Changes to Foraging

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Changes to Foraging

Postby spavaloo » Sun May 15, 2016 3:17 am

It seems a little counterintuitive that picking this-
clo.JPG

-will always give me one clover. Now, I yield that this could represent that only the best one of the lot is actually taken from a patch of flowers, or a cluster of mushrooms, or a scattering of windsown weeds, but I'd counter that as a person becomes more acquainted with the land and its many gifts, they should be able to notice more things worth taking.

The Nature skills should provide an incremental percentage chance to receive two or three of the same item when collecting a forage-able object, with an exception for those whose models clearly show them as single items, like Rustroot and Bloated Boletes. With Druidic Rite, the chances should be around 60% to get one item, 30% for two, and 10% for three.
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Re: Changes to Foraging

Postby Ysh » Sun May 15, 2016 3:31 am

Seems as to be reasonable.
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Re: Changes to Foraging

Postby Agness130 » Sun May 15, 2016 10:42 am

yes
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Re: Changes to Foraging

Postby Granger » Sun May 15, 2016 11:55 am

So that you can better bot hq curios at your walled in quality spot?
No. Bad idea.
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Re: Changes to Foraging

Postby Agness130 » Sun May 15, 2016 11:55 am

But he said that curios that show as one should be only pickable as one?
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Re: Changes to Foraging

Postby Hasta » Sun May 15, 2016 11:58 am

Granger wrote:So that you can better bot hq curios at your walled in quality spot?
No. Bad idea.


Just because it will give additional benefits to botting doesn't mean it's a bad idea. Bots are bad idea, in general. Dismissing an idea just because it will be used by botters is wrong. Oh look, trees can be cut! Botters can cut trees faster! Let's make all trees uncuttable then!
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Re: Changes to Foraging

Postby Fierce_Deity » Sun May 15, 2016 2:35 pm

I rather like this idea. And yeah using bots as an argument not to add something is a shitty argument. If someones already going through the trouble to wall in a high Q forage area for botting, chances are they already get enough stuff from it. +1 to this idea, -1 to using bots as a reason not to add something
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Re: Changes to Foraging

Postby NOOBY93 » Sun May 15, 2016 2:54 pm

Granger wrote:So that you can better bot hq curios at your walled in quality spot?
No. Bad idea.

Yeah Granger has the right idea. Better remove all character progress so people with bots don't develop their characters faster. In fact, just shut down Haven and Hearth and nobody will be able to bot in it.
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Re: Changes to Foraging

Postby Granger » Sun May 15, 2016 7:44 pm

My point is that hq spots become to good.
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Re: Changes to Foraging

Postby NOOBY93 » Sun May 15, 2016 8:38 pm

Granger wrote:My point is that hq spots become to good.

You mean they become the opposite of your English?
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