Wild Crops

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

Wild Crops

Postby Shadow7168 » Sun Dec 04, 2016 10:16 am

Instead of WWWs I was thinking there could be wild versions of all the crops. You'd still have to dry them to get seeds you could plant, but they could be used in cooking recipes and the like.

That way new players could be introduced to smaller quantities of mid-game food, and it'd make things less frustrating for people who keep getting the same 2 seeds.
Potjeh wrote:They're using swords as throwing weapons now? Damn cheaters!

MagicManICT wrote:Most raiders aren't into choking another man's chicken. They can do some pretty gay shit, but that's usually the line.
User avatar
Shadow7168
 
Posts: 753
Joined: Tue Aug 03, 2010 8:33 pm

Re: Wild Crops

Postby shubla » Sun Dec 04, 2016 10:19 am

Early game food needs to be added.
Stuff that you can eat before hunting/farming.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Wild Crops

Postby Granger » Sun Dec 04, 2016 11:07 am

There imho is enough stuff to eat, it is just not very effective in terms of FEP.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Wild Crops

Postby Flyrella » Sun Dec 04, 2016 6:24 pm

In very early versions of h&h q10 crops were just randomly growing everywhere (that was made by the map generator in the beginning of the world). Apparently, the problem was that if you harvest them, they wouldn't respawn unless replanted. So, new players in late world could not have some important crops, unless they stole them or looted abandoned places. I guess, that was the reason why www as a forageable item was introduced (maybe I am wrong).
User avatar
Flyrella
 
Posts: 417
Joined: Wed Jul 03, 2013 12:28 am

Re: Wild Crops

Postby Granger » Sun Dec 04, 2016 10:46 pm

The current crops could as well spawn dynamically (like other forageables) as a wild version, tint them a bit in colour (for both gobj and invobj) so Jorb dosn't need to draw new ones. As an additional hoop to jump through to go from wild to domesticated version (to delay early game a bit) they could get another aspect that nerfs them (like less FEP or not useable for certain crafting) which vanishes over some generations of being replanted on a field.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Wild Crops

Postby MadNomad » Sun Dec 04, 2016 10:59 pm

you can easily get 50 - 100 in stats quickly with berries that have 1 or lower hunger
MadNomad
 
Posts: 2158
Joined: Fri Mar 11, 2016 11:13 pm

Re: Wild Crops

Postby maze » Sun Dec 04, 2016 11:47 pm

WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2633
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Wild Crops

Postby Teleskop » Sun Dec 04, 2016 11:54 pm

or make a generic looking bush that would give you a random seed kinda like the beach trashpiles work
Teleskop
User avatar
Teleskop
 
Posts: 2910
Joined: Sat Jul 10, 2010 9:55 am
Location: Little Teleskop

Re: Wild Crops

Postby jorb » Mon Jan 02, 2017 1:20 pm

Suggested a bunch.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot], norbiux and 95 guests