Add a fourth, hidden kind of q node, spawn frequency

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Jackwolf
Posts: 914
Joined: Sat Feb 12, 2011 5:56 am

Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Jackwolf »

i think this would be a pretty great addition, for both early and late game.

It'll be a nice benefit to the starting players who happen upon a cluster of spindly, or nettle. Then a benefit to later players when it comes to game and 'rarer' curios / resources. Like stumbling upon a swamp that happens to have a high spawn of candleberries.
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Tamalak
Posts: 879
Joined: Sun Feb 20, 2011 12:31 am

Re: Add a fourth, hidden kind of q node, spawn frequency

Post by Tamalak »

Bump.

As a forager myself I notice that q nodes are only valuable for items that spawn densely.
Like: mussels, bats, fish, sand
Objects that are useful, but spawn infrequently, I don't even care if I find a high q node, because I'm going to find like half-a-one of this object if I return to the node later.
Like: blueberries, deer, glimmermoss

This change would give those rare items a chance to have an "area" of themselves to return to, like a glimmermoss patch.

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