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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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Add visual cues for quality nodes
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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Add visual cues for quality nodes
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
EDIT: caught this in the wild: https://imgur.com/0lF51xo
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Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
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Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Add visual cues for quality nodes
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.
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.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Add visual cues for quality nodes
Yes
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Sarge
- Posts: 2059
- Joined: Fri Oct 09, 2009 3:41 am
Re: Add visual cues for quality nodes
Yeeessss, pretty please, we've asked for this way too many times already. Give us a reason to not hide all the flavour objects.
factnfiction101 wrote:^I agree with this guy.
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Fostik
- Posts: 2519
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Add visual cues for quality nodes
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
having ability to see this quality effects also seems natural dependent on perception and exploration
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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sakiji
- Posts: 84
- Joined: Tue Jan 04, 2011 1:06 pm
Re: Add visual cues for quality nodes
+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.
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
- Posts: 964
- Joined: Sun Apr 18, 2010 3:17 am
Re: Add visual cues for quality nodes
stop the boat, thats a big nettle
