Remove quality cap for wild animal products

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

Re: Remove quality cap for wild animal products

Postby Onionfighter » Wed Jan 05, 2011 8:43 pm

You could increase the animal's max level.

This would go against what I think is currently planned, which is to remove animal levels altogether.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Remove quality cap for wild animal products

Postby Phizuol » Wed Jan 05, 2011 9:17 pm

Onionfighter wrote:You could increase the animal's max level.

This would go against what I think is currently planned, which is to remove animal levels altogether.


Hmm, well if there's already something in the works then please lock this suggestion. =3
User avatar
Phizuol
 
Posts: 435
Joined: Thu Sep 09, 2010 6:26 pm
Location: Florida

Re: Remove quality cap for wild animal products

Postby Onionfighter » Wed Jan 05, 2011 9:18 pm

I don't think they are set on an idea.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Remove quality cap for wild animal products

Postby Potjeh » Wed Jan 05, 2011 10:23 pm

What would cap bone q?
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Remove quality cap for wild animal products

Postby sabinati » Wed Jan 05, 2011 10:33 pm

it would be the same as it is now. he just wants cutting to to be able to improve the q of meat.

i'd prefer the removal of animal levels and a backend eco-sim that allowed some region randomness and wild breeding that effects the types, quality, and quantity of animals spawned in those regions. and of course, overhunting and civ levels would effect the ecosystem.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Remove quality cap for wild animal products

Postby Skorm » Thu Jan 06, 2011 12:36 am

sabinati wrote:it would be the same as it is now. he just wants cutting to to be able to improve the q of meat.

i'd prefer the removal of animal levels and a backend eco-sim that allowed some region randomness and wild breeding that effects the types, quality, and quantity of animals spawned in those regions. and of course, overhunting and civ levels would effect the ecosystem.


so we all go back to making flour...
d_datica wrote:Get the damn server back up before I go back to having a life

USER WAS PUT ON PROBATION FOR THIS POST

~art By SacreDoom
User avatar
Skorm
 
Posts: 925
Joined: Wed Mar 03, 2010 6:01 am
Location: on a house, with a computer

Re: Remove quality cap for wild animal products

Postby sabinati » Thu Jan 06, 2011 12:49 am

there would still always be animals, and preferably more types, but overhunting the same region would decrease animal spawns. but just like resource spots, fish spots, etc. they would recover.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Remove quality cap for wild animal products

Postby Skorm » Thu Jan 06, 2011 12:51 am

sabinati wrote:there would still always be animals, and preferably more types, but overhunting the same region would decrease animal spawns. but just like resource spots, fish spots, etc. they would recover.


so you gotta keep moving? sound good enought, but then i THINK a similar limitation should be added to farming.
d_datica wrote:Get the damn server back up before I go back to having a life

USER WAS PUT ON PROBATION FOR THIS POST

~art By SacreDoom
User avatar
Skorm
 
Posts: 925
Joined: Wed Mar 03, 2010 6:01 am
Location: on a house, with a computer

Re: Remove quality cap for wild animal products

Postby Sotsa » Thu Jan 06, 2011 12:55 am

naw man, that's stupid, moving a farm would be WAY more hassle than moving yourself.
+ it would be extremely silly.
Before you take insult to this post, keep in mind that I am simply a warrior of truth.
User avatar
Sotsa
 
Posts: 725
Joined: Sat Mar 27, 2010 10:07 am

Re: Remove quality cap for wild animal products

Postby Skorm » Thu Jan 06, 2011 12:57 am

Sotsa wrote:naw man, that's stupid, moving a farm would be WAY more hassle than moving yourself.
+ it would be extremely silly.


i dont mean move the whole farm, prolly just mak it so after a certain amount of planted and harvested goods the soil will change so that the next seed would take more time or loose some q
d_datica wrote:Get the damn server back up before I go back to having a life

USER WAS PUT ON PROBATION FOR THIS POST

~art By SacreDoom
User avatar
Skorm
 
Posts: 925
Joined: Wed Mar 03, 2010 6:01 am
Location: on a house, with a computer

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 3 guests