at the start of the world. the world looks bare.
it would propose we change the ability to see most things. like mushrooms, wild herbs, clovers, string, cattails.
allow us to see them but as a "wild herb, weird mushroom"
when you pick them it will give a rather crap "weed" or "you went to pick it but all you got was grass, did you smash it?"
then a little "you need to raise your survival or exploration"
same with cattails. cattails should show up. but when you pick them it only gives the head for the crappy curio and a "if you had better *skill* maybe you'd get down to the root"
This would both give the world a better feel at the start for noobs & helpful guide to them on what to do.
not all things need to be seen like rare herbs. but just fill the world up a little more for noobs.
possible do a mining thing "you need a lot more exploration for this." "you need abit more exploration"
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maze
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Change how foraging works
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Aceb
- Posts: 1831
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Re: Change how foraging works
I don't like it. I like how my character is able to perceive more and more with progression.
Instead of getting frustrating message that might lead one to believe they do something wrong.
Instead of getting frustrating message that might lead one to believe they do something wrong.
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maze
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Re: Change how foraging works
it would be the same with mining. just for forging and help noobs more.Aceb wrote:I don't like it. I like how my character is able to perceive more and more with progression.
Instead of getting frustrating message that might lead one to believe they do something wrong.
the fact my guy is blind to the world till he has more exploration makes no sense.
and it would not be "you did something wrong" it would be "do this to one day get it"
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Tilia
- Posts: 72
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Re: Change how foraging works
This would be like how mining works, you can attempt to mine, but if you are not strong enough you receive a message. Also +1 for anything that makes the world nicer looking.
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CaddoPuma
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Re: Change how foraging works
maze wrote:a... a rather crap "weed" or "you went to pick it but all you got was grass, did you smash it?"
then a little "you need to raise your survival or exploration"...
I dont often +1 but I honestly cant think of any way to make this great idea better. I just need the Devs to know how many people think this is a great idea.
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Aceb
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Re: Change how foraging works
Yeah but noob have to discover stuff first. You don't see a lot of stuff since this is just, grass and weed your character doesn't care for unless it's develop enough to notice that "hey, this is not weed! this is something I can use!"maze wrote:it would be the same with mining. just for forging and help noobs more.Aceb wrote:I don't like it. I like how my character is able to perceive more and more with progression.
Instead of getting frustrating message that might lead one to believe they do something wrong.
the fact my guy is blind to the world till he has more exploration makes no sense.
and it would not be "you did something wrong" it would be "do this to one day get it"
Also don't compare mining to foraging. I can see where You come from but it's completely missed example.
Spamming system channel for a newbie will be just confusing and frustrating instead of "discovering" the world. You come from point of player who knows the game.
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Finigini
- Posts: 232
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Re: Change how foraging works
I agree that the world seems a bit more empty when you are used to it being full of stuff, but seeing the world change around you as you get more exploration and perception is a cool experience.
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omocho
- Posts: 38
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Re: Change how foraging works
The way it works now is actually pretty realistic. I never really noticed plants when I didn't know what they were irl, then I did some jobs involving plants and learned a ton of them. Now I see them goddamn everywhere all the time, like they just suddenly popped into existence.
I also agree it would just be a rather annoying or discouraging mechanic. If you're a vet and know wtf they are it's also just a total cocktease.
I also agree it would just be a rather annoying or discouraging mechanic. If you're a vet and know wtf they are it's also just a total cocktease.
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Granger
- Posts: 9255
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Re: Change how foraging works
I once suggested to jorb to give all stuff that can be foraged a 'picked' mesh, so something is left behind after taking the fruit/root/bulb/whatever. Game could render just this empty state in case character is blind for the pickable -wouldn't look that silly then when another character (that is able to see) interacts with it, compared to now where is interacting with nothing.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Change how foraging works
This.omocho wrote:The way it works now is actually pretty realistic. I never really noticed plants when I didn't know what they were irl, then I did some jobs involving plants and learned a ton of them. Now I see them goddamn everywhere all the time, like they just suddenly popped into existence.
And also this. If anything, we've talked about giving the game more such "doors of perception" rather than less, so that different hearthlings can perceive the world in different ways.Finigini wrote:I agree that the world seems a bit more empty when you are used to it being full of stuff, but seeing the world change around you as you get more exploration and perception is a cool experience.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
