I think there's a balance to be struck. I agree that some forageables could perhaps be nerfed so as to return fractions of additional units, i.e. 50% chance to get two, or whatever, but I also think that the primary solution should be sought in increasing interest in the world beyond your base, rather than by decreasing the interest you already have in your base.
We clearly overdid this badly the last time we tried.
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: Nerf Garden Pots
"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
-- Hieromonk Seraphim Rose
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The_Lich_King
- Posts: 1507
- Joined: Fri Jun 20, 2014 5:24 pm
- Location: Another Island as per usual.
Re: Nerf Garden Pots
Hello Jorb, i do agree that if we just decrease interest inside someones base that doesn't mean they will suddenly be interested in the outdoors and we should try to implement more into the world rather than take other things out, but i just posted a longass post about ideas for Foraging and maybe by making it better by increasing the length of the stone age and would love to know what you think and as always thank you for putting time into the development of this game : Djorb wrote:I think there's a balance to be struck. I agree that some forageables could perhaps be nerfed so as to return fractions of additional units, i.e. 50% chance to get two, or whatever, but I also think that the primary solution should be sought in increasing interest in the world beyond your base, rather than by decreasing the interest you already have in your base.
We clearly overdid this badly the last time we tried.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Nerf Garden Pots
What? Okay so I raise the quality for 2 generations by getting 1 item back and immediately replanting it and then if I decide to use the item instead of replanting it I am back at square one? Why would anyone trade for these items? So they can replant them themselves and get 1 use out of them later on?Granger wrote:Inspired by
Subject: Stat Crunch Idea
The ability to multiply foraged things in garden pots is the main (if not sole) reason for making foraging pointless quite soon in a world.The_Lich_King wrote:Its not a good thing to have a nice setup from which you no longer have to adventure from because you have the means to endlessely grind quality.within it. In the current endgame the only reason anyone needs to leave their base is for iron cause all.forageables necissary for the grind.are pot grown and everything else needed is farmed.Duncan wrote:So it is a good thing to not have a nice setup/home to go out of and adventure form?
So yes. It is a good thing to not have a nice setup/home in the current state of the game. It negates the need for anything else.
Hence here's the suggestion to change garden pots to return only exactly one item when harvesting them, which would still allow them to be used to increase the quality of plantable items but no longer to (exponentially, depending on the amount of pots you created) increase them in quantity.
That would restore trade demand for these items (so lesser developed characters have something to gather again) or, for the cheap ones who don't want to give others things, introduce a need to leave the walls. It also would allow to make more items plantable in garden pots for decorative reasons, which currently isn't a reasonable option (for obvious reasons).
Seems pretty stupid to me
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Nerf Garden Pots
this is some next level shubla shit posting by granger.jordancoles wrote:What? Okay so I raise the quality for 2 generations by getting 1 item back and immediately replanting it and then if I decide to use the item instead of replanting it I am back at square one? Why would anyone trade for these items? So they can replant them themselves and get 1 use out of them later on?
Seems pretty stupid to me
see homo sexuality trending,. do not do that.
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Nerf Garden Pots
Wts q500 bluebell, 100 tokens. Been raising it since day 1 of the server and am finally ready to part ways with it. Lol
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The_Lich_King
- Posts: 1507
- Joined: Fri Jun 20, 2014 5:24 pm
- Location: Another Island as per usual.
Re: Nerf Garden Pots
Actually that would kinda be cool, people wouldn't get any immediate reward are really hardly any reward from raising the plant, they'd just be doing so in hopes that in the future it will be a rarity amongst high quality forageables worth alot.Ardennesss wrote:Wts q500 bluebell, 100 tokens. Been raising it since day 1 of the server and am finally ready to part ways with it. Lol
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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Lyrroth
- Posts: 428
- Joined: Mon Apr 24, 2017 1:35 am
Re: Nerf Garden Pots
sounds cool but is not. look how big quality from pots is now or was at end of W10. so you plan on tending to 1 chiming bell from world start just to try and sell it when world is about to end and nobody cares? since what you are sayin here is nothing but day dreaming.The_Lich_King wrote:Actually that would kinda be cool, people wouldn't get any immediate reward are really hardly any reward from raising the plant, they'd just be doing so in hopes that in the future it will be a rarity amongst high quality forageables worth alot.Ardennesss wrote:Wts q500 bluebell, 100 tokens. Been raising it since day 1 of the server and am finally ready to part ways with it. Lol
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Nerf Garden Pots
https://www.havenandhearth.com/forum/vi ... en#p793258 this idea already makes gardner profession more fun as well as offer both by RNG a chance that input decides on output, where output might be a better quality but a worse/better version of planted thing.
Foraging should stay as beginner thing with exceptions like camomile. I do not like it being too simple that You just invest just into two stats and You want to aim to be a king of trade or even a medium seriously one. Meds should be the thing You forage / do / sell, not blueberries and it should come while performing other task. Foraging is a perfect sub-task, not main profession. It's not legacy anymore. Leave the past as past. Making someone waste hours in wilderness just because You wanna turn less-inferior stuff back into inferior. completely destroying other profession that is extension but domesticated. Yes for meds, no for nerfing garden pots. They need more love and care not a whip smack.
Because of this thread, Granger decided to curfew me. Congratulations, You used this tool in in-perfect manner. I'm quitting forum, maybe soon or not, followed by quitting game. Farewell and I hope your will be a better person.
Foraging should stay as beginner thing with exceptions like camomile. I do not like it being too simple that You just invest just into two stats and You want to aim to be a king of trade or even a medium seriously one. Meds should be the thing You forage / do / sell, not blueberries and it should come while performing other task. Foraging is a perfect sub-task, not main profession. It's not legacy anymore. Leave the past as past. Making someone waste hours in wilderness just because You wanna turn less-inferior stuff back into inferior. completely destroying other profession that is extension but domesticated. Yes for meds, no for nerfing garden pots. They need more love and care not a whip smack.
Because of this thread, Granger decided to curfew me. Congratulations, You used this tool in in-perfect manner. I'm quitting forum, maybe soon or not, followed by quitting game. Farewell and I hope your will be a better person.
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Zampfeo
- Posts: 652
- Joined: Sun Apr 25, 2010 8:30 pm
- Location: USA
Re: Nerf Garden Pots
I recently started playing W11 for the first time and, wow, the economy of the game has completely changed from what I'm used to. Judging from Apples and Oranges, I don't see much of any demand for the newbie staples that have previously came from foraging. This is bad for multiple reasons:
From a gameplay perspective, villages should never be entirely self-reliant. There should always be something they want that they can't (easily) get within their walls. That's what facilitates player interaction. Whether it be cavebulbs, curios, high quality clay, or crates full of metal. Foragables are especially important because it's something a new player can reliably obtain.
I don't have any input on how to actually rebalance things, but being able to grow cavebulbs inside the safety of a village is a crime against humanity(and player interaction).
- The nomad playstyle (i.e. homeless, leanto-living) is unviable because they have nothing to trade with villages for
- Villages seem to mainly want bulk metal - something that isn't trivial for a hermit to acquire (requires a decent amount of LP, ideally a mine hole with an air lock, strength, locating ore, etc.)
- Because neither "newbie" playstyle has anything an established village would want:
- It's difficult for a new player/hermit to purchase high Q seeds and tools to "catch up"
- There's less reason to trade with newbs and thus less player interaction in general
- There's even less incentive to play any other way than locked within a big village
From a gameplay perspective, villages should never be entirely self-reliant. There should always be something they want that they can't (easily) get within their walls. That's what facilitates player interaction. Whether it be cavebulbs, curios, high quality clay, or crates full of metal. Foragables are especially important because it's something a new player can reliably obtain.
I don't have any input on how to actually rebalance things, but being able to grow cavebulbs inside the safety of a village is a crime against humanity(and player interaction).
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Groniak
- Posts: 31
- Joined: Fri Feb 17, 2012 5:07 am
Re: Nerf Garden Pots
Trough all the ideas I've read, the one that seems most logical would be to add the Foraged tag to items that were foraged in the wilds, and only allow planting in garden pots of items with such tag.
This way foraging remains relevant trough the entire game. Gardeners could still multiply and raise the quality of the products, but they would still require the base foraged goods. This would re-open a whole market, give greater value to basic foraged goods while still letting the gardeners make their own cut of profits.....
Example: foragers sell [foraged]bluebells for 3 coins, gardeners buys them, grows 6-8 of em and resells em 1 coins each.
This way foraging remains relevant trough the entire game. Gardeners could still multiply and raise the quality of the products, but they would still require the base foraged goods. This would re-open a whole market, give greater value to basic foraged goods while still letting the gardeners make their own cut of profits.....
Example: foragers sell [foraged]bluebells for 3 coins, gardeners buys them, grows 6-8 of em and resells em 1 coins each.
