Best Farming fix. Easy?

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Best Farming fix. Easy?

Postby Chakravanti » Mon Nov 22, 2010 7:37 pm

So it occurs to me that aside from a queue the one thing that farming is missing which would reduce tediousness tenfold would be the ability to ctrl+shift q sort plant from seedbag in a fashion that would account for all the seeds in all the seedbags in one's invetory. If this were done Q sorts would require no tedious manual sorting.

Seems to me to be the one crucial piece of functionality that would reduce the most tediousness of farming.
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Re: Best Farming fix. Easy?

Postby Gauteamus » Mon Nov 22, 2010 7:49 pm

Chak: wouldn't that also remove basically the whole point of random quality raise on crops?

IF the suggestion you make is implemented, it will remove ALL tedium from seed sorting - meaning noone (except clueless noobs) will ever plant a subprime seed, meaning the current random distribution of quality raises is pretty pointless, why not just add one or two quality per generation, if the best seeds are always replanted anyway?

I am not necessarily saying that the current seed mechanics are a holy cow, or that no other system is imaginable (e.g. one could imagine the local soil playing a role).

But do you not agree, that under the current mechanics, the player faces an actual choice with real pros and cons..
A) Do not worry about quality in this session - this field is for linen/fodder anyway
or
B) Work like the devil overcoming the awkward UI and tedium, BUT gain quality!

Like it or not, but will not your suggestion remove that choice from the player?

Of course the player still have the very real choice of playing the game versus doing some RL dishes, both very different options with their pros and cons.
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Re: Best Farming fix. Easy?

Postby DigDog » Mon Nov 22, 2010 8:04 pm

I don't see what's so tedious about seed sorting anyway. Get yourself a chest near your field and fill it with seedbags. Then harvest 9 tiles of crops (assuming you have full nature) and fill one seedbag with 9 seeds while using ctrl+shift+mousewheel to transfer the highest Q seeds. The remaining seeds in your inventory are scrap and can be used for whatever. Repeat until your field is harvested.

Other than that I agree with Gauteamus. If you'd make it that easy to replant the highest Q seeds you could take out the randomization of harvested seeds altogether.
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Re: Best Farming fix. Easy?

Postby Chakravanti » Mon Nov 22, 2010 8:16 pm

Fuck you masochistic dwarves. You don't count anyway. :lol:

I refuse to play that shit till therapist is ported to linux. Just because a programmer is laz...err...busy... does NOT mean that the 'emergent gameplay' that arises is desireable. Now, I'll concede the iea that achieving q sorting should have some cons to make it a choice so I'm open to suggestions but don't pretend for one second that shitty, unentertaining activity to achieve basic gameplay functions is ever going to be good game design.

Maybe Q sorting can be an activity that one has to preform with some cool construction that's only functional to some relevance of its own quality and maybe your dexterity or just your dexterity. Or perception+dexterity. Perception is already a damn valubale stat while being easy to raise but dex slightly less so but herein the player is faced with a major character development decision if he wishes to not have to sort seeds manually?


How's that for the same effect while leaving the player with all the current choices and a new one?
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Re: Best Farming fix. Easy?

Postby Chakravanti » Mon Nov 22, 2010 8:25 pm

And maybe another apparatus called a pumpkin masher. You fill it with a certain number of pumpkins and then run it to fill your inventory of seedbags which you can then take to the seed sorter apparatus. Come back and you can either have an empty inventory to fill with pumpkin mash or you can hug it and craft pumpkin pies with just water and flour as if the slices were in your inventory, or whatver other pumpkin recipie you're crafting.

Presenting the player with yet more character development decisions....to be a baker or depend on someone else. If you depend on someone else do you put the pumpkin away for them or build a bunch of mashers for them to craft from?

There could be a ceramic version that nerfs the Q of mash by like %75 or some shit too!
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Re: Best Farming fix. Easy?

Postby Gauteamus » Mon Nov 22, 2010 8:36 pm

Just saying a big Amen to your last two posts, this is more like it!
Intelligence is a stat that definately could use some love, e.g as a modifier to seed sorting.
Some kind of seed tower with quality depending on some other stat than solely farming that you have to run your seeds through (modified by int + dex) in order to quality sort -meh, I do not care about the implementation - the point is that I want a choice.

Today that is a choice between quality and avoiding tedium (bad choice, but surely a choice)

What you suggest is a choice between quality and avoiding some task that is not tedious per se, but probably takes some time (via ingame hourglass) and checks against some character stats. (better mechanics, if done right still presents a choice)

I am not always agreeing with Gauteamus myself
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Re: Best Farming fix. Easy?

Postby Chakravanti » Mon Nov 22, 2010 8:42 pm

you're definately r4ight. Int needs some love and tbh I could see it being int+dex+per.

As it stands there's no REAL benefit to int and it would be more liek a newbie boon to q sorting because of all the damn fish and blueberries.

Along with some other uses for int, some even more complicated and interesting choices would arise.
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Re: Best Farming fix. Easy?

Postby Jackard » Mon Nov 22, 2010 9:47 pm

Gauteamus wrote:Chak: wouldn't that also remove basically the whole point of random quality raise on crops?

IF the suggestion you make is implemented, it will remove ALL tedium from seed sorting - meaning noone (except clueless noobs) will ever plant a subprime seed, meaning the current random distribution of quality raises is pretty pointless, why not just add one or two quality per generation, if the best seeds are always replanted anyway?

I am not necessarily saying that the current seed mechanics are a holy cow, or that no other system is imaginable (e.g. one could imagine the local soil playing a role).

But do you not agree, that under the current mechanics, the player faces an actual choice with real pros and cons..
A) Do not worry about quality in this session - this field is for linen/fodder anyway
or
B) Work like the devil overcoming the awkward UI and tedium, BUT gain quality!

Like it or not, but will not your suggestion remove that choice from the player?

Of course the player still have the very real choice of playing the game versus doing some RL dishes, both very different options with their pros and cons.

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Re: Best Farming fix. Easy?

Postby sabinati » Mon Nov 22, 2010 10:10 pm

gauteamus has a pretty good point, actually. making sorting the quality of seeds completely effortless is actually a bad thing. there could be some interface improvements but i don't think the solution is in the op, or anywhere else in this thread so far.
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Re: Best Farming fix. Easy?

Postby Gauteamus » Mon Nov 22, 2010 10:27 pm

Jackard wrote:dwarves get out


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