As a person not so good with pvp, I never enjoyed meeting bear-headed, armor wielding, sword-slinging "people"._Gunnar wrote:Was it really the foraging that people enjoyed rather than the exploration and the chance to encounter other people?
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FlamingRain
- Posts: 14
- Joined: Mon Jan 23, 2012 8:03 am
Re: Fate Stuff
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Jalpha
- Under curfew
- Posts: 1841
- Joined: Thu Aug 22, 2013 12:16 pm
Re: Fate Stuff
Foragers represent.
So I'm biased because I enjoy foraging in Haven, I didn't enjoy it in Salem. Now there's little to no reason to forage at all which is disappointing. Really it only duplicates Salems foraging mechanic, which was to collect huge numbers of almost valueless things.
Do any foragables, even in large quantities, really compete with high ql end game craftables? Have they ever?
If some balance was necessary I think this has gone too far to a negative extreme. Sure flots shouldn't really be a staple but I miss that little spike of endorphin when I found one.
So I'm biased because I enjoy foraging in Haven, I didn't enjoy it in Salem. Now there's little to no reason to forage at all which is disappointing. Really it only duplicates Salems foraging mechanic, which was to collect huge numbers of almost valueless things.
Do any foragables, even in large quantities, really compete with high ql end game craftables? Have they ever?
If some balance was necessary I think this has gone too far to a negative extreme. Sure flots shouldn't really be a staple but I miss that little spike of endorphin when I found one.
Laying flat.
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Asgaroth22
- Posts: 625
- Joined: Mon Jan 09, 2012 8:08 pm
Re: Fate Stuff
While I very much enjoyed foraging in late salem, where they added lots of great rare inspirationals, I liked old haven foraging too. I felt the same way about flotsams, bluebells, etc.Jalpha wrote:Foragers represent.
So I'm biased because I enjoy foraging in Haven, I didn't enjoy it in Salem. Now there's little to no reason to forage at all which is disappointing. Really it only duplicates Salems foraging mechanic, which was to collect huge numbers of almost valueless things.
Do any foragables, even in large quantities, really compete with high ql end game craftables? Have they ever?
If some balance was necessary I think this has gone too far to a negative extreme. Sure flots shouldn't really be a staple but I miss that little spike of endorphin when I found one.
Right now, when I find flotsam, I have a tiny moment of "yay!", followed by grim realization that it's probably the only one I will find in weeks, and it's not that good anymore.
Anyway, why is foraging limited to 1600 perc*explo? Why can't we have forageables that require 2000, 10000, 20000 perc*explo? Foraging is now only good for newbies and enthusiasts, except for dragonflies and glimmers, everyone needs them. But it's hardly foraging, you just go to swamp/cave and pick them up, it's predictable, and so it became boring. Where's the sense of exploration in this?
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stya
- Posts: 1037
- Joined: Wed May 21, 2014 3:13 pm
Re: Fate Stuff
Foraging also is one of the only moment where you go out of a 100% safe zone to a less safe one. Fate/foraging system could use some new mechanics, let's say the further you go from your hf/village, the more interesting the discoveries become in term of spawnrate/kind of forageables found. That could also decrease if you stay in the same zone, or go back.
I had something like an archery target in mind, each circle could have a level that determine what you will find in it, the center is your hf/village (or you can combine 2 targets) and the level of the zone could decrease when you stay too long in it and could be reset when porting back.
That is just one idea, I'm pretty sure we could find others or improve this one
I had something like an archery target in mind, each circle could have a level that determine what you will find in it, the center is your hf/village (or you can combine 2 targets) and the level of the zone could decrease when you stay too long in it and could be reset when porting back.
That is just one idea, I'm pretty sure we could find others or improve this one

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evangili
- Posts: 66
- Joined: Fri Sep 04, 2015 2:31 pm
Re: Fate Stuff
well , i think every 5 objekts u forage there shoudl be a capcha (prevents boting) that wont pop up again for another 20 -30 mins . this would kinda lower usage of forage bots and forageables could still be improved
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Carebear
- Posts: 101
- Joined: Wed Sep 09, 2015 2:56 pm
Re: Fate Stuff
Wont do anything by grief legit players - why do people keep coming back with this anti-bot insanity. Good botter's will just find a way around it.evangili wrote:well , i think every 5 objekts u forage there shoudl be a capcha (prevents boting) that wont pop up again for another 20 -30 mins . this would kinda lower usage of forage bots and forageables could still be improved
Harvesting carrots
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evangili
- Posts: 66
- Joined: Fri Sep 04, 2015 2:31 pm
Re: Fate Stuff
still, just removing some fun from the game because of botters is pretty annoying. + what about others who cant use bots/ dont WANT to use them (moral reasons etc)? these are my thoughts