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New recipes from forageables to close the gluttony power gap

PostPosted: Fri Nov 29, 2013 12:20 am
by ZtyX
Create new complex food recipes from forageables
- Close the power gap between normal players and titans

Introduction:

We've had pockets, so now it's time to go foraging. I know that players with legacy humus really aren't accustomed to working too much for creating and re-creating their characters. The legacy humus creates a huge gap between players and that's bad for the game. It's the cause of many player complaints and even balance problems within the game.

What if agriculture wasn't the only way to get a character with 500 to all biles? Imagine a series of new (or updated) powerful recipes that are not affected by legacy humus because they don't include any agricultural components.

New and rare foraged plants would have to be implemented and they could be biome specific, which would make biomes more unique. The desert could be good for training blood, the dark forest for yellow bile. This is already the case due to sugar caps and lavender blewits, but we can expand on this uniqueness further. Blackbile could be woodlands as there are already witch's hats there (potent black bile food). And phlegm could be assigned to autumnal forest and grasslands (virginian snails). We already have waning and waxing toadstools. We could easily have some rare variations of other forageables.

I think many players would like the Salem biomes to be more unique. I know it's what I suggested when I first started playing Salem. Exploration is a great selling point for this game and foraging goes hand in hand with that. Noobs are also some of the most exploring types of players. Give them the benefit of finding rare food components that they can sell it to rich players that hunt argopelters. The newbies would get silver to make towns and large playerclaims or buy iron for making their bases and the argo hunters would improve their combat alts and break the stale political situation dominated by those who have or have used legacy humus to become strong.


Specifics:

The desert (badlands)

Brown Sugar Caps

The autumnal forest:
Red Virginian snails

The Coniferous forest (dark forest):
Pink lavender blewits

Woodlands:
White Witch's hats

Grasslands:
Green Autumn grass

Marshlands:

Red Oakworth

Re: New recipes from forageables to close the gluttony power

PostPosted: Fri Nov 29, 2013 8:41 am
by jwhitehorn
I like your idea. Not because your Legacy hummus arguement has any merit but because more diversity in foods is always a good thing and there should be more "Rare" items in the game.

Chief PeePooKaKa
MM Tribe

Re: New recipes from forageables to close the gluttony power

PostPosted: Fri Nov 29, 2013 11:50 am
by neored9
Very fun idea.

Re: New recipes from forageables to close the gluttony power

PostPosted: Fri Nov 29, 2013 11:52 am
by Thor
Very good idea.
You've been throwing out ideas but this is clearly your best.

Re: New recipes from forageables to close the gluttony power

PostPosted: Fri Nov 29, 2013 3:18 pm
by ZtyX
Thanks for the compliments.

So how do you guys prefer to find these rare plants? Should they be visible on the minimap or found in the same way as honeydew and perfect autumn leaves?

Re: New recipes from forageables to close the gluttony power

PostPosted: Fri Nov 29, 2013 3:28 pm
by RonPaulFTW
ZtyX wrote:Thanks for the compliments.

So how do you guys prefer to find these rare plants? Should they be visible on the minimap or found in the same way as honeydew and perfect autumn leaves?



Appear with a rarity around that of Indian feathers.

Re: New recipes from forageables to close the gluttony power

PostPosted: Sat Nov 30, 2013 3:07 pm
by iotuegli
good idea, more depth in food producing helps gluttony imbalances too :)