Experiment: Make forageables common

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Experiment: Make forageables common

Postby shubla » Mon Mar 23, 2020 2:07 am

Currently stuff like bluebells, I havent seen single one this world.
Glimmers? Very rare.

Its not a good thing. Encourages botting etc.

What if you made all forageables way more common?
So noob could study glimmers 24/7 if he went to check a cave or a few?
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Re: Experiment: Make forageables common

Postby Burinn » Mon Mar 23, 2020 2:25 am

shubla wrote:So noob could study glimmers 24/7 if he went to check a cave or a few?


:roll: :roll: :roll:
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Re: Experiment: Make forageables common

Postby dorag » Mon Mar 23, 2020 5:27 am

shubla wrote:Currently stuff like bluebells, I havent seen single one this world.
Glimmers? Very rare.

Its not a good thing. Encourages botting etc.

What if you made all forageables way more common?
So noob could study glimmers 24/7 if he went to check a cave or a few?

I mean the current systems way stilted towards major factions bc they will always perma stufy glimmers bc glimmer bits whereas hermits will never see them I think that makes global pools good hermits are worse off instead of being equal and hermits have lower q craftables and crops so their doomed both ways which is nice!
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Re: Experiment: Make forageables common

Postby 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.
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Re: Experiment: Make forageables common

Postby Ysh » Mon Mar 23, 2020 7:11 pm

I do not know what is fix, but it seem like rare curio is too rare to me!
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Re: Experiment: Make forageables common

Postby Audiosmurf » Mon Mar 23, 2020 7:30 pm

Let's just make it like Salem where the minimap is straight useless because it's too cluttered with bullshit.
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Re: Experiment: Make forageables common

Postby Sevenless » Tue Mar 24, 2020 12:49 am

tbh, I feel like the only way to properly increase the value of forageables would also be to lock them to the characters that collect them. Anything else gets super abusive with factions, which is why these types of mechanics came into play.
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Re: Experiment: Make forageables common

Postby shubla » Tue Mar 24, 2020 1:12 am

Sevenless wrote:tbh, I feel like the only way to properly increase the value of forageables would also be to lock them to the characters that collect them. Anything else gets super abusive with factions, which is why these types of mechanics came into play.

Not a good idea. Most non-faction villages that play without bots etc. may have somebody who focuses on farming for example, it would be too sad for him not to get any forageables to study.
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Re: Experiment: Make forageables common

Postby loleznub » Tue Mar 24, 2020 1:13 am

I mean, back in legacy Haven foragables being relatively common wasn't really an issue. All these "rare" things had value. I mean shit, BEARS had fucking value to them.

In legacy haven:
Botters had enough to permanently study pearls/flotsam/glimmer/edel/bluebell etc
Normal people (with a little bit of effort) could permanently study flortsam/glimmer/edel too.

In haven now:
Botters have enough to permanently study all the above.
Normal players will rarely find them.

It's really that simple..

Edit:

If anything the devs should have made these top tier curio cost a lot more XP than other things and just make them more plentiful kind of like how mirkwood offers and bat wings are. That way it at least puts a "cap" to how much a character can use them in a certain period of time.

Before you start saying "lul XP bots u big noob", that's fine too because I'm pretty certain there's at least a cap to how much XP one can accumulate in a reasonable fashion (entering cave, right clicking willow etc.) For the better XP it would require botters to either make massive highways to run so they can get the regionals to pop, or risk being ganked while a bot runs, or have a player go around and do that. Same goes with questing.
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Re: Experiment: Make forageables common

Postby shubla » Tue Mar 24, 2020 1:41 am

loleznub wrote:I mean, back in legacy Haven foragables being relatively common wasn't really an issue. All these "rare" things had value. I mean shit, BEARS had fucking value to them.

I totally agree, I remember for many worlds many people bought bears mostly because of their furs for teddybears I think. People also bought pearls, bluebells, glimmers etc. even though one could easily bot all of them!

I have fond memories of walking around mountains, collecting loads of frogs crowns, glimmer, edelweiss...
This world I have not seen a single edelweiss or bluebell..
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