Yearly ploughing

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Yearly ploughing

Postby Fostik » Wed Aug 31, 2022 9:25 am

Plowed field tiles should become dirt after they were covered with snow, forcing you to replough it each spring
Pardon me for being devil's advocate, but fields size and metal plow existence should be justified
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Re: Yearly ploughing

Postby jorb » Wed Aug 31, 2022 11:23 am

This is very reasonable, but not particularly fun. Have considered several times, but can't justify it.

I find the plows reasonably helpful as is, though they should probably be pulled, rather than pushed, and be renamed to Ard.
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Re: Yearly ploughing

Postby Massa » Wed Aug 31, 2022 4:31 pm

ah yes more shit to bot and more reasons for hermits to quit, right after winter!!!
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Re: Yearly ploughing

Postby Odynak » Wed Aug 31, 2022 4:34 pm

jorb wrote:This is very reasonable, but not particularly fun. Have considered several times, but can't justify it.

I find the plows reasonably helpful as is, though they should probably be pulled, rather than pushed, and be renamed to Ard.

Could it be fun if it is optional but may affect quality of crops if it is done in a proper way?
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Re: Yearly ploughing

Postby Sevenless » Wed Aug 31, 2022 5:19 pm

Odynak wrote:
jorb wrote:This is very reasonable, but not particularly fun. Have considered several times, but can't justify it.

I find the plows reasonably helpful as is, though they should probably be pulled, rather than pushed, and be renamed to Ard.

Could it be fun if it is optional but may affect quality of crops if it is done in a proper way?


You could also just make crops planted in spring get more quality and have the same "yay winter is over, farming time!" effect without making people want to off themselves.

Says the man plowing 2000 tiles for fodder as we speak.
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Re: Yearly ploughing

Postby shubla » Wed Aug 31, 2022 8:09 pm

jorb wrote:This is very reasonable, but not particularly fun.

Interesting that this doesn't come up more often in your game design.

Plowing your fields in spring would be very larpy and nice.

Requiring plowing after each planting would be too much, but not once a in game year.
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Re: Yearly ploughing

Postby dagrimreefah » Wed Aug 31, 2022 8:30 pm

You should also have to pull/cut roots that your plow gets stuck on. Metal plows should also rust and fall apart unless you treat them with linseed oil every week. Also...

Wait, there's already a thread for cruel suggestions like this!
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Re: Yearly ploughing

Postby Fostik » Wed Aug 31, 2022 9:04 pm

My dudes, you forgot that this is a game: a program that creates complexities for you, and when you cope with them you get reward. By paying efforts you receiving game progress.
Game could be incomplete and have everything you need just under your legs with ability to have any stats, just like in valhalla. Have you ever wondered why aren't you sitting in valhalla most of gameplay?

But also game could be complete, all complexities could be balanced game mechanics that limits, gates amount of reward you can get.
By having ability to plow any size field on your base on the start of the world, with just wooden plow, until it's end makes game mechanics incomplete: you don't even need to build metal plow at all on later stages, you don't even need to reuse your wooden plow until world end.

Additionally, the size of fields you are able to support and maintain should be rationalized and gated.
I don't see any inconvenience if you are using everything reasonable.
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Re: Yearly ploughing

Postby Massa » Wed Aug 31, 2022 9:06 pm

Fostik wrote:My dudes, you forgot that this is a game: a program that creates complexities for you, and when you cope with them you get reward. By paying efforts you receiving game progress.
Game could be incomplete and have everything you need just under your legs with ability to have any stats, just like in valhalla. Have you ever wondered why aren't you sitting in valhalla most of gameplay?

But also game could be complete, all complexities could be balanced game mechanics that limits, gates amount of reward you can get.
By having ability to plow any size field on your base on the start of the world, with just wooden plow, until it's end makes game mechanics incomplete: you don't even need to build metal plow at all on later stages, you don't even need to reuse your wooden plow until world end.

Additionally, the size of fields you are able to support and maintain should be rationalized and gated.
I don't see any inconvenience if you are using everything reasonable.

yeah but why pour mental effort into creative ways to smash your own nuts when you could have creative fun ideas that are good content and add things to the game?

this is just an idea to make what we already have more annoying
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Re: Yearly ploughing

Postby Fostik » Wed Aug 31, 2022 10:02 pm

Just don't make minimap-size fields and you won't consider larp change that requires 1 hour of work once per 55 days as a way to smash nuts
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