by SacreDoom » Mon Mar 23, 2020 1:08 pm
I do think that it's a bit of a shame that you can't rely on foraging at all, especially since none of the foraged curios are that amazing that it gives you that feeling of having received a substantial boost in development. If foraged curios are meant to be super rare why not at least increase the bulk LP they grant a ton (without reducing LP/hr), so that each one is a substantial reward on its own, rather than having it be some measly little lump of LP.
I would much prefer just having foraged goods be much more common as well, though. Especially since the current rarity of many foraged goods makes for extremely counterintuitive gameplay for new players, since some of these forageables are needed to treat certain wounds and acquire certain items, but they're so rare that even if the new player has the stats to see them, they may never see any of the goods they're supposed to be able to see, and thus they abandon the notion of actively increasing exploration altogether, since they see no reward for doing so.
I think it should be a goal in the game's design to make a stat increase provide an immediate, obvious and effective feedback of improvement upon the character's ability to perform activities related to the stat, since this encourages the player to improve upon their stats, and most stats already do this and thereby prove their own validity, but once you have access to the most rudimentary of forageables there's really, intuitively, no immediate point to increasing your foraging capabilities, and it discourages using foraging as an active part of your gameplay, which is a shame.
Additionally I feel like this stagnation of foraging as an active part of gameplay also sort of shows itself in how foraging interacts with the rest of the game's mechanics and how continued development of them occurs at the moment: look at mining, and the many dangers and diversions associated with doing it. There's a ton of stuff to do and investments into doing it pay off handsomely; rewards for mining and smithing branch well into other areas of growth and provide a very satisfying feedback. The same cannot be said for foraging, as you cannot really invest in foraging as a means to provide for yourself in any way with how unreliable it is currently, and most foraged goods you need feel more like roadblocks rather than satisfying rewards for character and infrastructural investment as a result of this, IMO.