Game Development: Garden Glyph

Announcements about major changes in Haven & Hearth.
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Amanda44
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Re: Game Development: Garden Glyph

Post by Amanda44 »

pietin2 wrote:Did they take Troll mushrooms out of the game? That may be my pot issue. I just tried to plant 2 in pots and the vanished and I couldn't plant anything else in pot
Yeah there is a thread on it here;
viewtopic.php?f=47&t=58861#p752880
Maybe that is your issue.
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Myrgard
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Re: Game Development: Garden Glyph

Post by Myrgard »

Amanda44 wrote:Cavebulbs are the most common item, after bluebells, that I'm asked for when trading with higher tier players.

On a positive note, I'm liking the new curios, it's great to finally have something to do with all the slime, cave dust, cat gold and seashells. :)
I feel for you but cavebulbs are rather easy to gather, anyone buying them in bulk is just lazy. Personally i never sell them since, while I have more than enough for my own needs, the market price doesn't justifie the time it takes to forage a larger amount.

Bluebells are even less of an issue as you can't exactly forage for them, as they are fated and all, I'm actually looking forward to adding high q bluebells to my selection of sold curio. Not to be insensitive to foragers but since the start of the world and spending probably over a thousand hours playing I've found maybe 15 or 20 of them in all of world 10. It just changes a curio that is almost never seen to a standard one.
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_Gunnar
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Re: Game Development: Garden Glyph

Post by _Gunnar »

Myrgard wrote:as they are fated and all
no they aren't, fate curios are gone. they are like limited resources now, which refill slowly globally (I believe).

Also you must never go outside (or to the right places, anyway), I've found more than you and I've been playing for just over a month.
I feel for you but cavebulbs are rather easy to gather, anyone buying them in bulk is just lazy. Personally i never sell them since, while I have more than enough for my own needs, the market price doesn't justifie the time it takes to forage a larger amount.
It used to be justified for players with less developed situations, though.
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Axatros
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Re: Game Development: Garden Glyph

Post by Axatros »

Make more stuff plantable! If you do I will be finally able to open my grocery store.
Pixel art is (and always will be) better than this plastic looking Hafen you gave us here.
Ferat
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Re: Game Development: Garden Glyph

Post by Ferat »

"Beast Ring" gilding doesn't work?
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Amanda44
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Re: Game Development: Garden Glyph

Post by Amanda44 »

Myrgard wrote:
Amanda44 wrote:Cavebulbs are the most common item, after bluebells, that I'm asked for when trading with higher tier players.

On a positive note, I'm liking the new curios, it's great to finally have something to do with all the slime, cave dust, cat gold and seashells. :)
I feel for you but cavebulbs are rather easy to gather, anyone buying them in bulk is just lazy.
Lol, and it's ok, I wasn't actually thinking of myself, I'm in no rush so I like to raise my own q, just saying that I get asked for them a lot, so it's good for newbs .. I usually trade more for livestock to get started as taming sucks, lol, and then later for a higher q pickaxe and better gilded gear. :)
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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magisticus
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Re: Game Development: Garden Glyph

Post by magisticus »

So everyone is complaining about the bluebells but not all the other easy to make curios that don't require a credo and give four figures of lp/ph. This makes it progressively easier for less developed players to catch up which perhaps is the point dunno, but does seem to be deliberately mis-ballanced and is starting to make some of the earlier game efforts redundant, also making industries less significant when you can make curios that don't require quality cauldron/kiln/smelter/anvil etc that are better than curios that do. Perhaps this is some sort of Jorbtar pscyometric experiment?
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MagicManICT
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Re: Game Development: Garden Glyph

Post by MagicManICT »

azrid wrote:Remove fate.
Might I suggest you look up any of loftar's posts on fate since the start of w9? There is no such thing as fated herbs. If that's not the exact quote, that is pretty close to it.

As far as the beef about foraging, well, you all are assuming foraging has ever been "necessary." It wasn't necessary w3 other than a few things, and people didn't really do it once they got established. They paid the newbies in the area to forage for the few things they wanted (cave bulbs and blueberries IIRC). It didn't become a "thing" to do until people started writing bots to forage for eidels and such.

As far as it should have value... I'm on the fence. It does have value for new players as a step in progress to becoming more developed. I'm of the opinion advanced players shouldn't have to deal with the aspect of the game if they don't want to, as industry should become far superior over time. At that point, if foraging remains a thing, it should be for more spiritual, magical reasons rather than a means for economy (which means the player needs to get out and do it, not as buying materials from others).
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
DeadlyPencil
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Re: Game Development: Garden Glyph

Post by DeadlyPencil »

i agree with the others that bluebell in garden pots is bad. Foraging needs a purpose.
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ricky
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Re: Game Development: Garden Glyph

Post by ricky »

Gardener Credo is fine. My one suggestion would be to require another credo for it. maybe maybe a prequisite arborist credo which unlocks gardener.

You guys keep saying foraging is dead, but logically it should be by late game. do you guys know any professional foragers in real life? no? it stopped becoming necessary 10,000 years ago when people started agriculture. I think logically it makes sense that by late game foraging becomes a footnote.

my one consideration would be to make early game foraging last longer by making the transition into agriculture (finding and drying WWW) a more difficult task.

For foraging to be relevant in the late game, a few criteria must be met:
1) foragables must become more dyamic as well as biome specific, to the point where certain foragables only spawn on certain biomes at a certain time of week
2) wild foragables must be meaningfully differentiated from domesticated (garden pot) plants.
2.1) wild foragables must have qualities that can compete with domesticated plants, either by more credo buffs or by a larger quality range.
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