Lore and Foraging

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
GamingRAM
Posts: 609
Joined: Fri Jul 12, 2013 9:47 pm

Lore and Foraging

Post by GamingRAM »

So the discussion in here got me thinking. viewtopic.php?f=48&t=60112

Not sure if this is the best idea(s) in the world, but at least it can start some discussion and generate other ideas.

Foraging doesn't hold a candle to farming, at all. Nearly everything that can be found out there can be farmed behind walls and made better. Even the once rare Bluebell succumbed to this. There comes a point, pretty early world, where the Q of all foragable items are outpaced by farmed versions.

So here's the idea(s):

Have Lore be connected with the Quality of foraged items, or at least the more "Magical" items. Chiming Bluebells, Mandrakes/Spirited Mandrakes, and hopefully more future "Magical-ish" items in the future.
- Lore will impact the surrounding area of a picked "Magical" item, having a chance of raising the Node Q of said "Magical" item. For example, if someone with a high Lore picks a lot of Mandrakes in a general area, the surrounding node for Mandrakes specifically has a chance of raising. Equally so someone who has a lower Lore than the Node Q, it may lower it.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
User avatar
synaris
Posts: 1255
Joined: Sun Jul 06, 2014 12:58 am

Re: Lore and Foraging

Post by synaris »

the new lore skill fascinated me as soon as i saw it, i would love an excuse to raise it.

id love to see more magic in the game in general.
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
User avatar
LadyV
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am

Re: Lore and Foraging

Post by LadyV »

No I think we just need more foragables that are not farmed.
User avatar
Bad_Habit123
Posts: 62
Joined: Fri May 26, 2017 4:06 pm

Re: Lore and Foraging

Post by Bad_Habit123 »

why shouldnt lore simply softcap the gp's yield?? :o lol rly, farming for crops and lore for gardening hah. but it won't work, only 1.5kk lp needed to raise it from 1 to 160+ ez brzy
"Survival can be summed up in three words - never give up. That's the heart of it really.Just keep trying." -- Bear Grylls
User avatar
GamingRAM
Posts: 609
Joined: Fri Jul 12, 2013 9:47 pm

Re: Lore and Foraging

Post by GamingRAM »

LadyV wrote:No I think we just need more foragables that are not farmed.
I agree to but it seems the counter-argument is that because foragables can't compete Q wise they should be kept pottable.

By raising the world's nodes through Lore I hope that more foragables can stay competitive and out of the garden pot.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Lore and Foraging

Post by jorb »

We have discussed mechanics for allowing the foraged Q to keep up later in the game. Thinking about it still, but aware of the issue.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose

Return to “Critique & Ideas”