I recently started playing W11 for the first time and, wow, the economy of the game has completely changed from what I'm used to. Judging from Apples and Oranges, I don't see much of any demand for the newbie staples that have previously came from foraging. This is bad for multiple reasons:
- The nomad playstyle (i.e. homeless, leanto-living) is unviable because they have nothing to trade with villages for
- Villages seem to mainly want bulk metal - something that isn't trivial for a hermit to acquire (requires a decent amount of LP, ideally a mine hole with an air lock, strength, locating ore, etc.)
- Because neither "newbie" playstyle has anything an established village would want:
- It's difficult for a new player/hermit to purchase high Q seeds and tools to "catch up"
- There's less reason to trade with newbs and thus less player interaction in general
- There's even less incentive to play any other way than locked within a big village
My two favorite things in HnH have always been foraging and trade. Both seem to be pretty dead this world.
In world 5, my village bought up foragables like crazy because some of them were great for LP or FEPs even for a fully established village. I was making 5+ trades a day, hermits were moving to be closer to us, and it just made the game feel alive.
From a gameplay perspective, villages should never be entirely self-reliant. There should always be something they want that they can't (easily) get within their walls. That's what facilitates player interaction. Whether it be cavebulbs, curios, high quality clay, or crates full of metal. Foragables are especially important because it's something a new player can reliably obtain.
I don't have any input on how to actually rebalance things, but being able to grow cavebulbs inside the safety of a village is a crime against humanity(and player interaction).