Wild Windsown Weed does not have sustained purpose as it is. Introducing farmable seeds and plants only used when new plant is added to the game, but once you start a farm you'll barely need WWW ever again. So here is couple of (hopefully simple) ideas which could give WWW hunt some meaning:
- recycle "trash pool" of drown/questgiven items: after drying WWW at the table there should be a chance it will turn into some seed/plant from the pool
- both "pool" and new random result should be affected by herbalist's table quality for the initial transformation only (unlike sprouting wheat and barley).
PRO:
Implementation of the quality change should help new players to start faster while not buffing top farmers.
This will also go on par with tree planting and gardening (better equipment = better the result).
Also will help develop usually snail-slow paced cultures like hops.
Newly introduced plants will quickly get to a meaningful level in quality.
Higher quality of everyday food (less cheese slavery).
Will not affect initial world development (pure farmers will still gain plants Q faster than boosting carpentry+smithing+masonry for better trees and tables).
CON:
Herbalist's tables price will probably skyrocket
If pool recycle implemented, abusing "initial transformation" might end up in barrels of drown seeds (while also spreading these to other people).
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shubla
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Re: Some love for Wild Windsown Weed
I think that it is okay to have some items, such as WWW, that you only need once.

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MagicManICT
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Re: Some love for Wild Windsown Weed
Cheese is simply the best food in game in terms of FEP at base quality, hunger/FEP, and pretty much any other factor you want to measure it by. The only way to change this is to give other foods massive boosts or cheese a massive nerf. It still only goes up as fast as you can raise your crop levels, so it's not like we have cheese quality significantly better than carrots or beets.
I support the idea of giving something that is only useful the first month or so new life for the rest of the game. I'm not sure that this is the right idea, but it's certainly a positive direction of thought.
I support the idea of giving something that is only useful the first month or so new life for the rest of the game. I'm not sure that this is the right idea, but it's certainly a positive direction of thought.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Enot
- Posts: 3
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Re: Some love for Wild Windsown Weed
Well, this was not about tackling the cheese (apparently that needs more radical solution), just having some alternatives while it's feasible. I'm quite sure it's currently possible to make ordinary food which will satisfy say 2000 fep a piece (bonus% included) and will not take weeks to mature as cheese does. Adding more options (like better leek) will provide more opportunities to just cook food here and now.
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Ants
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Re: Some love for Wild Windsown Weed
Maybe WWWs could be used to craft a curio or something. That would give them some use.
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MagicManICT
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Re: Some love for Wild Windsown Weed
Sorry, didn't mean to derail this into a topic about cheese.
That would be great, I think. Have a farmer/forager theme to it or some such.Ants wrote:Maybe WWWs could be used to craft a curio or something. That would give them some use.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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KitsuneG
- Posts: 407
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Re: Some love for Wild Windsown Weed
some sort of this would be good

parchment+www
maybe it will count as low tier food and early useful curio both?

parchment+www
maybe it will count as low tier food and early useful curio both?
Wiki editor.
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AntiBlitz
- Posts: 638
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Re: Some love for Wild Windsown Weed
"trail mix"