Groniak wrote:Trough all the ideas I've read, the one that seems most logical would be to add the Foraged tag to items that were foraged in the wilds, and only allow planting in garden pots of items with such tag.
This way foraging remains relevant trough the entire game. Gardeners could still multiply and raise the quality of the products, but they would still require the base foraged goods. This would re-open a whole market, give greater value to basic foraged goods while still letting the gardeners make their own cut of profits.....
Example: foragers sell [foraged]bluebells for 3 coins, gardeners buys them, grows 6-8 of em and resells em 1 coins each.
Not viable for the end-game quality grind since you can't re-plant your new domesticated bluebells. at that point people would just forage and probably not garden, or gardening would be really underwhelming since you only get one generation of quality up. We have to have a solution where foraging remains relevant (for at least a long enough period of time to actually get any real foraging in) before it gets surplanted by gardening and gardening shouldn't immediately replace it. It needs to be gradual.
If i have learned anything from coming back to w11, is it's that if it nerfs the end-game grinding loop in any way, or in anyway tries to alter the game so that the grinding isn't too bad in the end, people tell you that the grinding is the game and you can't nerf anything that would interfere with the monotany.