Add visual cues for quality nodes

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Potjeh
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Add visual cues for quality nodes

Post by Potjeh »

The thing I like the most about this reset is the wild tree quality. It's the first time I actually kinda enjoy searching for better resources, because unlike with water or clay nodes I have actual visual cues and don't have to stop and take samples every couple of screens.

So, what I'd like to see is visual cues added to quality nodes of all times. Nothing too precise, just enough to tell at a glance if it's worth taking a sample.

Nicest way to do it for base resources would be with those non-interactable terrain decorations (forest ferns etc.). For example, soil would have a couple different grass clump sprites, and in areas with soil q over 10 these grass clumps would appear with density roughly corresponding to the soil q. Clay can have mud puddles, mini-dunes for sand and I guess some kind of waves or reflections for water.

For animals the natural solution is droppings. If you see a lot of bear shit in a particular spot that means it's a high q bear spot.

And foragables idk, maybe just make higher q ones look bigger, like the trees.
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vatas
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Re: Add visual cues for quality nodes

Post by vatas »

Somewhat related: people would be lot less inclined to remove "flavour objects" if they were implemented in a way that would not make grass terrain objects bleed into pavement, for example.

EDIT: caught this in the wild: https://imgur.com/0lF51xo
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Sevenless
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Re: Add visual cues for quality nodes

Post by Sevenless »

I want my high quality clovers to be the size of bushes. +1 on that

Not sure I want to see poop everywhere though, so I'd rather it be "If you see a dropping, that's a high Q node". Just one => try hunting there is fine.
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Mepp
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Re: Add visual cues for quality nodes

Post by Mepp »

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Avu
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Re: Add visual cues for quality nodes

Post by Avu »

Yes
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Sarge
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Re: Add visual cues for quality nodes

Post by Sarge »

Yeeessss, pretty please, we've asked for this way too many times already. Give us a reason to not hide all the flavour objects.
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Quariator
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Re: Add visual cues for quality nodes

Post by Quariator »

+1
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Fostik
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Re: Add visual cues for quality nodes

Post by Fostik »

Great idea, I’m p sure this will be implemented in few years

having ability to see this quality effects also seems natural dependent on perception and exploration
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sakiji
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Re: Add visual cues for quality nodes

Post by sakiji »

+1
fishing spots also have visual indicator by frequency of jumps (albeit not quality related, but still gives a nice and subtle lore-friendly visual cue)

for water quality perhaps little water bubbles that raise to the surface occasionally, on land some natural mud puddles could temporarily form on 1-3 tiles (maybe even with chance of spawning mudflat foragables, which are quite underrepresented by the rarity of dirt biomes)
on mountains for stone or snow maybe little wind whirls/dust devils could pop up.


I love the idea of mentally tallying animal poops to surface area, while out hunting. Or the eventual poop-count tracker custom client update.
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fallout
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Re: Add visual cues for quality nodes

Post by fallout »

stop the boat, thats a big nettle

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