I still think a white flower on the ground or berries, cattails and w/e make sense to see.
Just not knowing why it's useful.
possible give a "identify" skill that people with higher survival can see if they found junk or a reward.
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maze
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Re: Change how foraging works
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jorb
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Re: Change how foraging works
A bit torn on this one, and can see both perspectives, but I also think the way it is makes more sense mechanics wise.
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GamingRAM
- Posts: 609
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Re: Change how foraging works
At least more domestic vs wild variations would be nice. We have wild and domestic honey already.jorb wrote:A bit torn on this one, and can see both perspectives, but I also think the way it is makes more sense mechanics wise.
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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
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MagicManICT
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Re: Change how foraging works
This is true for things like flowers and such that would stand out (assuming they don't make up the entirety of the flora... say like eidelweiss across a mountain slope. For edible mushrooms, roots, etc, it takes a bit of an eye to notice them in the clutter, and the current method makes more sense. Maybe there's a way to fit both in? /shrugmaze wrote:I still think a white flower on the ground or berries, cattails and w/e make sense to see.
Just not knowing why it's useful.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.