Quest difficulty variance in Farming

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Quest difficulty variance in Farming

Postby Sevenless » Sun Dec 15, 2024 5:04 am

I'm not being butthurt about credos (outside old mystic and farming I overall like them), but talking about reasonable balancing for them.

Both of these are 5/5 3/5

Option 1:
Image
615 blocks of wood, 205 string, 205 high stam build actions, 205 tiles of space (or trellis placement shenanigans), 205 plants of peas, 5 plants of poppies

Option 2:
Image
9500LP (for me at the time) and one button click


Harvest 205 of anything is way too high, but trellis crops easily make it 4x worse. Max a harvest/plant quest should ask for should be 40 for normal crops, 10 for trellis crops. Once you have all crops, a safe rule of thumb is "any quest that takes 24hrs or less" due to how often you auto-fail quests due to brutal trellis crop requests.
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Re: Quest difficulty variance in Farming

Postby Reiber » Sun Dec 15, 2024 12:40 pm

i mean, you can tecnically, just plant and dig out the peas on the same trellis over and over,

but yea. trellis crops in general make this creedo bad even if you have a functioning farm with all types of crops.

harvest any amount of grapes takes so much time. if you planted sour grapes on day 1 next to an beehive, there will be people on lvl3 finishing cavehermit before the first grape in the world is harvestable.

but grapes in general cause massive problems with the introduction of wildcrops and sour grapes. making domesticating them very fucking inconvienient.
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Re: Quest difficulty variance in Farming

Postby Sevenless » Sun Dec 15, 2024 5:34 pm

Reiber wrote:i mean, you can tecnically, just plant and dig out the peas on the same trellis over and over,

but yea. trellis crops in general make this creedo bad even if you have a functioning farm with all types of crops.

harvest any amount of grapes takes so much time. if you planted sour grapes on day 1 next to an beehive, there will be people on lvl3 finishing cavehermit before the first grape in the world is harvestable.

but grapes in general cause massive problems with the introduction of wildcrops and sour grapes. making domesticating them very fucking inconvienient.


That would work for planting, this was a harvest quest. So you'd need to actually make each trellis and wait for them to grow.

But agreed. If trellis crops were simply deleted this credo would be far more balanced. The growth time on renewables is a bit goofy. Reminds me, mound bed time since I made mine too early for extended fall.
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Re: Quest difficulty variance in Farming

Postby Reiber » Sun Dec 15, 2024 7:49 pm

i mean, "renewable" is a strong word anyway. as, just like saptaps, you kinda wanna replace them, the moment they start paying off.

its not like they would grow in q over time, or even just even out, they should really consider having them work like beehives.
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Re: Quest difficulty variance in Farming

Postby Sevenless » Sun Dec 15, 2024 9:30 pm

Reiber wrote:i mean, "renewable" is a strong word anyway. as, just like saptaps, you kinda wanna replace them, the moment they start paying off.

its not like they would grow in q over time, or even just even out, they should really consider having them work like beehives.


I keep them around and rotate plant them so I always have a steady source of crop while I grow new ones instead of just getting 0 grapes for 2 weeks.
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Re: Quest difficulty variance in Farming

Postby animary » Mon Dec 16, 2024 1:50 am

Reminds me of starting the gardener credo three worlds ago. Very first task - "harvest sixty snapdragons". Not only are snapdragons relatively scarce but they take 2-3 weeks from planting to maturity. With my village head helping, it took nearly six weeks to harvest sixty of those wretched things.
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Re: Quest difficulty variance in Farming

Postby tyrtix » Mon Dec 16, 2024 3:11 am

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.
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Re: Quest difficulty variance in Farming

Postby Granny » Mon Dec 16, 2024 8:23 am

Sevenless wrote:I'm not being butthurt about credos (outside old mystic and farming I overall like them), but talking about reasonable balancing for them.

Both of these are 5/5 3/5

Option 1:
Image
615 blocks of wood, 205 string, 205 high stam build actions, 205 tiles of space (or trellis placement shenanigans), 205 plants of peas, 5 plants of poppies
.



That image alone shows how broken the farmer credo is. It is insane. They do not need to redo the whole credo line, just those that are not balanced. 205 peas! Sigh..


Please fix?
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Re: Quest difficulty variance in Farming

Postby noindyfikator » Mon Dec 16, 2024 8:32 am

It's not only about farming, every credo has same bullshit
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Re: Quest difficulty variance in Farming

Postby widelec_szatana » Mon Dec 16, 2024 10:45 am

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


but some are much easier than others
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