Having planted probably 30+ trees at this point, waited RL weeks for them to grow, and recently watched a bunch of newbies kill 6+ of them prematurely (before they're worth boards, /cry), I wholeheartedly agree with the OP's suggestion.
At one point I had 4 herbalist tables churning trees out constantly (refreshing them 2-3 times a day for 3-4 days.) Yet I'm still woefully short on boards because of how long it takes the things to grow.
Trees definitely need to have reduced pre-reqs to plant. The alternative is less appealing (have trees grow faster.)
At this point I've given up on my "be that sweet tree-planting maniac who creates forests around his land", as I've realized that unless I protect every single tree I grow I won't even have enough for myself. :/ Which is sort of a bad direction for the game to have forced me in.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: tree planting
I almost think that maybe the herbalist table could be skipped; you make a pot and fill it with dirt and water, and then just hold it or put it in any container for fifteen minutes. It still takes weeks to grow, just less time to germinate, and can be done in larger numbers.
Or just let us plant seeds directly, with a quarter or less of the current success rate.
Or just let us plant seeds directly, with a quarter or less of the current success rate.
Surprise.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: tree planting
Maybe just make these steps optional. The more steps you go through, the better your chance of success, and better quality of the tree grown.
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sabinati
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Re: tree planting
that's a good idea potjeh.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: tree planting
Potjeh wrote:Maybe just make these steps optional. The more steps you go through, the better your chance of success, and better quality of the tree grown.
Isn't that what the OP was suggesting?
Another thought I just had was that the number of trees would probably be increased if cutting them down and retrieving useful goods for them was made more difficult and slightly specialized.
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Axehilt
- Posts: 95
- Joined: Sat Sep 19, 2009 12:33 pm
Re: tree planting
But uh...that's what the OP was suggesting!sabinati wrote:that's a good idea potjeh.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: tree planting
I didn't reread the first page and I forgot what the suggestion actually was 
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sabinati
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Re: tree planting
potjeh said it in one sentence so i agreed with him.
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firemage
- Posts: 76
- Joined: Fri Jun 12, 2009 7:00 pm
Re: tree planting
I agree with that one.Peter wrote: Or just let us plant seeds directly, with a quarter or less of the current success rate.
Newbies should be able to produce something while grinding everybody needs. Trees are ideal for that.
And let's face it: Newbies need them the most after the first grind. Houses and palisades are huge investments in wood. After that you mainly need them for chests and some buildings, which are all small one-time investments.
Mines are too few to make any big difference with the constant need of charcoal for the smelting.
Let newbies plant the trees, they need a few days later!
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Murazama
- Posts: 94
- Joined: Sat Aug 15, 2009 3:16 am
Re: tree planting
Axehilt wrote:There are too many players to have one static starting point for new characters. Resources in the starting area will always be stripped clean.
The world's ridiculously huge isn't it? Why not have multiple starting areas (each of which is a "lake" of easy animals; since as I understand it animals get tougher/more aggressive as you leave the safety of RoB.)
Just seems like starting areas should spiral out from the center once population levels in the existing spawn area are high enough.
I would just like to say something about this. If there was these multiple starting areas, higher level players would have to range further to find level X Creatures. As it stands now, just move far away from RoB and you will find trees. But making more Rings will drop a lot of Creature levels.