• Upgrading the wood harvesting system
    8 replies, posted
[U]Issue:[/U] farming wood is boring as fuck. 1. Because there are not enough natural threats in the game. If we had more dangers in the overall environment, farming wood might actually prove to be some sort of challenge by itself. 2. Wood is stupidly costing a lot for everything, especially to make the furnaces work --> we should be able to use low grade fuel for furnaces or other kind of combustibles (clothes, jackets, pants, etc.) when out of wood. Due to this, wood is the major trading currency in the game, when because it is so cheap it should be worth nothing. 3. We should be able to uncraft stuff, and get part of the wood/materials back. Same when we destroy wooden structures. It would help in gathering wood in other ways than hitting damned boring trees. But the main stuff is here: [B] 4. in 7 Days to die, when a tree crumbles because it had been completely harvested, it makes an insane noise in the surroundings. And you can only gather wood after it crumbled. This makes sense : chop the tree first, gather wood later, face the consequences of the noise you made. I find this game mechanic GOOD. [/B] In regards of 4. the various tools already at hand would change how fast you can chop down the trees (hence how many damages a tree takes depending of item used) so that you can go faster in harvesting before someone/something comes, attracted by the noise. What do you think?
I agree with most of what you suggest here. I'm not sure about recycling though, it's nice but it's also a significant boost to the amount of available resources and it can be done in base. I think we're already spending way too much time in base as it is, so anything that encourages that is not a good thing in my opinion. I agree with the idea, but I don't think the effect would be good overall. I'm working on a mod to totally revamp how wood farming works. One of the first things I'm tackling is the fact we have different shapes, sizes and essences of trees, yet they all yield the same exact amount (well not entirely true, we have two types, big ones and small ones). They do have slightly different total content, but this factor is so small and irrelevant nobody goes out their way to get these trees over others. I'm looking to make the bigger trees pay more, smaller trees pay less.. This way when you're out in the wild and see a big tree you're going to want to farm it.. People are going to compete for these big trees.. and you won't be able to effectively farm constantly in the same spot because the trees are going to reduce in yield to a point where you'll want to move out and let your area grow again before farming there again. I'm also going to make each swing yield different amounts.... and have different types of trees affect durability differently. An oak will yield significantly more wood than a pine for example, but it will be much harder on your tools... and the same pine in temperate weather vs cold weather will affect your durability differently as well, etc. This will add a lot of dept to wood farming and make it more interesting... and more importantly, it will incite people to move around more, meet and compete for the bigger trees. Fun times ahead!
Those sounds like nice improvements Deicide.
[QUOTE='Deicide[RS];48107956']I agree with most of what you suggest here. I'm not sure about recycling though, it's nice but it's also a significant boost to the amount of available resources and it can be done in base. I think we're already spending way too much time in base as it is, so anything that encourages that is not a good thing in my opinion. I agree with the idea, but I don't think the effect would be good overall. I'm working on a mod to totally revamp how wood farming works. One of the first things I'm tackling is the fact we have different shapes, sizes and essences of trees, yet they all yield the same exact amount (well not entirely true, we have two types, big ones and small ones). They do have slightly different total content, but this factor is so small and irrelevant nobody goes out their way to get these trees over others. I'm looking to make the bigger trees pay more, smaller trees pay less.. This way when you're out in the wild and see a big tree you're going to want to farm it.. People are going to compete for these big trees.. and you won't be able to effectively farm constantly in the same spot because the trees are going to reduce in yield to a point where you'll want to move out and let your area grow again before farming there again. I'm also going to make each swing yield different amounts.... and have different types of trees affect durability differently. An oak will yield significantly more wood than a pine for example, but it will be much harder on your tools... and the same pine in temperate weather vs cold weather will affect your durability differently as well, etc. This will add a lot of dept to wood farming and make it more interesting... and more importantly, it will incite people to move around more, meet and compete for the bigger trees. Fun times ahead![/QUOTE] you are truly the MVP Decide :) but 1 thing are you going to make tools that farm a tree as fast as in legacy ? like the pickaxe took 3-4 hits to pick up stack, maybe it could be 6-8 hits for the biggest tree with the most effiecient weapon?
[QUOTE=railj;48126877]you are truly the MVP Decide :) but 1 thing are you going to make tools that farm a tree as fast as in legacy ? like the pickaxe took 3-4 hits to pick up stack, maybe it could be 6-8 hits for the biggest tree with the most effiecient weapon?[/QUOTE] With the abundance of trees I don't see this as a good idea in Exp... but with mods everything is possible. Being able to down a tree in 3-4 hits and get it's full potential would be equivalent to like 20x gather, that's pretty extreme.
What I'd like to see is, cut down tree (about 10-15 sec) -> tree falls (noisy/visible) -> harvest fallen tree for wood (15-20 sec) To offset the increased risk the trees would give a lot more wood reducing the grind of wood harvesting.
[QUOTE=AlexConnor;48127661]What I'd like to see is, cut down tree (about 10-15 sec) -> tree falls (noisy/visible) -> harvest fallen tree for wood (15-20 sec) To offset the increased risk the trees would give a lot more wood reducing the grind of wood harvesting.[/QUOTE] I Like this idea, a lot more realistic. More exciting from the grind part than just having the tree poof. I would say though that it should be more like 5 sec to chop down and then the time to harvest(15-20 sound decent but that time could be tweeked) as it takes much more time to cut up a tree than bring it down in the real world.
i would say 5 sec to chop down and 10-15 to harvest but 1 thing that is super extremely important is the trees proximity to each other if they all grow big right to each other then were back a start, but maybe if you make different tree types they could have different growth rates? :)
[QUOTE=AlexConnor;48127661]What I'd like to see is, cut down tree (about 10-15 sec) -> tree falls (noisy/visible) -> harvest fallen tree for wood (15-20 sec) To offset the increased risk the trees would give a lot more wood reducing the grind of wood harvesting.[/QUOTE] You know, this might actually be moddable... I've tried changing the scale of trees and haven't been able, but I can play on the angles all I want.. Totally doable to lean a tree on it's side AND generate a sound when it does hit the ground. The sound would have to be from the bank of existing sounds though, I could probably just use the sound a structure makes when it breaks.
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