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Procne
- Posts: 984
- Joined: Sat May 29, 2010 3:04 pm
Re: Early game improvement suggestions
Speaking of exp*per - I really liked it in HnH that, as you kept increasing those stats, you kept uncovering new foragables. Now that most high level foragables became fate items I feel there is little gain from rising those stats. I would welcome some new, non-fate, high level foragables.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Early game improvement suggestions
I've been arguing the whole time the biggest issue is lack of variety and "quality, as in good to find" forageables. Fate system is fine but we need that variety back.Procne wrote:Speaking of exp*per - I really liked it in HnH that, as you kept increasing those stats, you kept uncovering new foragables. Now that most high level foragables became fate items I feel there is little gain from rising those stats. I would welcome some new, non-fate, high level foragables.
Really hope the next update or two fills that in
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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Gabula
- Posts: 172
- Joined: Sun Aug 30, 2015 9:05 pm
Re: Early game improvement suggestions
I agree with more variety in foragables, but not with more powerful foragables. I think their "power-level" is just fine as-is. I don't want flotsam-farming to make a comeback.
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Original
- Posts: 88
- Joined: Sat Aug 29, 2015 12:06 am
Re: Early game improvement suggestions
Has anyone ever chopped down a tree in real life? It is very taxing. I think chopping down trees is fine where it is.
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RickyP602
- Posts: 280
- Joined: Sun Aug 08, 2010 9:20 pm
Re: Early game improvement suggestions
Realism is often a weak argument for game design, just saying.
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painhertz
- Posts: 6185
- Joined: Sat Jan 22, 2011 2:07 am
- Website: Http://www.noneyafuckinbusyness.com
- Yahoo Messenger: chaosovum
- Location: Louisiana
Re: Early game improvement suggestions
As usual, you nail it.Sevenless wrote:The tree chopping is intended so that fresh spawns can't grief. We've had a lot of issues with that in the past. Beginners should just cut down trees near water.
As to the forageable comment: Agreed. Or perhaps make add a couple new beginner things that are 100% visible? The world feels really empty as a starting player and that's not exactly fun.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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painhertz
- Posts: 6185
- Joined: Sat Jan 22, 2011 2:07 am
- Website: Http://www.noneyafuckinbusyness.com
- Yahoo Messenger: chaosovum
- Location: Louisiana
Re: Early game improvement suggestions
I think you'll be seeing a larger variety of foragable curios......Sevenless wrote:I've been arguing the whole time the biggest issue is lack of variety and "quality, as in good to find" forageables. Fate system is fine but we need that variety back.Procne wrote:Speaking of exp*per - I really liked it in HnH that, as you kept increasing those stats, you kept uncovering new foragables. Now that most high level foragables became fate items I feel there is little gain from rising those stats. I would welcome some new, non-fate, high level foragables.
Really hope the next update or two fills that in
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"