Bringing Balance to the Forage

Announcements of major changes to Salem.

Re: Bringing Balance to the Forage

Postby Procne » Tue Apr 28, 2015 2:01 pm

Some rubbish is nice (grass, rotten logs, daisies), and some seems useless and annoying (gneiss, honeysuckle kundzu, fern, those colorful leaves)

Also, swamp doesn't seem to have any rubbish foragables - has the chance to get rare extras been reduced in swamps too?
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Re: Bringing Balance to the Forage

Postby Dallane » Tue Apr 28, 2015 2:08 pm

I'm not sure what the complaint is about. I'm find stuff in wander without any issue
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Re: Bringing Balance to the Forage

Postby Claeyt » Tue Apr 28, 2015 2:16 pm

JohnCarver wrote:
Toorimakun wrote:would be nice if the foraging skill did something....


The foraging skill normalizes your chances to find 'better' things.

What about "Flora and Fauna", does it affect anything at all? Does it give you more 7 use inspi spawns?
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Re: Bringing Balance to the Forage

Postby Dallane » Tue Apr 28, 2015 2:26 pm

Claeyt wrote:
JohnCarver wrote:
Toorimakun wrote:would be nice if the foraging skill did something....


The foraging skill normalizes your chances to find 'better' things.

What about "Flora and Fauna", does it affect anything at all? Does it give you more 7 use inspi spawns?


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Re: Bringing Balance to the Forage

Postby Thor » Tue Apr 28, 2015 2:27 pm

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Re: Bringing Balance to the Forage

Postby Zapt13 » Tue Apr 28, 2015 4:04 pm

Ok, so the panel that shows if it's Everbloom or Coldsnap has a day, month, time on it. I couldn't find anything from the Devs regarding an in-game calendar, anyone else notice this?

Side note: text wrap and capitalization is a bit off. Can't read some of the information because of the border in the corners, using Latikai.
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Re: Bringing Balance to the Forage

Postby TotalyMeow » Tue Apr 28, 2015 4:30 pm

Claeyt wrote:What about "Flora and Fauna", does it affect anything at all? Does it give you more 7 use inspi spawns?


Just go read the tooltip.
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Re: Bringing Balance to the Forage

Postby Kandarim » Tue Apr 28, 2015 6:45 pm

Zapt13 wrote:Ok, so the panel that shows if it's Everbloom or Coldsnap has a day, month, time on it. I couldn't find anything from the Devs regarding an in-game calendar, anyone else notice this?

Side note: text wrap and capitalization is a bit off. Can't read some of the information because of the border in the corners, using Latikai.


"feature" of my client. No relation between seasons as far as I know. simply the server's date since it started counting (time goes three times as fast on the server). It can show you whether the server has been down or not since the last time you checked, if you're into that sort of thing.
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Re: Bringing Balance to the Forage

Postby Zapt13 » Tue Apr 28, 2015 7:40 pm

I very much am in to that sort of thing. When doing things like waiting for steel to get its 100th tick, or to destroy a claimstone that occupies too much area to use eminent domain it's very important to know how much time has passed for the server.

Good feature!
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Re: Bringing Balance to the Forage

Postby JohnCarver » Tue Apr 28, 2015 9:53 pm

Kandarim wrote:
Then again, my issue remains: when out foraging I ignore the spammed rubbish stuff because I'd only be picking them up in order to drop them again 1 second later. Yet on the stuff I do pick up, the chances of spawning a nice extra is drastically lowered because those extras can also be spawned off rubbish. What about rubbish not spawning them in the first place, and keeping the spawn rates of 7-uses and the like off other things as it was? Or do you want us to be picking up everything in sight only to drop it a couple of seconds later?


This is a fair request, but the problem is that I would like for new players to get the 7-use inspirationals and I consider a new player the most likely person to be picking up the rubbish.
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