As a end game forager hunter thing we could have a system where the higher your skills or even add new skills like animal tracking or foraging that the higher these stats the higher the animals quality can be.
For example lets take deers. Currently they are base 40 and ive seen some as high as 280q and thats in one special spot, else most are base or up to 100q since nodes everywhere generally suck. the new method would mean theres no nodes instead all animals q are random from 10-2000? and that the q you get is a combo or animal tracking/intelligence/perception plus bonus from strider and hunter the same can be done for plants as well. So now wed be able to hunt anywhere and its based off our skills and end game skills matter more then finding a good q node and botting it, like the 600q mammoth node thats camped every 15 mins this world. Instead you hunt on any mountain for mammoths and its based on luck and skills.
this approach can be applied to wild curios and special plants and we could have more again, and make things like edels/dragonflies/lizards/mushrooms not suck anymore as we can get them higher Qs. Hell why would anyone study an edel when u can craft q1k+ curios now in end game. it makes this powerful early world trading wise as well.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Increased wild plant/animal quality
Further inflating numbers would only make the problems worse.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Increased wild plant/animal quality
Let's deconstruct your idea.
So basically, having a rare game, that's a high quality somehow, sucks, correct? Isn't that how somehow it should work? Fixed nodes sucks perhaps but, it's probably exaggeration, but I wouldn't have any animal to have above 1k quality, since that would just render chickens unnecessary. Not saying how bones like that could help spiraling here and there.pheonix wrote: For example lets take deers. Currently they are base 40 and ive seen some as high as 280q and thats in one special spot, else most are base or up to 100q since nodes everywhere generally suck. the new method would mean theres no nodes instead all animals q are random from 10-2000?
So, You use here botting as an argument, but if your idea passess, it's still bot friendly, I would say even more, since bot wouldn't be just stuck to one place, right?and that the q you get is a combo or animal tracking/intelligence/perception plus bonus from strider and hunter the same can be done for plants as well. So now wed be able to hunt anywhere and its based off our skills and end game skills matter more then finding a good q node and botting it, like the 600q mammoth node thats camped every 15 mins this world. Instead you hunt on any mountain for mammoths and its based on luck and skills.
Sadly or not, there's a certain point where curios usefulness degrades the more world progress, which I perceive as natural. But there's a different between curios that begin to be semi-useful, compared to some that will be never or mostly never studies regardless of world / player progression.this approach can be applied to wild curios and special plants and we could have more again, and make things like edels/dragonflies/lizards/mushrooms not suck anymore as we can get them higher Qs. Hell why would anyone study an edel when u can craft q1k+ curios now in end game. it makes this powerful early world trading wise as well.
