Quest difficulty variance in Farming

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Re: Quest difficulty variance in Farming

Postby Reiber » Mon Dec 16, 2024 1:53 pm

the real issue i have since the introduction of wildplants, is. that if one of your gourds becomes wine. you actually are best advised to purposefully fuck up the domestication, and circle the gourds.

so you can directly plant q50 grapes, instead of raising them from q 20 for the next , idk 2 months , wich that would take normally
also, grapes are even more bullshit without the farmer creedo, to the point where its almost a requirement,
but the creedo becomes infinitely harder through the existance of grapes in the first place.
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Re: Quest difficulty variance in Farming

Postby Sevenless » Mon Dec 16, 2024 3:37 pm

noindyfikator wrote:It's not only about farming, every credo has same bullshit


All credos have hard quests, all credos will require rerolls sometimes. But old mystic and current farmer have too many forced abandons.

I honestly enjoy credos, they are unfair and unforgiving at times but hey this is Haven. I'm aware that there's a vocal group who hate all credos, but I'm not sure if you've noticed that once mystic was fixed suddenly people don't bitch about mystic constantly.

Reiber wrote:the real issue i have since the introduction of wildplants, is. that if one of your gourds becomes wine. you actually are best advised to purposefully fuck up the domestication, and circle the gourds.

so you can directly plant q50 grapes, instead of raising them from q 20 for the next , idk 2 months , wich that would take normally
also, grapes are even more bullshit without the farmer creedo, to the point where its almost a requirement,
but the creedo becomes infinitely harder through the existance of grapes in the first place.


You can't stop someone finding grapes, and credos are about what anyone has discovered anywhere in the game. Also foraging all high Q wildplants to aim for better starting seeds is meta for every crop not just grapes. Just depends how serious your farmer is as to whether or not you bother or if you wait for trade.
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Re: Quest difficulty variance in Farming

Postby animary » Mon Dec 16, 2024 6:54 pm

tyrtix wrote:Trellis ql is an issue i brought up since like 2016...never "fixed"...an easier way could be use mulch as fertilizer that will raise ql of the plants like grapes and pepper once applied.

Definitely some credos are way too hard and long for rewards they give, also since their introduction, many credos became bland and almost worthless, just another chore wich, if it takes too much time, can just be skipped.


Don't mention fertilizer here, for some reason that is a heinous concept. I was all but cursed out for mentioning it.
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Re: Quest difficulty variance in Farming

Postby Reiber » Mon Dec 16, 2024 7:56 pm

you missunderstood me there . i wasnt talking about purposefully not finding grapes for the creedo.


but if you have a confirmed patch of soon to be grapes wildgourds.
you actually want to combine the seeds with uncultivated ones. to have them stay wildgourds longer.

as you can pump out multiple gens of wildgourds in the time it would need for a single gen of grapes to grow.

once you reached your local cap, you can then domesticate them months ahead of progress from your actual grapes. in way higher numbers.

wich makes the initial grapes you domesticated inconsequential. far more so than any other crop.


the thing about creedos was entirely unrelated, while the faster growth, and more harvest are nice for other crops, it is almost required to make grapefarming slightly less cancerous. meanwhile half of the people stuck on farmer are stuck on grapequests.
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Re: Quest difficulty variance in Farming

Postby HingleMcCringle17 » Tue Dec 17, 2024 4:33 am

When it comes to credo quest I would agree that trellis based quests should cap between 10-25 for harvest. If it's hops/grapes/pepper be a the lower limit while cucumber/peas would be reasonable at higher numbers.

When it comes to quality grind on "renewables" there should be a mechanic where ripping out and replanting will guarantee a crop increase and have the variability of that increase higher, say 5-10. But have it so that any generation left on the trellis has the chance to decrease by 1 or increase by 1-2 every generation which some sort hard cap above the intital planting where it had to be replanted to go higher. Some balancing would be required, but the general idea is leaving them.on the trellis should shit have a chance to increase quality but ripping off and replanting has a greater chance to increase the Q faster
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Re: Quest difficulty variance in Farming

Postby Reiber » Tue Dec 17, 2024 9:41 am

HingleMcCringle17 wrote:When it comes to credo quest I would agree that trellis based quests should cap between 10-25 for harvest. If it's hops/grapes/pepper be a the lower limit while cucumber/peas would be reasonable at higher numbers.

When it comes to quality grind on "renewables" there should be a mechanic where ripping out and replanting will guarantee a crop increase and have the variability of that increase higher, say 5-10. But have it so that any generation left on the trellis has the chance to decrease by 1 or increase by 1-2 every generation which some sort hard cap above the intital planting where it had to be replanted to go higher. Some balancing would be required, but the general idea is leaving them.on the trellis should shit have a chance to increase quality but ripping off and replanting has a greater chance to increase the Q faster


they should just have them either increase incrementally between harvests, or balance out towards adjacent planted grapes, weighting in increase more than decrease.

some of the oldest standing wineplants make some of the highest quality of wines. and haven should emulate that,

this would make trellis plants more like beehives, where, yes. initial quality is huge, but you might aswell just use, and raise your existing ones.
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Re: Quest difficulty variance in Farming

Postby Sevenless » Tue Dec 17, 2024 4:32 pm

animary wrote:
tyrtix wrote:Trellis ql is an issue i brought up since like 2016...never "fixed"...an easier way could be use mulch as fertilizer that will raise ql of the plants like grapes and pepper once applied.

Definitely some credos are way too hard and long for rewards they give, also since their introduction, many credos became bland and almost worthless, just another chore wich, if it takes too much time, can just be skipped.


Don't mention fertilizer here, for some reason that is a heinous concept. I was all but cursed out for mentioning it.


Fertilizer was a core farming mechanic in Salem, the first 3d game jorb/loftar put out. It was ass, horrible, and unfun.

There will never be love left to lose for it in the community for people who remember it.
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Re: Quest difficulty variance in Farming

Postby tyrtix » Wed Dec 18, 2024 3:05 am

well, if i want to be fun, i'd say that beehives could raise grapes ql once in a while when they tick around, as per object-controlled objects XD
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