Garden Pots OP

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Garden Pots OP

Postby boreial » Wed Feb 14, 2018 4:50 am

Seems like part of the original complaint was that garden pots were stemming the need to go out and forage, there are certainly quite a few foragables that no-one gathers for one reason or another for instance one of the first that drops of the list of needing to go forage is the Spindly Root, immediatley after planting Flax or Hemp, Most folks stop foraging for stinging nettles about the same time too, I honestly feel that the vast majority of foragables are neglected by the end of the first 2 months and only health plants are gathered, such as waybroad. So it's not the poor humble garden pot that is to blame, so much as it is the evil farmer, who dared to cultivate the land and devise a way to plant, grow, nurture and sustain crops in one area that has put the mighty forager out of their rightful place as "Provider of the peoples!" (all sarcasm intended)
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Re: Garden Pots OP

Postby GamingRAM » Fri Jan 25, 2019 9:02 am

Necro-ing because W11 is coming up.

Please add Domestic and Wild versions of some foregables. It exists for honey, why not other "wild" things to?
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Re: Garden Pots OP

Postby Nek » Fri Jan 25, 2019 11:39 am

Unfortunately OP, I've been arguing in favor for 'Exploration' for as long as I can remember and nothing ever gets done about it. The excuse is always 'something something botters' but let's be honest, what's easier to bot, a character that wanders around finding rare herbs every blue moon or a commercial mass producing garden pot bot which can safely be done in your base.
Maybe I'm just a contrarian but the only two non combat related things I enjoy doing are Foraging and Fishing and both are objectively shit (At least they were last time I played, doubt anythings changed, especially if you can plant fucking bluebells and edels now...jesus christ).
In my honest opinion, things like farming are stupidly safe, mind numbingly boring and yet the results they yield are straight up essential. Farming is one of the easiest things to bot to. You're going to the same few squares and harvesting/re-planting shit constantly. If that's not easy to bot then I don't know what is. Bluebells are shit compared to the abundance of piss easy craftable curios we have in the game and yet they're far rarer (back when they were forage only). Exploration is one of the few skills we have that get people out of their base, it should be rewarded more in turn.
I mean come on no wonder population always becomes an issue later on into the game, there's very little incentive to go out. You have to go out to forage (putting you in danger), foragables are in ever changing locations, exploration skill is hard capped in terms of usefulness, forables are bottlenecked HEAVILY by quality, and finally the random nature of exploration means that sometimes you come back with 2-3 bluebells,a few bolettes and some ruby dragonflies and other times you come back with garbage.
Again just compare this shit to a farmer. A farmer can do his thing in the safety of his own home, doesn't need to interact with anybody, only needs to focus on his little square fields, the quality of his crops are ever raising and his skills are ever raising to match them, and always can be comfortable in the fact that he will never really have off days were he doesn't yield any results like what happens with foraging.

Foraging and Fishing have always had similar problems too, quality just becomes too much of a bottleneck far too early on. Is it really too much to ask for both fish and foragables have the potential to scale much much higher in terms of Q? We've got oceans coming in this next world, perfect time to make fishing less shit but I'm not holding out for any changes tbh. I'm sure I'd still be finding q16 perch while I've got a q260 carrot field on the go.

Oh and even if new forables are indeed added, it won't amount to much unless you can actually find them at better quality levels to match the ever rising quality of farming and mining/blacksmithing. These things are balanced in the wrong way. They're balanced taking into account q10 versions of everything when that's hardly relevant outside of the immediate early game. A q10 bluebell (again speaking from before potted shit became a thing) is going to be hot garbage compared to my q210 straw doll and while you might say something like 'well that q210 straw doll had much more work put into it' you'd be fucking wrong, that's just the end result of planting/replanting the same crops which have been giving you continuous benefits and you're able to make a shit load of them. That bluebell on the other hand could have been the one thing of value I managed to find after walking around for 3 fucking hours. See the issue here?
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Re: Garden Pots OP

Postby Embers » Fri Jan 25, 2019 12:45 pm

yeah, screw those guys that did the credo and put work and dedication into their composts and clay production because some %marketname% is over-saturated. I should be able to do better just by myself without anything, by just walking around with high enough per x exp.

Nek wrote: but let's be honest, what's easier to bot, a character that wanders around finding rare herbs every blue moon or a commercial mass producing garden pot bot which can safely be done in your base.

if you think that wandering around, finding herbs and avoiding players/animals is something only a human being can do, you kinda need a wake up call, bots can do that more effectively and en masse.
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Re: Garden Pots OP

Postby Aceb » Fri Jan 25, 2019 1:23 pm

Embers wrote:yeah, screw those guys that did the credo and put work and dedication into their composts and clay production because some %marketname% is over-saturated. I should be able to do better just by myself without anything, by just walking around with high enough per x exp.

Nek wrote: but let's be honest, what's easier to bot, a character that wanders around finding rare herbs every blue moon or a commercial mass producing garden pot bot which can safely be done in your base.

if you think that wandering around, finding herbs and avoiding players/animals is something only a human being can do, you kinda need a wake up call, bots can do that more effectively and en masse.


Yeah. On top of that efficient bot will faster fill cupboards than garden bot, just because it has to wait 4 days or something, with quality return while foraging bot can work 24/7 during this time, bringing a lot more but of lower quality, so what's the problem if the player can choose if they wanna either get more/lowq or less/highq.

The only problem that there is, that blueberries were lower version of Iron that was this world until gardening was introduced. So maybe time to introduce yellow wild berries? ¦]
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Re: Garden Pots OP

Postby Nek » Fri Jan 25, 2019 2:32 pm

Embers wrote:yeah, screw those guys that did the credo and put work and dedication into their composts and clay production because some %marketname% is over-saturated. I should be able to do better just by myself without anything, by just walking around with high enough per x exp.

Loving every laugh, you say that like it takes any effort what so ever to level up a credo. Forager has a credo too so I don't even know what you're getting at with that anyway, the fuck
Exploration is the only ability in the entire game which becomes absolutely worthless after the early game. You could cap that shit at sub 100 points and have your perception do most of the work. With the rarer herbs now being mass produced there's even less reason to give a shit about Exploration now. Now you can just forgo that shit completely, purchase a single bluebell from somebody else then mass create your own.
Embers wrote:if you think that wandering around, finding herbs and avoiding players/animals is something only a human being can do, you kinda need a wake up call, bots can do that more effectively and en masse.

Who said it can't be done? I said it is objectively easier to make a bot that manages your gardening shit, which is literally a fact. I've seen forage bots, I've killed forage bots, I've had access to forage bots. The only reason forage bots work is because the requirements to see the best things Exploration can offer are so hilariously low that you can whip out another fully function forager effortlessly. If there was an actual incentive to dump points into exploration past a certain point that would go a long way towards remedying the problem. There's no 'rare herb that requires at minimum 200explo*200per' or higher. Exploration shouldn't plateau at like 60 fucking points, that is pathetic.
I wouldn't give a fuck about bluebells and whatever being plantable if there were other things to strive for with the ability, but to have what is essentially one of the best things you can find be reduced to mass producable garbage, nah that just doesn't sit right with me.
I wanna walk around with my fully invested forager who has sky high explo and perception that can see shit like ghost dragonflies in marshes that move at silly fast speeds, are rare as fuck (and actually remain rare) and that give a fucking goddamn reason to keep investing in the ability. Also it should go without saying but there should be a bunch of other shit added in between that you can find, I wouldn't want the jump to be 64explo*80per - bluebells and edels, 150explo*175per - still bluebells and edels, 220explo*245 per - finally something new, that would be flawed as fuck. Foraging could just do with a shit load of new things added to find in general for the higher levels.
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Re: Garden Pots OP

Postby MadNomad » Fri Jan 25, 2019 2:50 pm

bluebells and troll mushrooms are not the things which make people progress so much so this problem doesn't exist :roll:
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Re: Garden Pots OP

Postby Embers » Fri Jan 25, 2019 4:35 pm

Nek wrote:it takes any effort what so ever to level up a credo

it actually does, have you done gardener yourself?

Nek wrote:Exploration is the only ability in the entire game which becomes absolutely worthless after the early game.

I totally agree here, but you better think of something that exploration can bring, instead of just trying to nerf something else for exploration to be slightly relevant. Lets face it, someone having bluebells in pots is not actually ruining exploration.

Nek wrote: I've seen forage bots, I've killed forage bots, I've had access to forage bots.

If you'd said that you've written one this would work, but hey, you probably used someones low effort one. And that doesnt really qualify you to talk about it, does it.
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Re: Garden Pots OP

Postby Nek » Fri Jan 25, 2019 5:10 pm

Embers wrote:it actually does, have you done gardener yourself?

Done them all besides Quarryman, Miner, Cave Hermit and Blacksmith because I cba with anything mining related. They're effortless.
Embers wrote:If you'd said that you've written one this would work, but hey, you probably used someones low effort one. And that doesnt really qualify you to talk about it, does it.

Not an argument. I've straight up had access to some of the best written ones in the game. The yield you get from a forage bot is miniscule compared to farming/baking bots. By their very nature they aren't guaranteed to bring home a quality haul because exploration has too many random elements to it whereas farming and gardening are static.
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Re: Garden Pots OP

Postby yozzik111 » Fri Jan 25, 2019 7:35 pm

Not sure if someone mentioned this here before, but this is what actually happens in the real world: we don't gather plants/mushrooms/animal products in the wilderness anymore. And this is the progress, which is kinda realistic and expected in this game. Wonder why nobody complains "why there is no need to use sprucecap in the endgame" (because things should evolve).

So yes, as said before, this problem does not exist.

On the other hand, foraged things can have special traits/bonuses to challenge their homegrown copies.
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