why w11 is bad

Postby SnuggleSnail » Mon Jun 03, 2019 9:51 pm

jorb wrote:
CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.


What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?


There is no correlation between a lack of useful foragables and trade being bad. There are a handful of useful foragables that will remain relevant for the entire world. If you're picking something off of the ground to sell its name isn't very relevant. Plus, if the ability to plant bluebells/cavebulbs were removed nobody would buy them. Edels used to be a currency in the same way, but nobody is actively buying those.

Trade is bad because moving goods is drastically too hard. I think it says a lot about the how tedious travel is that moving from A to B is by far the thing I use scripts for the most. I'm not even really opposed to doing tedious tasks manually. I made ~20k trellises manually last world, and the highest attribute archer without a cheese/milking bot. Travel is just far too cumbersome.
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Re: Why w11 is bad

Postby CSPAN » Mon Jun 03, 2019 10:04 pm

jorb wrote:
CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.


What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?


Once you get everything to a threshold outside of the quality range you find on the outside, which happens rather quickly. Leaving to go find them is a thing of the past when you can mass produce them inside. That big chunk of foraging has just become another piece of industry. I mean at one point you could recruit foragers to a village.

Are garden pots convenient to a village my size and larger? Definitely. But I like to include newer players to my pool of trade partners. I often had requests from newer players to trade for my goods/services with things you can now grow in Garden Pots and I unfortunately had to decline. Even region locked herbs are now a part of my industry. Chives were about 45 minutes away from us by boat, but one trip to get some and now we don't need to go there anymore. A trade advantage that area could have without Garden Pots.
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