Experiment: Make forageables common

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Re: Experiment: Make forageables common

Postby SnuggleSnail » Tue Mar 24, 2020 1:42 am

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 :lol: maybe then the hermits will stand a chance!!!!!
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Re: Experiment: Make forageables common

Postby shubla » Tue Mar 24, 2020 1:45 am

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 :lol:

You have your head too high in the clouds. I am thinking about how fun it is to go around mountains and gather lots of nice curios, not about factions having advantage or not over each other. Probably majority of players currently online do not belong to any faction anyway :roll: This game is not a competition for everyone.. but a game.
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Re: Experiment: Make forageables common

Postby SnuggleSnail » Tue Mar 24, 2020 1:52 am

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foragables are common. I was getting a cupboard of glimmies an hour on day 2 from 2 small caverns
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Re: Experiment: Make forageables common

Postby Sevenless » Tue Mar 24, 2020 2:24 am

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.


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.

People hated the fate system, which was a decent compromise but alas.
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Re: Experiment: Make forageables common

Postby VDZ » Tue Mar 24, 2020 2:46 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'm getting plenty of Glimmermoss. You just need a good foraging spot for them. Pretty sure the same is true for most forageables.
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Re: Experiment: Make forageables common

Postby MagicManICT » Tue Mar 24, 2020 6:00 am

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.

This is why you just nerf things that get abused. There is no other mechanic that is well balanced that can be implemented. Clearly the current system doesn't work. The fate system was hated by players across all levels. It was fairer than the current system, though.

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 :lol: maybe then the hermits will stand a chance!!!!!

Get out of the tech bubble and play the game the way most of the rest of the crowd plays it for a while... small group/hermits that don't rely on a bunch of mapping/bots/etc. I've got 0 issues with using all that stuff as long as people have equal access, but when that access cuts off access for everyone else, life sucks, the mechanic is flawed, and should be changed/ditched. People skip "pick/study a glimmermoss" and similar quests because they can't ever be found by people that aren't crawling caverns, etc for hours at a time. That's yet another reason why so many people complain credos and quests suck.

And nobody is asking for equal LP. that's a part of learning the game--how to maximize progress. More industrious players will always have an advantage because of that. They don't need an extra advantage because they can vacuum up the global pools before anyone else gets a chance to touch them.
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Re: Experiment: Make forageables common

Postby shubla » Tue Mar 24, 2020 3:21 pm

SnuggleSnail wrote:foragables are common. I was getting a cupboard of glimmies an hour on day 2 from 2 small caverns

That is obviously a lie. :lol:
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Re: Experiment: Make forageables common

Postby tyrtix » Tue Mar 24, 2020 3:39 pm

just stop pretending there's any balance between botters/factions/pvp'ers/hermits and all will be fine, or something like that. Besides, as an hermit is already nearly impossible to get to the level of a faction toon, if he plays normally.
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Re: Experiment: Make forageables common

Postby Khada » Tue Mar 24, 2020 4:54 pm

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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Re: Experiment: Make forageables common

Postby shubla » Tue Mar 24, 2020 5:19 pm

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).

Having rare things too rare is not nice.
In legacy it was always delightful to get a pearl or see a bluebell, even if they were " alot more common" than what they are now.
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