Fully agree with this part.Potjeh wrote:World 11 is bad for the same reason every world has been bad: H&H has no endgame. No, raising numbers to infinity doesn't count as one. Early game where you're building up is fun because there's variety of tasks to do and plenty room for creativity. But once you're well established, there's nothing but mindless repetition of a same set of tasks.
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Headchef
- Posts: 1099
- Joined: Tue Jun 14, 2016 11:27 pm
Re: Why w11 is bad
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discospaceman
- Posts: 174
- Joined: Sun Jan 16, 2011 8:37 pm
Re: Why w11 is bad
This isn't a difficult game and I hope you mean casual players reaching the top of the time that they're willing to investHeadchef wrote:
casual players reaching the top of their ability rather quick and just get bored.
You and your crew sometimes seem to have a 'I feel like I've clicked the most cookies so I'm the best at this game' mentality
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Why w11 is bad
What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?CSPAN wrote:Trading does suck since foraging has been more or less killed by 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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Zentetsuken
- Posts: 2127
- Joined: Sun Jun 20, 2010 4:07 pm
- Location: Flavor Town
Re: Why w11 is bad
I think at this point in the game the only thing worth foraging for is like 1 or 2 types of mushroom for Autumn Steak recipes, cave lanterns and ofcourse the local resource node products. I don't think anything else is relevant at all after a month or two.jorb wrote:What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.
Last edited by Zentetsuken on Mon Jun 03, 2019 7:49 pm, edited 1 time in total.
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Why w11 is bad
Puffball mushrooms are the only forageable i know of that people care about. The foraged curios are outclassed by crafted stuff and none of the other food ingredients cannot be easily substituted by other mass producible foods.
(once and futue king btw)
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discospaceman
- Posts: 174
- Joined: Sun Jan 16, 2011 8:37 pm
Re: Why w11 is bad
Zentetsuken wrote:I think at this point in the game the only thing worth foraging for is the 1 or 2 types of mushroom for Autumn Steak recipes, cave lanterns and ofcourse the local resource node products. I don't think anything else is relevant at all after a month or two.jorb wrote:What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.
This, not many things foraged for after very early world. tabulated with a couple of my (perhaps?) additions:
Items currently foraged for:
-autumn steak shrooms
-royal toadstool?
-frog crown?
-rustroot
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Why w11 is bad
Garden pots destroyed a long time stable currency the chiming bluebell.jorb wrote:What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?
I remember even selling cavebulbs back in the day which can also be grown now.


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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Why w11 is bad
how to fix foraging add new good forageables that you CANT grow in garden pots.
see homo sexuality trending,. do not do that.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Why w11 is bad
There is no correlation between a lack of useful foragables and trade being bad. There are a handful of useful foragables that will remain relevant for the entire world. If you're picking something off of the ground to sell its name isn't very relevant. Plus, if the ability to plant bluebells/cavebulbs were removed nobody would buy them. Edels used to be a currency in the same way, but nobody is actively buying those.jorb wrote:What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.
Trade is bad because moving goods is drastically too hard. I think it says a lot about the how tedious travel is that moving from A to B is by far the thing I use scripts for the most. I'm not even really opposed to doing tedious tasks manually. I made ~20k trellises manually last world, and the highest attribute archer without a cheese/milking bot. Travel is just far too cumbersome.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
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CSPAN
- Posts: 885
- Joined: Mon Apr 04, 2011 12:10 am
Re: Why w11 is bad
Once you get everything to a threshold outside of the quality range you find on the outside, which happens rather quickly. Leaving to go find them is a thing of the past when you can mass produce them inside. That big chunk of foraging has just become another piece of industry. I mean at one point you could recruit foragers to a village.jorb wrote:What garden pot stuff is relevant? Blueberries? Are none of the other foreagables meaningful?CSPAN wrote:Trading does suck since foraging has been more or less killed by Garden Pots.
Are garden pots convenient to a village my size and larger? Definitely. But I like to include newer players to my pool of trade partners. I often had requests from newer players to trade for my goods/services with things you can now grow in Garden Pots and I unfortunately had to decline. Even region locked herbs are now a part of my industry. Chives were about 45 minutes away from us by boat, but one trip to get some and now we don't need to go there anymore. A trade advantage that area could have without Garden Pots.
LS of Twin Lakes BIG TRUCKS

