Code a fourth kind of q node in the world, just like the other three, except it would regulate how often something spawns instead of any of the 3 qualities. e.g. if there is a q40 node for dandelions then twice as many dandelions would spawn.
Think of blueberry "patches", a cave absolutely swarming with bats, a field with deer common, and so on. It would give different locations in the world more of a sense of place and identity than the same old spawn rates everywhere.
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Tamalak
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maze
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Re: Add a fourth, hidden kind of q node, spawn frequency
not a bad idea...cant really punch any holes into it.
might even make favorable hunting areas/ foraging areas if people can track the spawning Q somehow.
I can see big villages having a lot of fights on hunting zones with a lot of bears early worlds
might even make favorable hunting areas/ foraging areas if people can track the spawning Q somehow.
I can see big villages having a lot of fights on hunting zones with a lot of bears early worlds
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Kaios
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Re: Add a fourth, hidden kind of q node, spawn frequency
I wouldn't mind this being in the form of a reintroduction of villages relating to animal levels, but rather than the levels you just have more spawn the further out you are from civilization.
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Sevenless
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Re: Add a fourth, hidden kind of q node, spawn frequency
I think fish nodes already have this actually.
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Lucky: can be so ugly, can be so heartwarming
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barra
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Re: Add a fourth, hidden kind of q node, spawn frequency
Yeah, I miss muflon/auroch herds. Clusters of anything are fun to discover except frogs
loftar wrote:You do appear to need a good trolling.
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Sevenless
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Re: Add a fourth, hidden kind of q node, spawn frequency
Animal Collective Nouns:barra wrote:Yeah, I miss muflon/auroch herds. Clusters of anything are fun to discover except frogs
Bears (General) Sloth, Sleuth
Oh those poor noobs when they run into a sloth of bears. I'm still hoping they implement that suggestion where walking over a frog squishes it.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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raupe91
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Re: Add a fourth, hidden kind of q node, spawn frequency
id rather want a terrarium to raise my own frogs.
husbandry from pollywog to frog
husbandry from pollywog to frog
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Drevar
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Re: Add a fourth, hidden kind of q node, spawn frequency
Can you imagine a 50+ node on river mussels? You'd freaking tear the bottom of your boat out on them...
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Lunarius_Haberdash
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Re: Add a fourth, hidden kind of q node, spawn frequency
I kinda like this idea so long as the rate of spawn isn't tied to any of the other qualities, it needs to be its own thing.Tamalak wrote:Code a fourth kind of q node in the world, just like the other three, except it would regulate how often something spawns instead of any of the 3 qualities. e.g. if there is a q40 node for dandelions then twice as many dandelions would spawn.
Think of blueberry "patches", a cave absolutely swarming with bats, a field with deer common, and so on. It would give different locations in the world more of a sense of place and identity than the same old spawn rates everywhere.
Sure, you may be able to harvest 1000 dandelions in this field, but they're all Q10.
Though I think it would also be valid to have these frequency fields over lap.
A field with a high spawn rate for Q10 dandelions may have a Q40 dandelion spawn on it as well. But the Q40 only spawns occasionally or rarely, making it worthwhile to harvest everything in a field on the off chance you get that good spawn.
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Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Tamalak
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Re: Add a fourth, hidden kind of q node, spawn frequency
That is the intention behind my idea. The frequency q nodes would be spawned the same way the other 3 are - in the sense that any overlaps they have are accidental, and that players will want to seek out these accidental overlaps.Lunarius_Haberdash wrote:I kinda like this idea so long as the rate of spawn isn't tied to any of the other qualities, it needs to be its own thing.Tamalak wrote:Code a fourth kind of q node in the world, just like the other three, except it would regulate how often something spawns instead of any of the 3 qualities. e.g. if there is a q40 node for dandelions then twice as many dandelions would spawn.
Think of blueberry "patches", a cave absolutely swarming with bats, a field with deer common, and so on. It would give different locations in the world more of a sense of place and identity than the same old spawn rates everywhere.
Sure, you may be able to harvest 1000 dandelions in this field, but they're all Q10.
Though I think it would also be valid to have these frequency fields over lap.