Wild Crops

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Shadow7168
Posts: 753
Joined: Tue Aug 03, 2010 8:33 pm

Wild Crops

Post by Shadow7168 »

Instead of WWWs I was thinking there could be wild versions of all the crops. You'd still have to dry them to get seeds you could plant, but they could be used in cooking recipes and the like.

That way new players could be introduced to smaller quantities of mid-game food, and it'd make things less frustrating for people who keep getting the same 2 seeds.
Potjeh wrote:They're using swords as throwing weapons now? Damn cheaters!
MagicManICT wrote:Most raiders aren't into choking another man's chicken. They can do some pretty gay shit, but that's usually the line.
User avatar
shubla
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Wild Crops

Post by shubla »

Early game food needs to be added.
Stuff that you can eat before hunting/farming.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Wild Crops

Post by Granger »

There imho is enough stuff to eat, it is just not very effective in terms of FEP.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Flyrella
Posts: 430
Joined: Wed Jul 03, 2013 12:28 am

Re: Wild Crops

Post by Flyrella »

In very early versions of h&h q10 crops were just randomly growing everywhere (that was made by the map generator in the beginning of the world). Apparently, the problem was that if you harvest them, they wouldn't respawn unless replanted. So, new players in late world could not have some important crops, unless they stole them or looted abandoned places. I guess, that was the reason why www as a forageable item was introduced (maybe I am wrong).
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Wild Crops

Post by Granger »

The current crops could as well spawn dynamically (like other forageables) as a wild version, tint them a bit in colour (for both gobj and invobj) so Jorb dosn't need to draw new ones. As an additional hoop to jump through to go from wild to domesticated version (to delay early game a bit) they could get another aspect that nerfs them (like less FEP or not useable for certain crafting) which vanishes over some generations of being replanted on a field.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
MadNomad
Posts: 2158
Joined: Fri Mar 11, 2016 11:13 pm

Re: Wild Crops

Post by MadNomad »

you can easily get 50 - 100 in stats quickly with berries that have 1 or lower hunger
User avatar
maze
Posts: 2819
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Wild Crops

Post by maze »

Administrator of CoS
game ideas
User avatar
Teleskop
Posts: 2910
Joined: Sat Jul 10, 2010 9:55 am
Location: Little Teleskop

Re: Wild Crops

Post by Teleskop »

or make a generic looking bush that would give you a random seed kinda like the beach trashpiles work
Teleskop
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Wild Crops

Post by jorb »

Suggested a bunch.
"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

Return to “Critique & Ideas”