Gardening essentially killed foraging, current recipe for wild animals killed hunting (Big Bear Banger 10 hunger+ridiculous sats ?!? why?!?) no hunting and no foraging means nobody outside their walls...nobody outside their walls means no victims for the big bad raiders....no victim for raider means no scents anywhere=no more rangers travelling around= dead world....
Won't argue here because it did- but progression is healthy and moving from one system to another is fine. Hunting is stiill a thing fyi (bones, hides, etc), but foraging is largely bad -and thats because everything you can forage that you can't farm isn't all that useful. Theres a few things that are worth foraging for, but for the most part, it's not relevant because it's not useful.
One way to combat this isn't by making gardening, something that arguably should exist, useless- but rather by adding portions to foraging that is still nice and viable and worth going out for. Gardening in general SHOULD be better than foraging, as a progression system like this in general feels fine, but foraging shouldnt be entirely useless.
As you say the problem is that nobody leaves their walls. That IS indeed the problem, but what do you think caused it? Back in the old days i could go out and forage for 1 hour and i would meet 10 new players.....i played 4 months this world, explored the entirety of my continent, I'm constantly outside my walls basically looking for people, and I've met a whopping 6 people....in 4 months.
That's also because in the past, a lot of systems that should exist did not exist. Instead, more reasons to leave your base (coughcoughlocal/realmquestscough) should exist. Removing something that's functional and fine is not how future developments should take place when an issue can be resolved otherwise.
Queen of a cold, dead land. Caretaker of the sprucecaps.