Soil Testing Kit For Checking Crop Quality+Speed Fields

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Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby Omnipotent » Sat Apr 18, 2020 8:45 pm

Right now it's extremely difficult to determine what the "crop speed fields" and "crop quality fields" are in your area (tree growth speeds are even more difficult to check). Currently it seems the only real way to figure out what crops grow fast in your area is with exact timers for when you planted crops; and then comparing that time to other area growth speeds. Quality limits for crops cannot even be checked until you hit the cap(s).

It was stated in the world 12 prelude that, "The caps are set high enough that they shouldn't matter at all for a good while." However this will eventually matter, and we currently have no way of testing this.

Can we please get a way to test the soil in our area and figure out what the crop speed fields are in our soil and at what qualities? Having to do months+ of testing is not exactly fun, engaging, or ideal gameplay.

In real life we are able to check the pH level of the soil, the main macronutrient (Nitrogen (N), Phosphorus (P), and Potassium (K)) levels in soil, and the micronutrients in the soil. These figures (combined with climate) can be a good indicator of soil health and what kinds of crops can actually be grown there.

I'm not saying we should have to do such in depth testing like we have to in real life, but it would be really awesome and appreciated to be able to check our soil quality in any way. Extra bonus if we get a method to check tree growth speeds as well.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby stya » Sat Apr 18, 2020 9:13 pm

Or just remove them, less convoluted and better fix to ghost local fields.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby Clemence » Sun Apr 19, 2020 5:02 am

c'est la vie, you cant plan everything,deal with it, etc ... -1
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby AtoB » Sun Apr 19, 2020 4:29 pm

Omnipotent wrote:In real life we are able to check the pH level of the soil, the main macronutrient (Nitrogen (N), Phosphorus (P), and Potassium (K)) levels in soil, and the micronutrients in the soil.

In real life, in the setting of the game, you were able to do exactly none of that.
Mainly because the factory that these days is emitting that handy test strips... simply didn't exist.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby DDDsDD999 » Sun Apr 19, 2020 6:31 pm

Clemence wrote:c'est la vie, you cant plan everything,deal with it, etc ... -1

What an awfully useless argument

AtoB wrote:
Omnipotent wrote:In real life we are able to check the pH level of the soil, the main macronutrient (Nitrogen (N), Phosphorus (P), and Potassium (K)) levels in soil, and the micronutrients in the soil.

In real life, in the setting of the game, you were able to do exactly none of that.
Mainly because the factory that these days is emitting that handy test strips... simply didn't exist.

That's not an excuse to not slap some hearth magic to deal with this dumb mechanic.

stya wrote:Or just remove them, less convoluted and better fix to ghost local fields.

Best solution, really.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby Omnipotent » Tue Apr 21, 2020 5:12 pm

Clemence wrote:c'est la vie, you cant plan everything,deal with it, etc ... -1

Not a valid argument. This same 2IQ logic could be applied to everything and is not helpful in any way. You sound like the kind of person who doesn't prepare for winter and cries when they don't have dandelions. If you have a real argument for this get back to me.


AtoB wrote:
Omnipotent wrote:In real life we are able to check the pH level of the soil, the main macronutrient (Nitrogen (N), Phosphorus (P), and Potassium (K)) levels in soil, and the micronutrients in the soil.

In real life, in the setting of the game, you were able to do exactly none of that.
Mainly because the factory that these days is emitting that handy test strips... simply didn't exist.

There's plenty of things in this game that do not exist in real life. That's not a valid argument as to why it should or should not be in the game.

How do you explain rawhide? Does anyone in real life have the power to make a horse freak out AND stop moving? How do you explain hearthing home? Does Dr. Strange count as real life to you? If we limit ourselves to real life this game would suck and be boring as hell.

Farming would be a lot better if we could get some way to check the random crop values, or even better... remove this shit RNG system entirely and make it actually fair to people...

The only two people complaining probably don't even do farming so they don't give a shit.

DDDsDD999 wrote:
stya wrote:Or just remove them, less convoluted and better fix to ghost local fields.

Best solution, really.

By far the most logical argument in this thread. I'm all for removing the RNG as its a terrible implementation with no positive benefits. It just introduces more ways for people to get screwed over.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby Hasta » Wed Apr 22, 2020 10:44 pm

1. Remove these stupid "quality/speed" fields.
2. If you have an argument for them to exist like "they'll softcap the quality so we don't have to deal with q1000 carrots!!" - make them testable and researchable by better means than trial and error.
3. If you don't have an argument for them to exist OR the means/will/programming time to make them testable (rustroot analog for farmers?) -- REMOVE THIS SHIT.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby SnuggleSnail » Wed Apr 22, 2020 10:59 pm

Hasta wrote:1. Remove these stupid "quality/speed" fields.
2. If you have an argument for them to exist like "they'll softcap the quality so we don't have to deal with q1000 carrots!!" - make them testable and researchable by better means than trial and error.
3. If you don't have an argument for them to exist OR the means/will/programming time to make them testable (rustroot analog for farmers?) -- REMOVE THIS SHIT.


+1

None of the people who will interact with these systems will enjoy it, and the people who don't care enough to interact with it would probably never realize it exists.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby Hasta » Wed Apr 22, 2020 11:03 pm

I didn't care enough to interact with this stupid system but I'm painfully aware that it exists 'cause I have a 6x10 flax field that has 6 consecutive tiles of flax grow 4 hours more than the others. Also one same slow-speed tile on the other side of the field. This is messed up.
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Re: Soil Testing Kit For Checking Crop Quality+Speed Fields

Postby shubla » Wed Apr 22, 2020 11:08 pm

I don't think that testing kits fit in the game.
It should be some hearth magic instead, "taste the soil" to find if it is good or not.
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