Add a fourth, hidden kind of q node, spawn frequency

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Add a fourth, hidden kind of q node, spawn frequency

Postby Tamalak » Fri Nov 20, 2015 3:41 pm

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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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby maze » Fri Nov 20, 2015 5:48 pm

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 :lol:
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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby Kaios » Fri Nov 20, 2015 5:54 pm

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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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby Sevenless » Fri Nov 20, 2015 6:27 pm

I think fish nodes already have this actually.
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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby barra » Fri Nov 20, 2015 6:29 pm

Yeah, I miss muflon/auroch herds. Clusters of anything are fun to discover except frogs
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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby Sevenless » Fri Nov 20, 2015 7:00 pm

barra wrote:Yeah, I miss muflon/auroch herds. Clusters of anything are fun to discover except frogs


Animal Collective Nouns:
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.
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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby raupe91 » Fri Nov 20, 2015 7:06 pm

id rather want a terrarium to raise my own frogs.
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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby Drevar » Fri Nov 20, 2015 9:48 pm

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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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby Lunarius_Haberdash » Fri Nov 20, 2015 10:25 pm

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.


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.

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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Re: Add a fourth, hidden kind of q node, spawn frequency

Postby Tamalak » Fri Nov 20, 2015 10:28 pm

Lunarius_Haberdash wrote:
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.


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.

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.


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.
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