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Foraging in Broodlands, Lavaspinners Lair, Stillmoon and Thundercrest Isles

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  • Foraging in Broodlands, Lavaspinners Lair, Stillmoon and Thundercrest Isles

    I do not understand why when you are foraging in the title zones, you don't get the items that are specified as available in those zones. I don't understand why the rabbit meat, vegetables, fruits, berries, roots, fishing grubs and pods of water are able to be foraged in these zones.

    I understand that all foragable items are random in their ability to be foraged, HOWEVER, I think 184 of these items foraged compared to the 159 I really needed is just ridiculous.

    If the GLOBAL forage items need to be foraged in Broodlands, Lavaspinners Lair, Stillmoon and Thundercrest Isles, I think their stack rate should be 200 per stack so as to not take up much needed room for the items we really need. Why can't the Global forage items be omitted in the newer zones??

    Thanks for reading

  • #2
    Because then they wouldn't be global?

    Rare forages are supposed to be rare.

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    • #3
      Why not just discard the stuff you don't want, or sell it in the bazaar?

      Having said that, "foraging" in Kedge Keep seems to just give you things from the "global fishing table" instead (fish scales, fresh fish, rusty dagger, tattered sandal) so "global" doesn't necessarily mean "in every zone".
      Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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      • #4
        Originally posted by Gaell Stormracer
        Having said that, "foraging" in Kedge Keep seems to just give you things from the "global fishing table" instead (fish scales, fresh fish, rusty dagger, tattered sandal) so "global" doesn't necessarily mean "in every zone".
        Numerous other zones have their own unique forage tables and yield none (or virtually none) of the "old world global forages." Try foraging for fruit, rabbit meat or berries in Plane of Innovation, for example. You'll get none of them at all.
        Uncle Shmoozo
        "Some of you may remember me ... "

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        • #5
          Quote------------------------------------------------
          I think their stack rate should be 200 per stack so as to not take up much needed room for the items we really need.
          ------------------------------------------------------

          If you delete the ones you dont want as you forage then there is no reason for a 200 stack rate..... or are you foraging with a macro that lets you forage as you are sleeping or at work???? naughty!
          Pootle Pennypincher
          Short in the eyes of some...
          Tall in the hearts of many!

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          • #6
            Originally posted by Pootle
            If you delete the ones you dont want as you forage then there is no reason for a 200 stack rate..... or are you foraging with a macro that lets you forage as you are sleeping or at work???? naughty!
            A lot of the time I'll have a second account running just to forage while I'm doing something else on my primary account. I'm not really paying too much attention to the "forage bot," sometimes I don't clear out the bags like I should before hand. Since I'm a pack rat, I don't really want to delete fruit, berries, rabbit meat, etc. In this case, having an increased stack size would be a nice convenience.

            By no means am I running a macro, I just tab over every few minutes, hit my forage hotkey, and auto-inventory the results. Frequently I'll go back later looking for something I know I foraged, just to find it isn't in my bags because they're full of other crap and the foraged item I wanted was dropped to the ground. You shouldn't make the assumption the OP is running a macro just because of what they requested.




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            • #7
              One downside to zones where there is nothing edible to forage is that the forager eventually runs out of food and drink. Most of us can't summon food and water, so we'd eventually devour our stat food and drink if we spent too much time in those zones.

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              • #8
                I forage on a second account while soloing too. What I do to make sure I don't lose the forages I'm really looking for is to separate them into stacks as I get the first few forages.

                For example, currently trying to gather 200 planar fruits to work on the cleric's baking. I put the first 10 fruits I got into separate slots so no matter how much other stuff I forage, there's no chance of accidentally dropping one of my fruits. I also keep that bag open so I can monitor when I'm getting close to my goal.
                Sir Carmaris Stoneheart
                Dwarven Lord Crusader
                Beezle Bug
                High Elf Templar
                Bertoxxulous
                Debeo Amicitia

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                • #9
                  I kinda agree here on both sides. Global items should be in these zones. But a little more common sense should have been put into what global items go into the zones. A pod of water in lavaspinners lair. Okay... I suppose a person might be able to find one if they look REALLY REALLY REALLY hard. A pod of water should be the rare forage from there. While not global, if a person manages to forage a chunk of ice from there, a GM ought to pop into zone and give them a game title. I mean how you gunna find water in a lava lair to begin with, if you get ice, you struck gold.

                  Other things make no sense too. A rabbit to my knowledge does not exsist in ANY DoN zones. If rabbits were found in broodlands I can see a roleplay method of getting rabbit meat into a lava lair. However those meats should be foraged pre cooked (but not stew :P) As for plants... well, they should be burned. One should not find any vegtables used in tradeskills in there whats so ever.

                  Sure the things to be foraged from there such as scale ore should be rare and I think everyone agree's. But by the same token, devs need to go in and severely modify the forage table in DoN zones. The forage tables make about as much sense as a person trying to explain how great a drug free life for him/her is for everyone while high on drugs himself.

                  Course there are a lot of in game items that are a direct reflection of a old time hippy, drug user, or otherwise.... a 'bad influence' person. Just one example outta many I seen that come to mind is http://everquest.allakhazam.com/db/item.html?item=8364
                  Cariella - Level 55 Drakkin Warrior on Tunare.

                  -300 Tailoring.
                  -200 Brewing
                  -300 Smithing
                  -200 Baking
                  -200 Pottery
                  -200 Fletching
                  -200 Jewelcrafting
                  -200 Fishing
                  -224 Begging
                  Aspiring to become the first 300 Drakkin Smith/Tailorer on Tunare. And succeeded
                  Making GM smithed/tailored armor on Tunare for very reasonable rates on the following races, Drakkin both smithed and tailored, HIE, both smithed and tailored (only smithing 1, but salvage 3), Human, tailoring only ATM, Wood Elf, any combine, master artisan. Please contact me in game by mail or tell.

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                  • #10
                    Originally posted by Devilcharm
                    I kinda agree here on both sides. Global items should be in these zones. But a little more common sense should have been put into what global items go into the zones. A pod of water in lavaspinners lair. Okay... I suppose a person might be able to find one if they look REALLY REALLY REALLY hard. A pod of water should be the rare forage from there. While not global, if a person manages to forage a chunk of ice from there, a GM ought to pop into zone and give them a game title. I mean how you gunna find water in a lava lair to begin with, if you get ice, you struck gold.

                    Other things make no sense too. A rabbit to my knowledge does not exsist in ANY DoN zones. If rabbits were found in broodlands I can see a roleplay method of getting rabbit meat into a lava lair. However those meats should be foraged pre cooked (but not stew :P) As for plants... well, they should be burned. One should not find any vegtables used in tradeskills in there whats so ever.

                    Sure the things to be foraged from there such as scale ore should be rare and I think everyone agree's. But by the same token, devs need to go in and severely modify the forage table in DoN zones. The forage tables make about as much sense as a person trying to explain how great a drug free life for him/her is for everyone while high on drugs himself.

                    Course there are a lot of in game items that are a direct reflection of a old time hippy, drug user, or otherwise.... a 'bad influence' person. Just one example outta many I seen that come to mind is http://everquest.allakhazam.com/db/item.html?item=8364
                    One thing.
                    Though in GENERAL we can remove pod of water and roots.
                    it is actually Special case coded IN CODE... to give Pod of Water if you are thirsty and forage, and Roots if you are hungry and forage. It is not something easily over-ridden with data (Designers work in data and scripts, not code)

                    Now there is a way to do it, and since *I* have been doing the forage tables (PoR+) I go around and ask the designers of each zone if they want me to use special case forage scripts to remove the water or roots. So far no designer has told me it is important to remove that special "hungry/thirsty" and has told me to just leave it. (yes, as that implies, I can force it to not happen... it is just in my opinion bad-juju as it interrupts the normal "forage", and means if you are hungry and thirsty you would actually get no forage... or dust... or whatever I "replace" the water/root forage with... it totally kills the forage check... which I can only semi re-produce with scripts.)

                    With that said... when I make forage tables I do look at the zone. (note I have only been doing them since PoR. Absor had already done DoD when I started) Check PoR... Pod of water is special unless you are thirsty in each zone. About a month ago I made myself a tool that will help me implement the "base" forages with the "special" forages, with cases for "normal", "desert", "diseased", "Lava". (lava zone being no water at all on the TABLE (still does not automatically over-ride the thirsty code))
                    Ngreth Thergn

                    Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                    Grandmaster Smith 250
                    Master Tailor 200
                    Ogres not dumb - we not lose entire city to froggies

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                    • #11
                      Good thing too. I have not seen anything outta place on items that should not be on a forage table outta place in the PoR zones. The items mostly seem appropriate with a couple oddball exceptions, but nothing to concern one self with.
                      But the forage tables on DoN just makes me laugh and get frustrated when my brother tells me I can use his ranger to forage these items I need, just make sure I get X-item for him as well. I can spend hours trying to get one scale ore as an example. IMHO inside a lava cavern is should be the easiest item to get short of pebbles/rocks/sand, all others should be the rare. I mean think about it. If you goto Hawaii and remain outside in the open air on a raining day in the crator of an active volcano... where you gunna find water... it all evaporates before it touches the ground except for a few very rare spots. Good luck on the ice. Lol Now picture yourself inside the volcano.
                      Cariella - Level 55 Drakkin Warrior on Tunare.

                      -300 Tailoring.
                      -200 Brewing
                      -300 Smithing
                      -200 Baking
                      -200 Pottery
                      -200 Fletching
                      -200 Jewelcrafting
                      -200 Fishing
                      -224 Begging
                      Aspiring to become the first 300 Drakkin Smith/Tailorer on Tunare. And succeeded
                      Making GM smithed/tailored armor on Tunare for very reasonable rates on the following races, Drakkin both smithed and tailored, HIE, both smithed and tailored (only smithing 1, but salvage 3), Human, tailoring only ATM, Wood Elf, any combine, master artisan. Please contact me in game by mail or tell.

                      Comment

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