Hoping that devs can clarify certain things. Even though players can figure out the stuff on their own I still kindly ask for some answers, so that I know if I can happily start building my base now or if I should prepare that I will want to wander off looking for a better spot.
1. Are there quality nodes in any form? So far I assumed no, as all the stuff I found and picked got the quality equal to my survival. However yesterday I picked a rabbit killed by a fox and it had substance higher than other stats. I know about the regional resources, but the question is about numerical quality only.
2. Do mud flats still give clay in some way? Digging there yielded only soil so I'm not sure if I'm doing something wrong or the times of clay from mudflats are gone. Simple yes or no is enough. If there is a way to get clay I will try to figure it out on my own, just want to know if I can still count mudflats as source of clay when choosing location.
3. Is there any form of darkness (Salem type of darkness)? I know about night and day cycle, but it seems like my current location is darker, even during a day. Maybe it's just an illusion and it's just terrain that's dark?
4. Does type of wood / stone used in construction of buildings have any effect apart from graphical? Like increased building hp, soak etc.?
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Procne
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Archiplex
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Re: Need some answers about base location - quality nodes et
Procne wrote:Hoping that devs can clarify certain things. Even though players can figure out the stuff on their own I still kindly ask for some answers, so that I know if I can happily start building my base now or if I should prepare that I will want to wander off looking for a better spot.
1. Are there quality nodes in any form? So far I assumed no, as all the stuff I found and picked got the quality equal to my survival. However yesterday I picked a rabbit killed by a fox and it had substance higher than other stats. I know about the regional resources, but the question is about numerical quality only.
2. Do mud flats still give clay in some way? Digging there yielded only soil so I'm not sure if I'm doing something wrong or the times of clay from mudflats are gone. Simple yes or no is enough. If there is a way to get clay I will try to figure it out on my own, just want to know if I can still count mudflats as source of clay when choosing location.
3. Is there any form of darkness (Salem type of darkness)? I know about night and day cycle, but it seems like my current location is darker, even during a day. Maybe it's just an illusion and it's just terrain that's dark?
4. Does type of wood / stone used in construction of buildings have any effect apart from graphical? Like increased building hp, soak etc.?
1. I cannot confirm or deny, but it does not seem like nodes exist as they used to.
2. I am wanting to say No, but it could simply not be implemented yet
3. Light seems to be consistent for now, even in caves. It's likely not yet developed for harsh lighting.
4. Testing must be done! I assume that certain wood types will effect things in the future (Such as willow bows being better than other bows due to flexibility) but highly doubt it's implemented yet.
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Flameturtle
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Re: Need some answers about base location - quality nodes et
We find stuff out on our own. Devs don't usually clarify unless they're feeling extremely generous or they fucked up somehow.
Edit: Well shit, thanks Jorb ^_^
Edit: Well shit, thanks Jorb ^_^
Last edited by Flameturtle on Mon Aug 31, 2015 12:00 pm, edited 1 time in total.
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painhertz
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Re: Need some answers about base location - quality nodes et
Seems like they've simplified stuff. the quality of everything is derived directly from the Survival skill. That's as far as I can tell....
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Sevenless
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Re: Need some answers about base location - quality nodes et
Quality nodes seem to be taking a leaf out of Salem's book.
1. Yes
2. Due to my experiences with fishing, I suspect like one iteration of salem every single item has its own quality node system. A fishing spot good for perch might have crummy zander in it. I'd have to double check the nodes are still static. Each of the three quality types has their own nodes.
3. Darkness is an unenforceable mechanic client side due to custom clients. Loftar has stated lighting will be cosmetic and not intended to interfere with ability to do activities as a result. This level of day/night is what we're getting.
4. Not sure yet about wood
1. Yes
2. Due to my experiences with fishing, I suspect like one iteration of salem every single item has its own quality node system. A fishing spot good for perch might have crummy zander in it. I'd have to double check the nodes are still static. Each of the three quality types has their own nodes.
3. Darkness is an unenforceable mechanic client side due to custom clients. Loftar has stated lighting will be cosmetic and not intended to interfere with ability to do activities as a result. This level of day/night is what we're getting.
4. Not sure yet about wood
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Orcling
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Re: Need some answers about base location - quality nodes et
Wasnt that mechanic already in place when w7 started?painhertz wrote:Seems like they've simplified stuff. the quality of everything is derived directly from the Survival skill. That's as far as I can tell....
Survival hardcapped every forageable/soil/water node, so people stopped claiming everything at world start.
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jorb
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Re: Need some answers about base location - quality nodes et
There are. They vary both per item and quality dimension. One place might yield you rabbits 10/34/12, and another might yield you rabbits 18/12/13, or whatever. Other animals gathered in those same places will have their own quality fields.Procne wrote:1. Are there quality nodes in any form? So far I assumed no, as all the stuff I found and picked got the quality equal to my survival. However yesterday I picked a rabbit killed by a fox and it had substance higher than other stats. I know about the regional resources, but the question is about numerical quality only.
They do not yet, but they will once we reintroduce acre clay. One of our present development priorities is to achieve complete feature parity with Old Haven. Our target was for this to be done in time for release, but we missed by 70ish or so (lower priority) items and objects, the clay types being among them.2. Do mud flats still give clay in some way? Digging there yielded only soil so I'm not sure if I'm doing something wrong or the times of clay from mudflats are gone. Simple yes or no is enough. If there is a way to get clay I will try to figure it out on my own, just want to know if I can still count mudflats as source of clay when choosing location.
No darkness. Just different terrains.3. Is there any form of darkness (Salem type of darkness)? I know about night and day cycle, but it seems like my current location is darker, even during a day. Maybe it's just an illusion and it's just terrain that's dark?
Only graphical effects for now.4. Does type of wood / stone used in construction of buildings have any effect apart from graphical? Like increased building hp, soak etc.?
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smileyguy4you
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Re: Need some answers about base location - quality nodes et
have been seeing different blends of qualities on soil (high number capped by survival), one area was 10 20 10, another was 10 20 20...and so on...still figuring out which is best, havent found a 20 20 20 soil spot yet (yes at time of digging survival was at 20...)
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Sevenless
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Re: Need some answers about base location - quality nodes et
Nice! Saves us hours of testing wood for sure. And somehow I completely misread that part about acre >.>
It's also worth noting that not all qualities are "required" since each one does something different. Food respectively does: Reduced Satiation penalty, Reduced Hunger penalty, and increased FEPs respectively. I don't think the first stat is nearly as critical as the other two.
It's also worth noting that not all qualities are "required" since each one does something different. Food respectively does: Reduced Satiation penalty, Reduced Hunger penalty, and increased FEPs respectively. I don't think the first stat is nearly as critical as the other two.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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jorb
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Re: Need some answers about base location - quality nodes et
Early on it isn't, no, as you don't see much satiation. The more you have to eat for each level up the more it will matter, though.Sevenless wrote:I don't think the first stat is nearly as critical as the other two.
"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
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