Crop quality limits critique.

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Re: Crop quality limits critique.

Postby Enjoyment_2 » Sat Jun 27, 2020 4:17 pm

Fostik wrote:
Enjoyment_2 wrote:well, If any hermit can get a good source for mulch with his hard work - it would be unfair to ppl, who use high-q meat of trolls, mammoth and cachalots (killed via bug-abuses) for that.
and that's not how the catch-up mechanics supposed to work, sprucecap!


Can you please explain your logic, what's the difference between sprucecap and top tier players for such mechanic?

How this mechanic actually work:
- Two top tier villages pretty equal for their online and player count. First group can easilly farm 300-400+ turnips for everything listed above, while second group is forced to spend expensive troll/orca/cachalot meat for that.
- All top tier villages which cant receive hq turnip, spending crazy resources to get dirt analog. Sprucecap hermit with 180+180 is farming playing 2 hours a day farming best turnip in the world.

This is your expectations from this mechanic(my understanding):
- Certain village of top playees will have high quality crops by using this mechanic somehow, while it will be impossible for hermit? :?

I'm absolutely okay with what you just said and agree that mechanics should work like that, but the thing is that this mechanic doesn't work like that.
And yeah, our village will always buy top turnip from any market, I'm just curious why this tedious mechanic exists and trying to critique this on forum created for that, fuck me.

well, it was obviously (as I thought) a sarcasm.
this mechanic is broken as fuck, and provides a huge advantage to "big-boys" with abused meat, leaving all others outboard, and showing that said "catch-up mechanic" is nothing more than a joke
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Re: Crop quality limits critique.

Postby MagicManICT » Sat Jun 27, 2020 7:40 pm

Maybe the proper way to view this is not as some sort of catch-up mechanic, but as more of a growth limiter. Catch-up mechanics are things (like the hunger bonus) that can speed newer characters up. This limits the rate of growth over time.

I'm of mixed feelings on it. In order for there to be a long term world, things like this are needed, probably even more of them if a world is to run longer than a year or two. Folks have just gotten used to this being a number growth game similar to any idle game, and it's not.
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Re: Crop quality limits critique.

Postby Headchef » Sat Jun 27, 2020 9:07 pm

MagicManICT wrote:Maybe the proper way to view this is not as some sort of catch-up mechanic, but as more of a growth limiter. Catch-up mechanics are things (like the hunger bonus) that can speed newer characters up. This limits the rate of growth over time.

I'm of mixed feelings on it. In order for there to be a long term world, things like this are needed, probably even more of them if a world is to run longer than a year or two. Folks have just gotten used to this being a number growth game similar to any idle game, and it's not.



short summary this just makes farmers quit because palisading new areas of soil just to hope the arbitrary cap of a crop is higher there is just retarded
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Re: Crop quality limits critique.

Postby Clemence » Sat Jun 27, 2020 9:51 pm

the problem is that for a long term world you need long term goals
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Re: Crop quality limits critique.

Postby DDDsDD999 » Sun Jun 28, 2020 12:45 am

The issue is the work-around for this mechanic is just making a million safe palis and making a bunch of farmer alts to test every area, and then farm each area. If the crop cap was uniform and didn't have these autistic work-arounds, it'd make more sense.

Crop quality is just too important of a thing to have it limited by your location, which you can't plan around until you find out it's too late. Finding out you settled your village on a garbage turnip/flax cap means you either live with garbage trees/animals/everything, or just make a new village.
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Re: Crop quality limits critique.

Postby Lunarius_Haberdash » Sun Jun 28, 2020 7:51 am

DDDsDD999 wrote:Crop quality is just too important of a thing to


NOT

DDDsDD999 wrote: have it limited by your location. which you can't plan around until you find out it's too late. Finding out you settled your village on a garbage turnip/flax cap means you either


Trade with other players with superior crops/trees/etc.

DDDsDD999 wrote:, or just make a new village.


There, I fixed that for you. I find the pushback against having to trade with and interact with other players to reach top-end goals to be the BIGGEST reason this change needs to be more aggressive. The sheer painfulness of having to do a million safe pali's, even for large factions on the immense worlds we play in, means that your ability to achieve this would be effectively limited.

This 'SIt down, grow everything we need, not need anyone else' game mechanic is cancer and needs to be uprooted.
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Re: Crop quality limits critique.

Postby SnuggleSnail » Sun Jun 28, 2020 8:54 am

If you spend the absurd amount of effort required finding topQ seed spots you're power gaming and 100% not retarded enough to share them. The notion this will cause relevant trade is absurd to such a degree I find it hard to respond to without saying something MagicMan would rightfully ban me for.
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Re: Crop quality limits critique.

Postby Lunarius_Haberdash » Sun Jun 28, 2020 8:56 am

SnuggleSnail wrote:The notion this will cause relevant trade is absurd to such a degree I find it hard to respond to without saying something MagicMan would rightfully ban me for.


Then the only option would be to go to war for those nodes, which is a valid approach as well... Perhaps its finally something to fight over?
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Re: Crop quality limits critique.

Postby SnuggleSnail » Sun Jun 28, 2020 9:50 am

Sometimes I do something retarded and just feel bad about myself for hours... I bet going through your comments would cure that every time.

Think for one second about the logistics of scouring the entire world for safepalis with flax growing in them to find the ones being continuously farmed. It's retarded to find them if people aren't trying to hide them at all. Then consider, there's like a 90% chance it was made by some nab without a flaxbot, and even though the node is better than theirs, it's still trash. You gotta do a full siege for every one, just to check. Then consider anybody with more than 2 brain cells would make it look like a nabcamp with walls just big enough to keep the flax bot out of render. Also, I think if I noticed somebody actively sieging them I'd probably just farm a 5x5 of flax in 100 safepalis every day to fuck with them because it'd be like no effort if I already had the safepalis.

Siege every claim in the game to check if they're on a flax node

^ this is literally you
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Re: Crop quality limits critique.

Postby MagicManICT » Sun Jun 28, 2020 7:06 pm

SnuggleSnail wrote:Think for one second about the logistics of scouring the entire world for safepalis with flax growing in them to find the ones being continuously farmed. It's retarded to find them if people aren't trying to hide them at all. Then consider, there's like a 90% chance it was made by some nab without a flaxbot, and even though the node is better than theirs, it's still trash. You gotta do a full siege for every one, just to check. Then consider anybody with more than 2 brain cells would make it look like a nabcamp with walls just big enough to keep the flax bot out of render. Also, I think if I noticed somebody actively sieging them I'd probably just farm a 5x5 of flax in 100 safepalis every day to fuck with them because it'd be like no effort if I already had the safepalis.

At this point, one two words comes to mind.... :roll: Jorb and loftar have spoiled the community here by allowing us to do everything as a single group instead of competing with each other... even a hermit could pull it off. (Not so much as a solo player in today's game, but it was very possible in legacy.) I've tried staying out of this discussion, but this argument just gets my goat, and I have to cry foul. When you don't have to compete for resources, the amount of griefing increases... and I mean the pointless type where the aggressor gains literally nothing by aggravating the target (lulz only). At least when I harrass my noob neighbor that is sitting on a quality node of turnips that is 2x higher than mine, I have something to gain by making them quit or move.

Seriously. You don't see one faction running the entirety of nullsec in EVE. You don't see one group running the entire PvP area of any other PvP game. They make trading alliances or use public markets to exchange goods. You don't have to do everything yourself, just have one good thing that is worth trading.

edit: also, there's more than one way to skin a cat. You don't have to siege ever nab out there to find out what kind of crops can grow there. That's just asinine thinking.
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