We want to fix the inconsistent time scales the game presents, but it is largely a separate issue from presenting an LP/h value on curios.
lordgrunt wrote:my jab at this. or nearby.
Why, oh, why, after implementing such a wonderful feature as area harvesting and planting would you not adjust plant/harvest algorithm? we technically got a 6x time saving feature, best average is x3.765 (j/k, to be more precise its >3 and <4) its just painful to watch my toon do it the stupid way.
Because it was a quick fix, and not a desire to implement a solution to a travelling salesman problem.