www - wild plants

Thoughts on the further development of Haven & Hearth? Feel free to opine!

www - wild plants

Postby maze » Sun Sep 25, 2016 5:32 pm

[WWW]
-Make much rarer for rare chance seed.

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[Wild plants]
-wild carrots, wild cabbage, wild beets, ect.
-spawn to there own native biomes
-adds to the area density.
-early game friendly.
-normal and wilderness survival friendly.
---Hunter's, newbie, Wonders, explorers food on the go.

-picking a wild plant would yield plants &/or seeds.
-replanting the plant &/or seeds would have large % to Domestic the plant 75-80%.
-Domesticated plants would not have a chance to go back to wild.

-Wild plants would grow in the span of 8-16 hours (ideally for a wonder or newbie who's picking, making camp & planting. log on next day pick and move along).
-you don't need to plow to plant wild seeds (would just be fun to see people pick seeds then replant).
-wild plants &/or seeds drop on the ground would plant their self (again fun to see wild plants semi take over (with much of a higher chance)...but this might cause FPS issues from large overgrowth).


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Mazes Archive 2ed post
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Re: www - wild plants

Postby maze » Tue Sep 27, 2016 7:57 pm

I'm a big supporter of early game, newbie and wanderers. My play style Normally is just that~ exploring the world. Anything that adds to the world that truly adds more to exploration, I'll normally comment on.
I've been playing HnH for 8 years, I know exploits~ by knowing and how this game works by heart. you can ask me about my collection of pink capes. So I'll point out exploits in your post asap.

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Re: www - wild plants

Postby maze » Fri Oct 07, 2016 11:19 pm

Shamless bump cuz now we are having some plant updates :D
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Re: www - wild plants

Postby ricky » Sat Oct 08, 2016 2:22 am

i read somewhere lse in C&I (cant be arsed to find the article) about changing the current WWW system to a categorical system. for instance, carrots, beets, and onions would be categorized into a new "root-type WWW", barley, hemp, and flax would be categorized into a " fibrous-type WWW" etc etc.

in this case it would make more sense than simply finding a random herb and drying it for seeds, you would find a wild plant and 'domesticate' it into a specific variety of plant depending on which type it came from.

the only real difference between this system and yours is that there would be no 'wild' plants which you could harvest similar to domesticated crops. instead you could just have a more variety within the WWW-type plants and still be able to find specific plants that you want/need
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Re: www - wild plants

Postby Redlaw » Sat Oct 08, 2016 7:19 am

I if remember right the game once had wild crops, and they changed it to WWWs. That was in legacy, since it does make it easier to add more crops and every to get the,.


Yes I personaly do once in a while randomly plant extras in the wild, just cause.... but that is me.
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Re: www - wild plants

Postby maze » Thu Oct 20, 2016 2:37 am

Redlaw wrote:I if remember right the game once had wild crops, and they changed it to WWWs. That was in legacy, since it does make it easier to add more crops and every to get the,.


Yes I personaly do once in a while randomly plant extras in the wild, just cause.... but that is me.


If I remember correctly.
They use to have problems added in things that would spawn randomly up until end of world 3.
so it was easier to just have WWW at the time, as they would not have to add things into the world.

but now they can just make new things spawn~ i think it would be a nice change to bring back and put more flavor into the world.
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Re: www - wild plants

Postby maze » Wed Nov 23, 2016 5:26 pm

Updated idea and 2ed post for Archive.

Still would like to see this idea for Early word ;)

Also going to work on finding all J&L post in C&I + fishing ideas for Archive.
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Re: www - wild plants

Postby Fostik » Thu Nov 24, 2016 3:56 pm

Wild plants would be good for variable food.
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Re: www - wild plants

Postby jorb » Mon Jan 02, 2017 12:47 pm

Myeah, idk.
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