Add a fourth, hidden kind of q node, spawn frequency

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Tamalak
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Add a fourth, hidden kind of q node, spawn frequency

Post by Tamalak »

Code a fourth kind of q node in the world, just like the other three, except it would regulate how often something spawns instead of any of the 3 qualities. e.g. if there is a q40 node for dandelions then twice as many dandelions would spawn.

Think of blueberry "patches", a cave absolutely swarming with bats, a field with deer common, and so on. It would give different locations in the world more of a sense of place and identity than the same old spawn rates everywhere.
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maze
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by maze »

not a bad idea...cant really punch any holes into it.
might even make favorable hunting areas/ foraging areas if people can track the spawning Q somehow.

I can see big villages having a lot of fights on hunting zones with a lot of bears early worlds :lol:
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Kaios
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Kaios »

I wouldn't mind this being in the form of a reintroduction of villages relating to animal levels, but rather than the levels you just have more spawn the further out you are from civilization.
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Sevenless
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Sevenless »

I think fish nodes already have this actually.
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barra
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by barra »

Yeah, I miss muflon/auroch herds. Clusters of anything are fun to discover except frogs
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Sevenless
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Sevenless »

barra wrote:Yeah, I miss muflon/auroch herds. Clusters of anything are fun to discover except frogs
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raupe91
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by raupe91 »

id rather want a terrarium to raise my own frogs.
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Drevar
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Drevar »

Can you imagine a 50+ node on river mussels? You'd freaking tear the bottom of your boat out on them...
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Lunarius_Haberdash
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Lunarius_Haberdash »

Tamalak wrote:Code a fourth kind of q node in the world, just like the other three, except it would regulate how often something spawns instead of any of the 3 qualities. e.g. if there is a q40 node for dandelions then twice as many dandelions would spawn.

Think of blueberry "patches", a cave absolutely swarming with bats, a field with deer common, and so on. It would give different locations in the world more of a sense of place and identity than the same old spawn rates everywhere.
I kinda like this idea so long as the rate of spawn isn't tied to any of the other qualities, it needs to be its own thing.

Sure, you may be able to harvest 1000 dandelions in this field, but they're all Q10.

Though I think it would also be valid to have these frequency fields over lap.

A field with a high spawn rate for Q10 dandelions may have a Q40 dandelion spawn on it as well. But the Q40 only spawns occasionally or rarely, making it worthwhile to harvest everything in a field on the off chance you get that good spawn.
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Tamalak
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Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Tamalak »

Lunarius_Haberdash wrote:
Tamalak wrote:Code a fourth kind of q node in the world, just like the other three, except it would regulate how often something spawns instead of any of the 3 qualities. e.g. if there is a q40 node for dandelions then twice as many dandelions would spawn.

Think of blueberry "patches", a cave absolutely swarming with bats, a field with deer common, and so on. It would give different locations in the world more of a sense of place and identity than the same old spawn rates everywhere.
I kinda like this idea so long as the rate of spawn isn't tied to any of the other qualities, it needs to be its own thing.

Sure, you may be able to harvest 1000 dandelions in this field, but they're all Q10.

Though I think it would also be valid to have these frequency fields over lap.
That is the intention behind my idea. The frequency q nodes would be spawned the same way the other 3 are - in the sense that any overlaps they have are accidental, and that players will want to seek out these accidental overlaps.

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