Ostentatio

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Everything posted by Ostentatio

  1. This was mentioned in the original post at the beginning of this month, yes. It is not intended to be a "nerf", though. We've continued to monitor feedback to ensure that players can find what they need, and options are always open for further adjustments in the future.
  2. This should currently be available during Winter on tiles that have a snow node on them. None of these things are a part of the foraging/botanizing system, so they have not changed. Since this changes the tile type, it should remove any resource node already on the tile. There's nothing special about oak or willow trees in the resource nodes system. Having resources only available during their normal harvest season would have been unnecessarily restrictive for players who need to find food, especially in Winter. The chance of finding them will still generally be higher or lower during certain seasons, but limiting them to their "actual" harvest weeks in-game would have simply been too much. For what it's worth, it is realistic to forage some out-of-season foods, especially things that can last quite a while, like nuts, or some hardier fruits in the winter. In the end, harvesting trees/bushes/trellises when in season will still give far more of what you want, more reliably, so the usefulness of Forestry and Gardening should be safe. Thanks for catching this! Fixed in today's update. Bee hives have no interaction with this system, or with the old foraging system, so they won't impact what spawns where.
  3. Minor update today: Damage on collected items is now lower on a failed action, especially when the failure is only minor. Difficulty has been adjusted across-the-board, mostly downward. Now that alcohol can be used to adjust difficulty for grinding skill, higher-difficulty actions are less important to have frequently available, so we felt this was appropriate. Snowball count has been increased by 1 per snow pile. Eggs found in resource nodes now have the same chance to be fertile as in the old foraging system.
  4. It should be giving one standard "unit" (as would come from a bulk storage bin) when collected from a node. I can look into it and see if anything seems off about the amounts it's giving.
  5. Nothing like growth stages, but depending on the resource node type, different factors can influence how many items you get, like tile type. For most plant-based resource nodes like vines, grass height also matters, like it does with the old foraging system.
  6. Where are you getting the message that your skill is too low for something at 90 skill? Most items are not limited by the skill you have. If anything does seem off, please give specifics and I can look into it.
  7. The old foraging and botanizing system don't quite work the way you describe. Database size, and storage concerns in general, were not a factor in the decision to replace the system. Rare coins are still possible to obtain in the new system.
  8. Improving skillgain in the new system was a major reason why, yes.
  9. Please don't make assumptions like this. Having the action use the glove as a proper tool would have required far, far less work. We simply didn't want foraging and botanizing to start relying on tools in the same way most other actions do, especially since you're intended to be able to use the skill regardless of what equipment you have or circumstances you find yourself in.
  10. Using the best enchantment from either glove has odd implications where you end up "using" one glove in some ways and another glove in different ways. For example, if you have one glove with WoA and one glove with CoC, which glove is it using? Right now, essentially any enchantment on an item is reduced by its use in timed action, whether they're relevant to the action or not, so this is consistent with that. Whether or not we change that at some point is a question that goes far beyond this one feature, so I can't really say anything about it one way or another here.
  11. I can confirm this is how it currently works. Bear in mind, though, that any content on the test server is subject to change before launch. It's unlikely that this in particular will change before testing is complete and the feature goes live, but if it does, we'll post something about it in the testing feedback thread.
  12. My recommendation for now would be to use a separate set of cloth gloves for this, probably, if you're worried about really high casts on your armor gloves going down. After all, the enchantments useful for armor are pretty distinct from those useful for this anyway. It will average the effectiveness of the runes, so no real double-dipping would be possible. For instance, if one rune gives +10% to something and the other glove has a rune giving +5% to that same thing, the end result would be +7.5%. Or if one is +10% and the other hand's glove has no rune (or doesn't exist), you'd get +5%. Using the glove as a tool has other ramifications. We don't want every skill to be equipment-dependent in that way. Having foraging/botanizing continue to not use a tool is an intentional design decision on our part, and allowing enchantments is a sort of compromise between the two, allowing some special magical effects to be available to skills and actions that either do not use a tool, or use the hand as the tool. We've made some efforts to keep the graphical impact minimal, and tile decoration settings do reduce the number of resource node models rendered. In the end, it shouldn't cause any more framerate issues than having a few more items scattered around your immediate vicinity. It is worth noting that the old fern and rock models have been removed while these were added, so there shouldn't be much of any noticeable difference.
  13. Based on feedback, we'll be allowing the "tool" set of enchantments/runes on gloves assembled from fragments, in addition to the "armor" set.
  14. We'll be taking a look at that, thanks.
  15. As with most actions, skill gain is based on timer length, yes. Given that the actions are far less possible to spam tile-by-tile than they were before, I don't think allowing Circle of Cunning is going to make it that easy. As for quality of resources, that is why special and uncommon resources tend to either be very, very uncommon or have quality modifiers on them to keep the QL down to reasonable levels. Can you think of any examples in particular of what you mean? This is the opposite of how the new system functions. The old Forage and Botanize systems had much larger item pools than any of the new resource nodes do. This has already been addressed. No matter which action you have on a key bind, it will still work, so there should be no trial-and-error needed on part of the player. I'm not sure what "spice-'r" means, but if you're referring to alcohol, that doesn't really make it much, if any, easier than the old system, since the old system's skill tick chance was relative to your skill to begin with. From what we can tell, if anything the skills will still be a bit slower to grind than they are in the old system, even with skill gain enchantments working. The issue with rolling it all into one skill is that the relative usefulness of that skill would skyrocket, considering the variety of items in resource nodes.
  16. Okay, so "tomorrow" became "Monday", but we've got a few improvements, mostly related to skill gain: Some more tweaks have been made to resource node spawning and despawning, in order to fix some minor bugs. These shouldn't impact resource node availability very much, but should cause resource nodes to be a bit more dense over time on tiles that get them more often, such as grass, and a bit less dense over time on tiles that don't, such as sand. Mineral debris nodes are slightly less common on rock now, to give rubble more of a fighting chance. Your current alcohol level will adjust the difficulty of gathering from resource nodes. This is accounted for in the difficulty estimate in the Lore command, and should make skill grinding more viable at higher skill without having to search for less common resource types. Glove enchantments now function for resource node gathering and the Pottery skill! Enchantments cast on gloves such as Circle of Cunning, Wind of Ages, and runes will use their effects when gathering from resource nodes, creating clay items, or improving clay items with your hand. The average enchantment level of both gloves is used. The glove itself is still not being used as the "tool" for these actions, and only magical effects are taken into account. In other words, the rarity, material, quality level, and type of glove has no effect, and the glove will not take damage from use, but enchantments will decay from use. Resource gathering quality runes will function for collecting resource node items, but will never give you higher quality items than the maximum you could get for your skill (currently, this maximum is your skill level plus 20% of the way toward 100QL, in both the new and old systems). At particularly high skill levels, this will result in you nearly always getting the maximum quality possible. This functionality may or may not be expanded in the future to other actions that use your hand (or no tool), but for now, it is limited to resource nodes and Pottery creation/improvement.
  17. For what it's worth, resource nodes are only highlighted by the mouse cursor when you're within a few tiles of them. You won't see them highlighted from across a vast forest or field, or anything like that. Regarding concerns about skill gain: We have a couple changes coming soon that should help with that. More specific notes will follow either today or tomorrow, along with those changes.
  18. Water is either salty or not, yes, sorry if that was unclear.
  19. The increased number of items per action should help with skill gain, and the skill you do get will be worth more now that you can get a wider variety of items with those skills, so right now there aren't any plans to directly increase skill gain. We will keep an eye on feedback, though. Some more server updates just now: Fixed some buggy behavior when checking if a resource node should be randomly removed. Some code needed to be recalibrated to account for this, so resource node density might change a little bit on some tile types. Fixed "Lore" command spamming resource node spawn information constantly if used with fishing equipment. Made mineral debris less likely, especially on non-rocky terrain, but increased the base amount of items they give on non-rocky terrain from 1 to 2. Drastically increased the base chance of clay and iron rocks from mineral debris, but lowered the quality of clay. Type of body of water (as revealed with fishing Lore) now affects some resource nodes: Flotsam now only spawns in lakes, lake shallows, seas, and sea shallows, and is a bit less likely in fresh water than salt water. Seaweed now spawns in any water that isn't just "water", but has a very low chance to occur in ponds and is also a bit less likely in fresh water than salt water. Seaweed can now spawn rarely in cave water. Seaweed's possible items, and the chance to get them, are now modified by how salty the water is and whether or not the tile is underground.
  20. More server changes, going live shortly when the server restarts: Resource nodes will be far more likely to spawn on tiles with no (or almost no) resource nodes nearby, and tiles will check for resource node growth/disappearance more often in general. This should not affect the overall density of resource nodes much, but should cause resource nodes to repopulate in heavily-harvested areas more quickly. Most raw food items are now up to twice as likely if you are hungry. This is meant to cover basic food requirements, so it does not include items used primarily to make drinks (e.g. coffee beans), or very uncommon, exclusive, or high-skill items (e.g. nutmeg, Fo holy site foods). Base chance and/or how much chance scales with skill has been increased for items exclusive to foraging and botanizing (nutmeg, sassafras, and nettles). Skill requirements have been removed for nutmeg on tropical foliage, sassafras on alpine brush, and nettles on undergrowth, and their skill requirements on other node types have been lowered. Nutmeg can now be found in low brush. Spice jars have added to flotsam items, and can include any spice that can be grown in a planter, as well as nutmeg. Significantly lowered the chance to get Fo holy site items and liquor bottles. Made the chances of most common items a bit more even across the board for flotsam nodes.
  21. No new changes to the mechanics today, but I would like to respond to some things: This is simply not going to happen. The point of this update is to replace a very unintuitive and random system with something that both provides better and less random results, and is more intuitive to players, especially those just starting out. Keeping the old system in addition to it would completely undermine that. The goal here is to have a better foraging and botanizing system than we had before, not to have two systems in conflict with each other. This is not true. Cotton and wool are more likely in the new system if you are wounded, but are possible whether you are wounded or not. We can always look at the base chances and how much being wounded impacts it, but you can absolutely find cotton even if you aren't wounded. I'm not sure how to respond to this. Flowers aren't really available from most resource nodes, and you can simply avoid those types of resource nodes. The system is meant to allow you to narrow your search to the types of things you actually want; if you don't want flowers, avoiding those is pretty easy. I would also like to point out that narrowing down your search in the old system was fundamentally impossible, short of simply discarding what you didn't want. The new system is meant to allow the player to find what they want more easily by searching for specific types of resource nodes, e.g. looking for mineral/rubble nodes if they're looking for rock shards, or wildflower nodes if they're looking for flowers. One thing we will be looking at is the relatively density of resource nodes and how quickly they respawn. We don't want parts of the map to get too cluttered with them over time, but we also don't want harvested areas to stay barren for too long either. It's a difficult balancing act, and we'll be making adjustments as the testing period continues.
  22. I can confirm they can spawn on pretty much any cave floor type. When in doubt, you can use the Lore action to check any tiles you can get to. There are very, very few tile types, if any, that will not spawn resource nodes at all (like solid cave tiles, of course). Some only spawn an extremely limited set of them, though, or only spawn them very rarely.
  23. I'm not really sure I understand the comment about flowers. Flowers aren't available in the old foraging system at all, and in the new system they are only available from a small number of resource node types. Flowers should be easier to find now, not harder. Which resource nodes are giving you unwanted rock shards and clay? In what way? Loot from the new system is drastically different from the old system, and is not any more random. The old foraging and botanizing item lists were significantly larger than the item lists from any individual resource node.
  24. Grape types are still divided geographically the same as always, yeah. Holy sites don't have any impact on them right now, and all water is essentially treated the same.
  25. The goals of the new system are outlined in the news post that introduced the feature: As for item counts, it is likely that it will be more difficult to gather very large numbers of items, but it should also be easier to find the types of items you actually want, and the possible types of items you can get from foraging and botanizing has been greatly expanded.