New variations in farming.

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

Re: New variations in farming.

Postby theTrav » Thu Mar 25, 2010 8:26 am

I think Impaler is right, we need more 24 hour cycle things.

Preferably separated by 10 minutes, maybe have 48 of them or so. Also deal direct HHP damage to players who are offline for more then 40 minutes at a time. This solves the problem of potential murder victims being offline and therefore unavailable to be murdered.

The eager murderer simply has to wait by their hearth fire for either the player to log on, or for the dead body to appear from offline HHP damage

BRILLIANT!
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Re: New variations in farming.

Postby ImpalerWrG » Thu Mar 25, 2010 2:45 pm

Your clearly trying to mock me but its such a Non sequitur it falls rather flat, good mockery has to build. I simply said 24 hours should be considered a minimum time for some damaging thing to reduce crop yields or else we make success in game too dependent on the players schedule. How you twist that into something involving killing players while offline is beyond me. I'm not particularly thrilled at the whole idea of crop damaging maladies. But I don't post with the goal of eviscerating every proposal I don't particularly want in the game, I try to give some constructive criticism and point out some of the principles that should be considered in implementing the idea if Lofjorb decided to pick it up, they clearly read the these threads and pointing out pitfalls they can avoid.
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Re: New variations in farming.

Postby Potjeh » Thu Mar 25, 2010 2:50 pm

I like my idea from Crops Redesign better: crop maintenance is like ancestor worship, is used to raise crop q, and the amount of maintenance you can do in one cycle is capped by the difference between your farming and current crop quality.
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Re: New variations in farming.

Postby Sarge » Thu Mar 25, 2010 3:10 pm

ImpalerWrG wrote:Your clearly trying to mock me but its such a Non sequitur it falls rather flat, good mockery has to build. I simply said 24 hours should be considered a minimum time for some damaging thing to reduce crop yields or else we make success in game too dependent on the players schedule. How you twist that into something involving killing players while offline is beyond me. I'm not particularly thrilled at the whole idea of crop damaging maladies. But I don't post with the goal of eviscerating every proposal I don't particularly want in the game, I try to give some constructive criticism and point out some of the principles that should be considered in implementing the idea if Lofjorb decided to pick it up, they clearly read the these threads and pointing out pitfalls they can avoid.


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Re: New variations in farming.

Postby theTrav » Fri Mar 26, 2010 2:06 am

Perhaps failure to regularly rotate your crops could encourage the growth of some sort of wood boring pest, which could then spread to nearby constructions such as cabins and chicken coops?
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Re: New variations in farming.

Postby Peter » Fri Mar 26, 2010 2:44 am

ImpalerWrG wrote:Jackard has a point that requiring or reward constant checking on something is a bad idea. I think once every 24 hours is as often as you can possibly expect a player to tend to crops simply because it can't fit into most peoples daily schedules otherwise. So any kind of random malady that could affect a crop (lack of water, weeds, bright etc etc) should always be preceded by a minimum 24 hour 'warning' phases in which the malady can be detected and removed before it dose any actual harm. If anything I think you would need to be looking at longer growing times up into the range of a week with yields on the order of two dozen seeds per plant, that's the only way intermediate tending or weeding tasks can really be inserted in the process without forcing the player to be constantly online. Rather the player check and tends infrequently over a longer duration for a larger payoff at the end. Better item management (big seed bags, granaries) would probably need to come into play to make this viable.

Also some of the suggestions on having area-effect based planting/harvesting with something like the Ctrl + L menu would allow these actions to be added without out them being horribly tedious, it would do for farming what auto-fishing did for fishing. Soil quality/depletion sounds reasonable but I'd rather see regional effects such as a large area that grew particularly nice carrots or onions (like Vidalia onions) but it's hard to see how that gets worked into the very monolithic quality system. Adding fertilizers to soil before planting also sounds nice but it would need to be something that's specific to the crop/soil conditions not a generic fertilizer as your just adding a step everyone has to take.


All that sounds pretty reasonable.
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Re: New variations in farming.

Postby Dataslycer » Fri Mar 26, 2010 2:49 am

Perhaps failure to regularly rotate your crops could encourage the growth of some sort of wood boring pest, which could then spread to nearby constructions such as cabins and chicken coops?




A penalty like that would almost make farming not worth investing in. Aside that, it's not quite realistic as degrading of soil quality persay as in real life unless I fuggered my brief research.
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Re: New variations in farming.

Postby Thijssnl » Fri Mar 26, 2010 2:52 am

- Enriched/Wither. Each plant will have a .5% random chance of producing crops that are +10 the quality that they would normally be, this percentage will increase to 1% for full future and will not occur at all for full industry. In contrast, there is also a 1% chance of the crops to wither and become useless indicated by browning color hue unaffected by belief sliders.


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Re: New variations in farming.

Postby Jackard » Fri Mar 26, 2010 3:01 am

*rubs forehead*

Bonuses, people. Not penalties. The game shouldn't actively punish casual or absent players.

That is why farmers buffing crops/soil will always be a better mechanic than this weeds/wither/decay horseshit.
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Re: New variations in farming.

Postby theTrav » Fri Mar 26, 2010 3:31 am

Perhaps a hardening of the plowed tiles into mountain ground, which can then be broken up with a pick into paved squares, which can then be grassed with seed, which can then be plowed to re-grow crops?

Also produce from plants that were disease carriers should negatively affect people who eat said produce... possibly HHP damage, or maybe just a speed/travel debuff that sticks around until cured?
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