Shifting quality nodes: Herbs should be static

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Shifting quality nodes: Herbs should be static

Postby Sevenless » Sat Nov 09, 2024 4:59 pm

Animal nodes shifting makes sense, especially because they're important for end game quality cap. But I think we can all agree this increases the workload on hunters. Finding new nodes takes time.

Herbs and foraging in general have lost a lot of power over time and are at this point mostly marginal utility. That utility doesn't outweigh the cost of having to find new nodes constantly.

I think herbs should be completely static nodes, they just aren't powerful enough to warrant hunting node peaks multiple times.
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Re: Shifting quality nodes: Herbs should be static

Postby Mashadar » Sat Nov 09, 2024 7:21 pm

You could also counter-balance the wandering nodes by giving herbs more relevance by uncapping quality nodes, then there would be a reason to go look for them. I don't think there should be an upper limit on quality, just the chance should go down exponentially, like it was in legacy. Resources like clay and water are debatable (they were presumably the main reason why the cap was added in the first place, because factions kept complaining about losing the clay RNG game), but most herbs are unproblematic.
They do not need to be capped at ~50. Same for critters like rats and ladybugs.
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Re: Shifting quality nodes: Herbs should be static

Postby banok » Sun Nov 10, 2024 5:54 am

does it include clay/water/soil though? patch notes just say "foragables and animals".
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Re: Shifting quality nodes: Herbs should be static

Postby Fostik » Sun Nov 10, 2024 8:16 am

With that quality shifting there should be more high quality spots for everything.
Because for a first glance this mechanic feels taking away something good without providing anything in exchange.
E.g. I've had 30-40q clovers near my base, but as it drifted I traveled for around 30-40 minutes gathering clovers everywhere, and did not found any 30+ clovers at all.
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Re: Shifting quality nodes: Herbs should be static

Postby mumstroom » Sun Nov 10, 2024 11:11 am

It seems that also fishing nodes drift.
Devs should revert node shifting immediately.
Game contains enough work even without constant need of finding new fishing spots, quality spots... It was also nice larp to know "the good fishing/quality &c spots" and check animal nodes every now and then.
Node shifting will only lead to exploration bots becoming mandatory to track out node changes, and noobs without these advanced bots will be left without.
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Re: Shifting quality nodes: Herbs should be static

Postby Sevenless » Sun Nov 10, 2024 12:35 pm

banok wrote:does it include clay/water/soil though? patch notes just say "foragables and animals".


Animals (large and small), fish, forageables. Water/clay don't shift. I assume the same for soil but haven't checked.

I'm fine with node shifting on animals, quite happy actually. Fish I'm neutral on because quality node hunting fish is really hit or miss and I think it's mostly worth ignoring (top Q to expect is low 30s if lucky, because only certain fish are worth it in the first place).
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