jorb wrote:We've been developing, and here's what's new...
FARMING
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[*] The base growth speed of crops has been lowered.
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.
While there are a lot of aspects of the upcoming patch that look exciting, there is a few things I would like to adress with constructive feedback:
About trees:
I think the random tree thing is problematic. I suspect you are aiming for some more diversity with the changes but i think the change is a bit more short sighted. Apart from the fact that different trees are already valuable for different reasons like yield or as components for crafting, the randomness of it kind of makes treeplanting as you propose very unfun. From my perspective treeplanting is a methodical thing, and i think this is good. By randomizing you take that away and that makes it unfun because there is not much interaction. I suggest if you go for this either tie growth rates to each biome instead of randomizing it or give a way to prospect for the best spot that is not planting each tree. Either by directly prospecting or by having a crafting recipe maybe involving a herbalist table and a sample of soil from that spot. Dont just make it random, give us some way of interacting or predicting growth speed.
I would also like to know how far you intend to randomize it. Is it just that different trees will grow in different locations and some kind of tree will have the maximum growth speed for every spot? Or will it be possible that you may be screwed on your spot and there is no tree that you can grow competitively?
About crops:
I also dislike the growth speed changes for crops. The direct solution for slower growth will just be bigger fields. Either you have less time to enjoy the other aspects of the game because of that, or it will also encourage more bots. If you want to increase the time for crops to mature, (which is not a bad idea in itself because its a chance to reduce tedium) the yield per time should stay the same. In short: Increase yield by the same factor as time to mature. By that you effectively reduce the overall grind for havesting and also make it a little less attractive to bot.
Edit: Same time-yield should also apply to wax and honey. The change strongly punishes hermits and less organized players. I suspect that organized groups will just solve the issue with even more gigantic fields and more botting.