Remove negative farm rolls

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Remove negative farm rolls

Postby ricky » Thu May 31, 2018 9:17 pm

current "random plant Q roll between -2 to +5" seems rather arbitrary and prone to botting(to avoid bad rolls or maximize good rolls) by having multiple fields planted ~6 hrs apart.
given enough fields/time/size your average Q increase per harvest is 1.5 (im pretty sure)

how about we just cut the Q variance from -2 to +5 and use 0 to +3. the average remains 1.5 without negatively affecting anyone. (as well as limiting crop Q grow a little)

i think the idea is that sometimes, like real life, you can have "crop failures" which in haven terms results in negative Q, but i feel this is just arbitrarily added. if there were actual fleshed out mechanics which affect crop Q, i wouldnt mind negative Q rolls, but as is stands it's currently just random, so i feel the need to arbitrarily punish (even though muh realism) isn't necessary
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Re: Remove negative farm rolls

Postby synaris » Thu May 31, 2018 9:25 pm

if the idea is just to reduce botting you could spread the cycles out instead. have it change every day or every 2 days. but each crop has its own modifier.

edit: negating that negative could also be hidden behind a credo.
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Re: Remove negative farm rolls

Postby Aceb » Thu May 31, 2018 9:29 pm

Bring back separate roll for each crop like it was in legacy and bring back fun with looking what to plant back and what to screw.
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Re: Remove negative farm rolls

Postby waga » Thu May 31, 2018 9:35 pm

ricky wrote:current "random plant Q roll between -2 to +5" seems rather arbitrary and prone to botting(to avoid bad rolls or maximize good rolls) by having multiple fields planted ~6 hrs apart.
given enough fields/time/size your average Q increase per harvest is 1.5 (im pretty sure)

how about we just cut the Q variance from -2 to +5 and use 0 to +3. the average remains 1.5 without negatively affecting anyone. (as well as limiting crop Q grow a little)

i think the idea is that sometimes, like real life, you can have "crop failures" which in haven terms results in negative Q, but i feel this is just arbitrarily added. if there were actual fleshed out mechanics which affect crop Q, i wouldnt mind negative Q rolls, but as is stands it's currently just random, so i feel the need to arbitrarily punish (even though muh realism) isn't necessary


Less variance = less "fun".
If your solution to reduce the impact of the bots is to reduce the "fun" players may have ( and it seems that the direction the dev took too Oo) then I guess I'd prefer no change at all and live with the bots ...

Bots that love the super broken patch at the moment , just saying :^)
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Re: Remove negative farm rolls

Postby synaris » Thu May 31, 2018 10:00 pm

Aceb wrote:Bring back separate roll for each crop like it was in legacy and bring back fun with looking what to plant back and what to screw.


there was absolutely nothing fun about that and it was a nightmare to find people willing to farm because no one wanted to put up with sorting crops.
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Re: Remove negative farm rolls

Postby ricky » Thu May 31, 2018 10:05 pm

synaris wrote:if the idea is just to reduce botting you could spread the cycles out instead. have it change every day or every 2 days. but each crop has its own modifier.

edit: negating that negative could also be hidden behind a credo.

I've discussed longer crop cycles in the past, certainly longer "quality cycles" would help that as well.

waga wrote:
Less variance = less "fun".
If your solution to reduce the impact of the bots is to reduce the "fun" players may have ( and it seems that the direction the dev took too Oo) then I guess I'd prefer no change at all and live with the bots ...

lets be honest, there's nothing fun about farming. My idea isnt really a critique of botting per se, I'm not trying to come up with an idea to completely negate the need for bots, just perhaps a way to make farming less tedious for everyone.

waga wrote:Bots that love the super broken patch at the moment , just saying :^)

Could you elaborate on this? I dont understand how the previous farming patch had any affect on bots.
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Re: Remove negative farm rolls

Postby waga » Thu May 31, 2018 10:27 pm

ricky wrote:
synaris wrote:if the idea is just to reduce botting you could spread the cycles out instead. have it change every day or every 2 days. but each crop has its own modifier.

edit: negating that negative could also be hidden behind a credo.

I've discussed longer crop cycles in the past, certainly longer "quality cycles" would help that as well.

waga wrote:
Less variance = less "fun".
If your solution to reduce the impact of the bots is to reduce the "fun" players may have ( and it seems that the direction the dev took too Oo) then I guess I'd prefer no change at all and live with the bots ...

lets be honest, there's nothing fun about farming. My idea isnt really a critique of botting per se, I'm not trying to come up with an idea to completely negate the need for bots, just perhaps a way to make farming less tedious for everyone.

waga wrote:Bots that love the super broken patch at the moment , just saying :^)

Could you elaborate on this? I dont understand how the previous farming patch had any affect on bots.


We already explained the reasons in the patch note why the patch had no impact on bot.
if the owner of the bot is smart enough , he just works wih more fields now , fields time boosted.
something a human would hate to do , atleast I do :p .
Basically the amount of work is the same , but the number of field required is bigger , you have the same amount of fields in a cycle but you also need some fields "resting" waiting for the max time booster bonus
(note I don't bot myself , I'm one of these masochist who plant every 6 hours on different cycle , and I hate it , sorting seeds was 4x less tedious )

edit : to make it clear , they love it because they still have an advantage , advantage now multiplied by the growing speed ...
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Re: Remove negative farm rolls

Postby ricky » Thu May 31, 2018 10:32 pm

waga wrote:We already explained the reasons in the patch note why the patch had no impact on bot.
if the owner of the bot is smart enough , he just works wih more fields now , fields time boosted.
something a human would hate to do , atleast I do :p .
Basically the amount of work is the same , but the number of field required is bigger , you have the same amount of fields in a cycle but you also need some fields "resting" waiting for the max time booster bonus
(note I don't bot myself , I'm one of these masochist who plant every 6 hours on different cycle , and I hate it , sorting seeds was 4x less tedious )


from my understanding, the boost did not "speed up" crop cycles, it just "catches up" late crop cycles, which would have no effect on bots, it simply makes it easier for regular humans to keep up because they could be a few hours late, but still have that bonus "catch up" time saved.

to be fair, The Jorb's explanation of the mechanic could have been more specific.
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Re: Remove negative farm rolls

Postby waga » Thu May 31, 2018 10:37 pm

It does speed up crop cycle.

edit: and aknowledged it was forcin us to make more fields , which wasn't intended obviously.
That's why they're reworking it.
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Re: Remove negative farm rolls

Postby AriZona » Thu May 31, 2018 10:46 pm

Aceb wrote:Bring back separate roll for each crop like it was in legacy and bring back fun with looking what to plant back and what to screw.


Adding the individual variability would be more fun. Also:
  • let quality bonus and/or cycle length be dependent on biome and specific to the category pf plants, e.g. grapes would grow better in hill regions, barley somewhere else, etc. or at least biomes could introduce some bonuses. Imbalance in crop qualities could push for more trading
  • randomize cycle lengths
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