magisticus wrote:Just make the liklihood of finding pearls etc dependant on how many you have already found.
But why? Botters can just make more chars .
magisticus wrote:Just make the liklihood of finding pearls etc dependant on how many you have already found.
shubla wrote:magisticus wrote:Just make the liklihood of finding pearls etc dependant on how many you have already found.
But why? Botters can just make more chars .
SnuggleSnail wrote:it's not something I would do for the sole reason I don't give a shit about any foragable beyond the first week or the world, but I think you're overestimating the effort of putting 3 bluebells on a study table and running a script that harvests and eats some carrots lol
magisticus wrote:SnuggleSnail wrote:it's not something I would do for the sole reason I don't give a shit about any foragable beyond the first week or the world, but I think you're overestimating the effort of putting 3 bluebells on a study table and running a script that harvests and eats some carrots lol
I didn't say it was difficult, it just takes time which is time a client is running without producing anything.
shubla wrote:Did some foraging. 5 flotsams in half an hour or so!
In early world I saw 0 of them.
Its just terribly dumb.
Sevenless wrote:I don't think 10 flotsam an hour is exactly what we should be aiming for though
shubla wrote:Sevenless wrote:I don't think 10 flotsam an hour is exactly what we should be aiming for though
Well no, but difference like that is stupid. It should be even experience throughout the world.
Sevenless wrote:shubla wrote:Sevenless wrote:I don't think 10 flotsam an hour is exactly what we should be aiming for though
Well no, but difference like that is stupid. It should be even experience throughout the world.
You mean a system that makes an even distribution of forageables for each player based on themselves and not the activity of other players? A system that's almost like you're fated to find things?
Sounds like a great idea!
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