Introduce more forageables

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Introduce more forageables

Postby RickyP602 » Mon Sep 28, 2015 10:05 am

Can we please get a foraging update?

With the implementation of the fate system there are 5 less forageables to find, and nothing to take their place.

There is less enjoyment out of the whole system now. It use to be every few points of exploration in conjunction with a few points of perception allowed one to find something new, and usually better. Now that charm is lost. You still need the high perception and exploration, but only get a reward for it rarely.

I've played a good bit and only found 2 bloated bolettes.

I can get behind what I think the fate system is, but foraging needs to be fleshed out to maintain its usefulness, and more importantly, be fun again.

Thanks, Ricky
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Re: Introduce more forageables

Postby jorb » Mon Sep 28, 2015 10:08 am

Perhaps, but I'm not enthusiastic about reinstating the setup where you just move mindlessly over the map and vacuum fantastic loot without effort or human input required.
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Re: Introduce more forageables

Postby RickyP602 » Mon Sep 28, 2015 10:20 am

Ah, I can understand that point of view, however I myself, have a differing one.

It seems to me that the old system encouraged me to go out and explore more. To actually see and move through more of the map than the 8 grids around my base. Going out and foraging was a worthwhile investment of time. Now all you needs is some seeds off of some trees and a dead log.

It seems to me that if the only thing foraging is to be good for is string and the extremely rare fate curio it might as well be removed. It is a big investment to level up perception and exploration, shouldn't it pay at least some dividends, and also be enjoyable? It is fun to find good things. I get the fate system, but it's to rare and random to have a practical use, by design I'm sure. Plus it's just boring passing up 90% of the forageables.

Edit: that run on sentence though
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Re: Introduce more forageables

Postby jorb » Mon Sep 28, 2015 10:27 am

You have some sort of point.
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Re: Introduce more forageables

Postby Avu » Mon Sep 28, 2015 10:39 am

Jorb any chance of getting ways to tell qualities without getting the products? We talked in the past about visual indicators for high quality fish jumping higher maybe now animals having different colors or manes or whatever the higher they go in q maybe different shade of blue for water. Would make exploration more fun than just digging everything every x tiles.

Also forageables that go in recipes. I hope they get boosted since it's much easier to spam stuff that can be locally grown and it might encourage trading.
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Re: Introduce more forageables

Postby LadyV » Mon Sep 28, 2015 11:16 am

I like foraging quite a bit but I do agree with jorb to much of a thing makes it the norm. Id be more inclined for new ways to improve what we find or they themselves open new possibilities.
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Re: Introduce more forageables

Postby jorb » Mon Sep 28, 2015 11:30 am

Avu wrote:Jorb any chance of getting ways to tell qualities without getting the products? We talked in the past about visual indicators for high quality fish jumping higher maybe now animals having different colors or manes or whatever the higher they go in q maybe different shade of blue for water. Would make exploration more fun than just digging everything every x tiles.

Also forageables that go in recipes. I hope they get boosted since it's much easier to spam stuff that can be locally grown and it might encourage trading.


Fun story, true story. We occasionally refer to the quality fields as Avu fields between us, just because we know you like them so much.

Visual indicators could perhaps be something, though it's not obvious what they would look like. You have some ideas. Perhaps and maybe.

And, yes, I think forageables should probably go through recipes into good end-produce, rather than being good end-produce in themselves. The fundamental problem that foraging simply consists in scanning large areas by dead walking remains, however. I'd like it if it was more interactive in a way that's fun, rather than tedious.
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Re: Introduce more forageables

Postby LadyV » Mon Sep 28, 2015 12:04 pm

jorb wrote:And, yes, I think forageables should probably go through recipes into good end-produce, rather than being good end-produce in themselves. The fundamental problem that foraging simply consists in scanning large areas by dead walking remains, however. I'd like it if it was more interactive in a way that's fun, rather than tedious.


Maybe Im odd but I enjoy going out and looking for things. Kin of scavenger hunt and treasure hunt in one. Then when you can do more with them when you get back it is like continuing the journey. :D
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Re: Introduce more forageables

Postby jorb » Mon Sep 28, 2015 12:09 pm

Oh, don't get me wrong. I enjoy it too. I just don't like the incentives it creates.
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Re: Introduce more forageables

Postby Amanda44 » Mon Sep 28, 2015 12:16 pm

I'm with you V ... the most enjoyable part of the game for me is foraging, you get to explore, meet people, collect stuff (lol) and hopefully find a treasure or two. I would actually like there to be more forageables simply because that's what I enjoy, they don't all have to have merit on their own, increasing their use in recipes is fine.
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