Experiment: Make forageables common

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Re: Experiment: Make forageables common

Postby vatas » Sat Apr 04, 2020 1:13 pm

If I correctly understood how Global Pool works, then my local cave system is devoid of Glimmermoss because someone on the other side of the map is botting their own cave 24/7 and emptying the pool every time it restocks?

Maybe try making local pools so that I have to deplete my cave by myself?
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Re: Experiment: Make forageables common

Postby shubla » Sun Apr 05, 2020 12:46 pm

Bump!
Its just ridiculous how you make so much of the games content completely unavailable for majority of the playerbase. Glimmers I haven't seen in days. Edelweiss, bluebells, flotsams, never in this world.
Just revert back to how forageables spawned in legacy. This pool thing is madness, people suffer from it and 0 advantages.

I have actually pretty much stopped foraging entirely, because there is no point in doing it without botting, because stuff is TOO rare. You never find any of the good things :roll:
Is this what you want?

I would like to hear devs thought about this. Why should things like glimmer, flotsams etc. be this rare? Is it to discourage botting? I think it's doing the opposite. There should be GOOD forageables that are relatively common in mountains, caves, forests etc. too, I think. (Bluebells, glimmers, edels for example)

As some people mentioned earlier in the thread. In legacy, people still bought stuff like bluebells, edels, even though you could bot alot of them them quite easily.
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Re: Experiment: Make forageables common

Postby HarryDresden » Mon Apr 06, 2020 11:51 am

shubla wrote:Bump!
Its just ridiculous how you make so much of the games content completely unavailable for majority of the playerbase. Glimmers I haven't seen in days. Edelweiss, bluebells, flotsams, never in this world.
Just revert back to how forageables spawned in legacy. This pool thing is madness, people suffer from it and 0 advantages.

I have actually pretty much stopped foraging entirely, because there is no point in doing it without botting, because stuff is TOO rare. You never find any of the good things :roll:
Is this what you want?

I would like to hear devs thought about this. Why should things like glimmer, flotsams etc. be this rare? Is it to discourage botting? I think it's doing the opposite. There should be GOOD forageables that are relatively common in mountains, caves, forests etc. too, I think. (Bluebells, glimmers, edels for example)

As some people mentioned earlier in the thread. In legacy, people still bought stuff like bluebells, edels, even though you could bot alot of them them quite easily.


I've gotten lucky and gotten a few Flots, but no Bluebells, Edels, or Glimmers, and that's with some pretty extensive cave diving.

I can't suggest any quick fixes nor do I think they'd be implemented, so it's mostly just sticking out with what we're dealt. Guess I'll be relying a lot more on ants and quicksilver globes.
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Re: Experiment: Make forageables common

Postby Oddity » Mon Apr 06, 2020 12:35 pm

vatas wrote:Maybe try making local pools so that I have to deplete my cave by myself?

That's pretty much the only non-retarded way for pools to work.
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Re: Experiment: Make forageables common

Postby shubla » Mon Apr 06, 2020 1:25 pm

Oddity wrote:
vatas wrote:Maybe try making local pools so that I have to deplete my cave by myself?

That's pretty much the only non-retarded way for pools to work.

But you can implement it in very retard way. So bad idea.
(And botters would just make bots in 10 different caves and still get advantage over noobs!)
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Re: Experiment: Make forageables common

Postby Ysh » Mon Apr 06, 2020 3:12 pm

shubla wrote:(And botters would just make bots in 10 different caves and still get advantage over noobs!)

Botter will always have advantage over nab.
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Re: Experiment: Make forageables common

Postby shubla » Mon Apr 06, 2020 3:25 pm

Ysh wrote:
shubla wrote:(And botters would just make bots in 10 different caves and still get advantage over noobs!)

Botter will always have advantage over nab.

That is my point.
Why take fun away from non-botters by not giving them glimmers, while still giving botters a bit more than to noobs?
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Re: Experiment: Make forageables common

Postby Ysh » Mon Apr 06, 2020 3:28 pm

shubla wrote:
Ysh wrote:
shubla wrote:(And botters would just make bots in 10 different caves and still get advantage over noobs!)

Botter will always have advantage over nab.

That is my point.
Why take fun away from non-botters by not giving them glimmers, while still giving botters a bit more than to noobs?

I am respond to this comment:
shubla wrote:
Oddity wrote:
vatas wrote:Maybe try making local pools so that I have to deplete my cave by myself?

That's pretty much the only non-retarded way for pools to work.

But you can implement it in very retard way. So bad idea.
(And botters would just make bots in 10 different caves and still get advantage over noobs!)

You say it is bad idea, but only reason you provide is ''botter have advantage over nab.'' This is always true, so I think not much of argument against this local pools idea. What is reason for local pool to be bad idea?
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Re: Experiment: Make forageables common

Postby shubla » Mon Apr 06, 2020 3:49 pm

Ysh wrote:You say it is bad idea, but only reason you provide is ''botter have advantage over nab.'' This is always true, so I think not much of argument against this local pools idea. What is reason for local pool to be bad idea?

I am saying it is bad idea to have pools even local pools, because there is no advantage to having them.
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Re: Experiment: Make forageables common

Postby dafels » Mon Apr 06, 2020 3:55 pm

Jorb/Loftar: You're doing it the wrong way, you should not implement anti-botting features that don't really punish botters but punish the regular player way more. The botters will always code a workaround. This is one of the examples, you have implemented alongside with slimes, etc... Stop designing stupid solutions that just kill the playerbase.
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