Straw is stupidly OP on day one. Any patches of wild corn were vacuumed on sight by whoever found them first, leaving their groups with 1-2 weeks advantage over everyone else (given how wwws either didn't spawn outright initially, or had their detection requirements raised substantially) .
String grass is close second. Although I guess since its benefit wasn't as obvious, it did last for much longer --- certainly not going to be the case next world, if the mechanic remains unchanged.
Did this game really need another mechanic to give massive advantage to veteran groups (favoring larger groups) from the very start? Also seems like a lot of wasted effort for something that effectively didn't outlive the first week since start.
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AlexNT
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Wild plants -- solid idea ruined by the implementation
Last edited by AlexNT on Mon Oct 23, 2023 9:26 pm, edited 2 times in total.
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HarryDresden
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Re: Wild plants -- solid idea, silly implementation
My main issue with the new crops is their sparse appearance. There's one small patch of a single type in a biome, rather than a few interspersed throughout the various biomes. They need to be far more widely spread and variant.
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loftar wrote: bear fruit is not something I can predict,.
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Audiosmurf
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Re: Wild plants -- solid idea, silly implementation
I'm curious if they'll respawn yearly or if we just transition into full WWW-mode after the first week
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AlexNT
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Re: Wild plants -- solid idea, silly implementation
If they don't respawn each spring -- that'd be beyond stupid: a "feature" that exists for the first 3 days in a year+ period.Audiosmurf wrote:I'm curious if they'll respawn yearly or if we just transition into full WWW-mode after the first week
Still, randomly handing some groups 1 week of progress on day one feels like the mechanic was not very well though out.
I mean, what did they expect would happen, given how straw is normally timegated harder than coal? (And this world, ironically, it is even worse for those who didn't luck out -- or just missed the launch by as little as a couple hours.)
I'm not entirely sure about that. See, string grass is as valuable as straw, but it didn't get cleaned out nearly as fast (it could be my limited sample size, though). My theory is fiber is not useful in small quantities like straw is. If the fields were bigger, you'd have people wiping them out on sight, to make day one sneks / village flagsHarryDresden wrote:My main issue with the new crops is their sparse appearance. There's one small patch of a single type in a biome, rather than a few interspersed throughout the various biomes. They need to be far more widely spread and variant.
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Joe69
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Re: Wild plants -- solid idea ruined by the implementation
hay there calm down an incentive to be there at the start. I was still finding patches on day two
I fully look forward to jorb and loftar fixing several mechanics and bringing back updates, because at that time you chuckleheads are going to be more marginalized than lawn furniture in winter.
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HarryDresden
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Re: Wild plants -- solid idea, silly implementation
There are multiple time gates in the way of Day 1 Snekks and Idols. Idols take 3 days to be ready to light, Snekks and Knarrs require hard metal which is gated to Level 3 and the initial pyre per level is 1 week, then there is also tar. While you can go around hitting every tarpit possible there's going to be some people hit before you just as a matter of being closer and not having to scout as far.AlexNT wrote:Audiosmurf wrote:
I'm not entirely sure about that. See, string grass is as valuable as straw, but it didn't get cleaned out nearly as fast (it could be my limited sample size, though). My theory is fiber is not useful in small quantities like straw is. If the fields were bigger, you'd have people wiping them out on sight, to make day one sneks / village flags
Yes, I am a Wizard.
loftar wrote: bear fruit is not something I can predict,.
Beborn Beton wrote: "Don't Worry, They Won't Find My Body, I Want You To Know I Found Peace In Another World."
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Fostik
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Re: Wild plants -- solid idea ruined by the implementation
I don't see them bad or ruining/benefiting anyone more than others.
As world progression were slowed by other mechanics - molds and mine pyres, slowing progression with straw and cloth made no sense anymore, so this change brought crops to the early game along with materials required for early game.
I'm so happy I don't need another 3 weeks to months to multiply everything to the needed quantity until I will be able use fibre for crafts and not foraging for it like a hobo.
this 1 is a good shit.
As world progression were slowed by other mechanics - molds and mine pyres, slowing progression with straw and cloth made no sense anymore, so this change brought crops to the early game along with materials required for early game.
I'm so happy I don't need another 3 weeks to months to multiply everything to the needed quantity until I will be able use fibre for crafts and not foraging for it like a hobo.
this 1 is a good shit.
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My experience of market building in W13
My experience of market building in W13
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maze
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Re: Wild plants -- solid idea ruined by the implementation
I'm still finding patches of crops~ they are everywhere; but I am bias as I am the dude who mapped the world.
The crops bring about a early game world that does not look bare of resources; we've been asking for more things to be just there to populate the game world, exploration should be gates to other things rather then gating farming. its confusing on a new player prospective.
I've seen patches of crops regrow, but that might be a trick to the mind...
The crops bring about a early game world that does not look bare of resources; we've been asking for more things to be just there to populate the game world, exploration should be gates to other things rather then gating farming. its confusing on a new player prospective.
I've seen patches of crops regrow, but that might be a trick to the mind...
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AlexNT
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Re: Wild plants -- solid idea ruined by the implementation
If they regrow then that makes me largely wrong (very much happy to be wrong in this case -- this is otherwise a cool mechanic).maze wrote:I've seen patches of crops regrow, but that might be a trick to the mind...
If they don't -- then they give a major advantage to whoever finds them (and is not stupid) vs whoever doesn't.
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Reiber
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Re: Wild plants -- solid idea ruined by the implementation
in general the only wildcrop that is collected to extinction is corngrass, as you get the straw from them right away,
stringrass only drop fibres after you have planted it yourself, so people just took 1-2 fields of it and planted the rest, wich allows you to expand your vclaim considerably faster than previous,
the other crops have been next to useless, aside from eventually domesticating itself, wild tubers make your stake and tubers worse than just eating the meat grilled,
now that real crops have been domesticated, and www spawns abundantly the wild crops are basically obsolete, even if you are behind now, or just started, you can just skip the wildcrop stage
stringrass only drop fibres after you have planted it yourself, so people just took 1-2 fields of it and planted the rest, wich allows you to expand your vclaim considerably faster than previous,
the other crops have been next to useless, aside from eventually domesticating itself, wild tubers make your stake and tubers worse than just eating the meat grilled,
now that real crops have been domesticated, and www spawns abundantly the wild crops are basically obsolete, even if you are behind now, or just started, you can just skip the wildcrop stage