Yearly Cycle Differentiations

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Re: Yearly Cycle Differentiations

Postby VDZ » Sat Feb 29, 2020 2:33 am

Zentetsuken wrote:to the degree of literally having some year cycles that spawn ZERO of certain forageables.


I'd like to once again remind everyone that an in-game year takes two real-life months.
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Re: Yearly Cycle Differentiations

Postby Ysh » Sat Feb 29, 2020 2:42 am

VDZ wrote:
Zentetsuken wrote:to the degree of literally having some year cycles that spawn ZERO of certain forageables.


I'd like to once again remind everyone that an in-game year takes two real-life months.

How many year you think it will require if one year is too short?
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Re: Yearly Cycle Differentiations

Postby Zentetsuken » Sat Feb 29, 2020 12:35 pm

VDZ wrote:
Zentetsuken wrote:to the degree of literally having some year cycles that spawn ZERO of certain forageables.


I'd like to once again remind everyone that an in-game year takes two real-life months.


two real-life months of a forageable being extremely rare would be wild.

Imagine how interesting it would make trade if certain mushrooms simply could not be bot-foraged to any reasonable result, or if the grind for bone clay via high q animal nodes had forced pauses and slow downs.
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Re: Yearly Cycle Differentiations

Postby jock » Sat Feb 29, 2020 1:56 pm

I like the idea of an additional variable but nothing extreme maybe this year crops have a little extra range from for grow or animals have a 5% bonus difference to ql. A nice surprise rather than a kick in the nuts this year will be a waste.
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Re: Yearly Cycle Differentiations

Postby VDZ » Sat Feb 29, 2020 3:36 pm

Zentetsuken wrote:Imagine how interesting it would make trade if certain mushrooms simply could not be bot-foraged to any reasonable result


I'm not sure it would be very interesting to get random price spikes on items to the point where only major factions can get their hands on them anymore, in addition to being entirely unable to forage them yourself. Yeah, you can make a quick buck if you happen to have any lying around, but if you don't you're just screwed unless you're with a big faction.
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Re: Yearly Cycle Differentiations

Postby Ysh » Sat Feb 29, 2020 9:09 pm

VDZ wrote:
Zentetsuken wrote:Imagine how interesting it would make trade if certain mushrooms simply could not be bot-foraged to any reasonable result


I'm not sure it would be very interesting to get random price spikes on items to the point where only major factions can get their hands on them anymore, in addition to being entirely unable to forage them yourself. Yeah, you can make a quick buck if you happen to have any lying around, but if you don't you're just screwed unless you're with a big faction.

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Re: Yearly Cycle Differentiations

Postby MinionTwo » Thu Mar 05, 2020 4:54 pm

i kinda like this idea... it would mitigate, to a degree, the instance of a large group finding a high q node and monopolizing it. also, it would remove/adjust the ability to dig a crapton of quality soil and then refil with q10 soil just to turn around and dig out the q soil again. I like this idea for renewable nodes like animals, soil, and water, but stone(at least underground) should not move because once it's gone, it's gone.
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