
SnuggleSnail wrote:Why balance LP gain when you could just throw your hands up in frustration and give everybody the same UA/MC. Gotta start complaining about gearQ/attributes now, guys
shubla wrote: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.
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?
Sevenless wrote:Which means, imo, we can't fix forageables to be globally useful. We've seen how bad that abuse gets, and this system is less fun but not nearly as abusable.
SnuggleSnail wrote:Why balance LP gain when you could just throw your hands up in frustration and give everybody the same UA/MC. Gotta start complaining about gearQ/attributes now, guysmaybe then the hermits will stand a chance!!!!!
SnuggleSnail wrote:foragables are common. I was getting a cupboard of glimmies an hour on day 2 from 2 small caverns
Khada wrote:Using "but bots" argument is just plain idiotic, and it'll always be . .
Making RARE forageables less rare - that's just ruining the point of RARE things. It's not supposed to be for everyone, you need luck or efford.
Removing global pool idea - sound okay, if it works like i think it does (restricted number of things in the world, preventing other for spawning).
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