Bring back old crop mechanics

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

Re: Bring back old crop mechanics

Postby Ardennesss » Thu May 31, 2018 12:00 pm

LostJustice wrote:The problem is, even in legacy it was heavily botted in a similar manner than how it was now. A bot doesn’t farm multiple fields, it constantly farms a big field which is effectively thousands of plants over a 24/7 period which effectively creates a thousand different fields. So your suggestion would make the situation in fact worse for players and better for botters again. But this patch run statistically, makes it possible for hand planters to compete with botters in the example I gave above if your field considerably a good enough size.


I don't remember anyone having a script with that level of complexity. Ours would just harvest and only replant the highest quality, but there was only a need for our push plots to be like 4x4 if I remember correctly. Maybe the old outcome range was tighter, something like -2,+5. I don't really see a way to stop farming bots from working besides massively upping the quality timer to something like 8 hours.
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Re: Bring back old crop mechanics

Postby Granger » Thu May 31, 2018 6:23 pm

Ardennesss wrote:
LostJustice wrote:The problem is, even in legacy it was heavily botted in a similar manner than how it was now. A bot doesn’t farm multiple fields, it constantly farms a big field which is effectively thousands of plants over a 24/7 period which effectively creates a thousand different fields. So your suggestion would make the situation in fact worse for players and better for botters again. But this patch run statistically, makes it possible for hand planters to compete with botters in the example I gave above if your field considerably a good enough size.


I don't remember anyone having a script with that level of complexity. Ours would just harvest and only replant the highest quality, but there was only a need for our push plots to be like 4x4 if I remember correctly. Maybe the old outcome range was tighter, something like -2,+5. I don't really see a way to stop farming bots from working besides massively upping the quality timer to something like 8 hours.

Yes, a buffer container per field to keep spare best quality seeds should the roll of a tile be bad, 20 tiles field was plenty to get enough seeds at maximum increase. The lower quality ones were seeded onto the production fields to keep these following the quality raise ones.

IMHO the seed variance from legacy should make a return, now that thae tri-quality doesn't lead to massively inflated partially filled stacks anymore...
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Re: Bring back old crop mechanics

Postby LostJustice » Thu May 31, 2018 6:33 pm

Ardennesss wrote:
LostJustice wrote:The problem is, even in legacy it was heavily botted in a similar manner than how it was now. A bot doesn’t farm multiple fields, it constantly farms a big field which is effectively thousands of plants over a 24/7 period which effectively creates a thousand different fields. So your suggestion would make the situation in fact worse for players and better for botters again. But this patch run statistically, makes it possible for hand planters to compete with botters in the example I gave above if your field considerably a good enough size.


I don't remember anyone having a script with that level of complexity. Ours would just harvest and only replant the highest quality, but there was only a need for our push plots to be like 4x4 if I remember correctly. Maybe the old outcome range was tighter, something like -2,+5. I don't really see a way to stop farming bots from working besides massively upping the quality timer to something like 8 hours.


Plenty of people farmed large fields like this. And it worked the same way you just noted but on a bigger field to obtain variance in time and crops.
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Re: Bring back old crop mechanics

Postby Rformula » Sat Jun 02, 2018 7:49 am

It's a little off topic, why crops are not like pot systems? I remember it had been proposed before.
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Re: Bring back old crop mechanics

Postby Lyrroth » Sat Jun 02, 2018 3:39 pm

the real problem of people and farms is that they make large fields for everything, lost X hours to harvest it and complain how boring it is.


how it should be: bigger fields = more people

how it is:
* I cry I make big fields and it takes a lot of time to do it alone, i will cry on forum
* I cry its too big and too boring so i just go and get a bot so it does it for me for hours, days and months


theres big problem in mentality not in a game itself. people just fuckin cry they made more beer then can they drink

there should be a mechanic to make harvesting and maybe planting faster in endgame, but one people shouldn't be able to make big fucking fields they cant' even maintain themselfs


also, fuck trellises, that thing is retarded even for a single person, i bet if not amber or ender, people would just riot.
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Re: Bring back old crop mechanics

Postby LostJustice » Sun Jun 03, 2018 8:22 pm

Lyrroth wrote:the real problem of people and farms is that they make large fields for everything, lost X hours to harvest it and complain how boring it is.


how it should be: bigger fields = more people

how it is:
* I cry I make big fields and it takes a lot of time to do it alone, i will cry on forum
* I cry its too big and too boring so i just go and get a bot so it does it for me for hours, days and months


theres big problem in mentality not in a game itself. people just fuckin cry they made more beer then can they drink

there should be a mechanic to make harvesting and maybe planting faster in endgame, but one people shouldn't be able to make big fucking fields they cant' even maintain themselfs


also, fuck trellises, that thing is retarded even for a single person, i bet if not amber or ender, people would just riot.


You don't see me crying that I have a big field. The reason is a statistical reason for a big field. Since the quality is randomized, then a bigger field gives you more chances to maximize +5 quality each day. Also I need fodder.
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