I suggest that after gathering a natural resource (soil, water, sand, the clays etc) if it is part of a quality node upon gathering you are able to see the quality of all the other squares in the node.
Maybe this can be a toggle feature if you don't want the screen clutter.
However, since quality nodes aren't symmetrical it's a pain trying to track down how high they are. Tracking them down is tedious and by no means fun engaging game play. I do see the need to just not show the quality of everything by walking though. So I suggest that after a player has proven via actions (digging a unit of soil for instance) they should be able to see the quality of the rest of the node easily without all the monotony.
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MinionTwo
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Re: View node quality after gathering
that goes to metagaming, imo. let's just esculate this to have a heatmap of the qualities for any given reasource?
in a game you have to balance your realism from your break from realism and i think that this completely removes the realism of quality nodes and could be considered a "lazy way out"
in a game you have to balance your realism from your break from realism and i think that this completely removes the realism of quality nodes and could be considered a "lazy way out"
Onep wrote:I'm pretty sure I've seen more of them dead than alive, but look at em! He says "roadkill" but he means cuddles.
jorb wrote:If we introduce neutering I'll fix it so that y'all can eat balls.
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RickyP602
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Re: View node quality after gathering
I fail to see how this breaks realism, as if that matters. An experienced person after examining an area could infer where the best spots are. Simple.
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MinionTwo
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Re: View node quality after gathering
you are telling me that you can dig up some dirt and immediately go to the best place nearby to get the best dirt? oh... an experienced person that has been doing it for YEARS who can just do a visual search and tell you the best place in a local area to dig. yeah. if it doesnt break realism then i at least stand by that it breaks the game.
Onep wrote:I'm pretty sure I've seen more of them dead than alive, but look at em! He says "roadkill" but he means cuddles.
jorb wrote:If we introduce neutering I'll fix it so that y'all can eat balls.
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MagicManICT
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Re: View node quality after gathering
Find the highest point of the node yourself and make a mark on your map at that position. The mechanic addition could be that marks on the map show up in the other parts of the client--minimap and game window (could be toggled on and off, of course). That would be a good thing. Otherwise... meh. Too much reward for the lazy. A few digs will usually triangulate where the high point will likely be, the rest is simply having enough of the right skill to know what the high point is.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Luanes
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Re: View node quality after gathering
What about everytime you "pick" something it marks on map the position of the highest quality you've saw?
Like this: You pick a dandelion in an area that you've never picked up dandelions. The dandelion has 15 quality and, since there's not mark for dandelion on the proximity, your position is marked now with the 15 quality dandelion position ( no quality show on mark). Now you picked another dandelion on the proximity, but the dandelion is quality 13 so it should do nothing. Now you found a dandelion with quality 17, the game would clear the last mark on the region and put a new mark on it. The mark should just mark the name of the material like "Dandelions", but should not show the quality. So your map will always be remembering the "best dandelion" of the region but you as a player should know how good it's.
Like this: You pick a dandelion in an area that you've never picked up dandelions. The dandelion has 15 quality and, since there's not mark for dandelion on the proximity, your position is marked now with the 15 quality dandelion position ( no quality show on mark). Now you picked another dandelion on the proximity, but the dandelion is quality 13 so it should do nothing. Now you found a dandelion with quality 17, the game would clear the last mark on the region and put a new mark on it. The mark should just mark the name of the material like "Dandelions", but should not show the quality. So your map will always be remembering the "best dandelion" of the region but you as a player should know how good it's.
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MinionTwo
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Re: View node quality after gathering
not a bad idea, but i could see this more as a custom client addition than i could a base game mechanic.Luanes wrote:What about everytime you "pick" something it marks on map the position of the highest quality you've saw?
Like this: You pick a dandelion in an area that you've never picked up dandelions. The dandelion has 15 quality and, since there's not mark for dandelion on the proximity, your position is marked now with the 15 quality dandelion position ( no quality show on mark). Now you picked another dandelion on the proximity, but the dandelion is quality 13 so it should do nothing. Now you found a dandelion with quality 17, the game would clear the last mark on the region and put a new mark on it. The mark should just mark the name of the material like "Dandelions", but should not show the quality. So your map will always be remembering the "best dandelion" of the region but you as a player should know how good it's.
Onep wrote:I'm pretty sure I've seen more of them dead than alive, but look at em! He says "roadkill" but he means cuddles.
jorb wrote:If we introduce neutering I'll fix it so that y'all can eat balls.
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Granger
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Re: View node quality after gathering
That feature already exists in private clients, at times combined with auto-sampling the area (water, clay, soil, forageables)
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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MagicManICT
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Re: View node quality after gathering
Yeah, I could definitely accept that. In fact, I'd like to see this for animals and stuff you just killed, too, as they have their own quality nodes. (Problem: they like to wander off the spot they spawned in, especially as they start wandering--I'm assuming this--as soon as the map tile is loaded on the server, so who knows where they actually spawned.Luanes wrote:What about everytime you "pick" something it marks on map the position of the highest quality you've saw?
I mean, this is something I already do with my map. The pin list is loooong, but so chock-full of data!
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jorb
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Re: View node quality after gathering
Idk. I kind of like mapping nodes.
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