farming tiers

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Thrawn00
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farming tiers

Post by Thrawn00 »

I'd loved this game since I found it, but it does become a bit more of a job than actually fun game playing time.
Some of the things I enjoy are the farming, but as is once you get all the seed types it just is a grind on getting higher q of each crop type.
Something I think would help break the boredom would be tiers in the crops based on farming skill. Say carrots you can plant at farming skill 1 and follow normal game as is increasing q with higher skill. But In order to plant beetroots you have to have 25 skill. This gives you goals to build toward and something to look forward to.
I'd also love it if we could grow some of the wild foods, like blueberries since their are cooking recipes that use them, but finding high q is nearly impossible. So why not get to start growing your own at some point. I'd love it if we could get other new crops out there, strawberries, corn, tomatoes, etc. I know other drinks are in the works since we have wine and beer is soon to come. Mead is also possible since we've already got honey.

Though with more crops I have to request better harvesting tools. I'm already using all my stamina with a scythe to harvest each crop field I have.
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Audiosmurf
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Re: farming tiers

Post by Audiosmurf »

Thrawn00 wrote:Say carrots you can plant at farming skill 1 and follow normal game as is increasing q with higher skill. But In order to plant beetroots you have to have 25 skill.
No.
Thrawn00 wrote:growing your own blueberries
Yes. Being able to grow foragables was one of the few really good ideas from Salem, and it would be excellent in this game too.
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azrid
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Re: farming tiers

Post by azrid »

Audiosmurf wrote:Being able to grow foragables
People will hate it because its like salem but honestly it really was another good thing from that game.
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InvaderDoom
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Re: farming tiers

Post by InvaderDoom »

Personally I enjoyed the farming of Salem, having to rotate crop types to raise quality.

The only other way I see it being more enjoyable is having crop "seasons" that would give you a boost to your crop quality of that type. Say a Carrot grows better in X season, while Beets grow better in another. Growing Beets in Carrot season is still pliable, but they would take longer and lose an RNG of quality.

I think a system like this would promote growing crops at the right time, and getting a good yield and also planning time. Right now I'm just like "oh, the quality increase sucks right now, let me just set a timer for 5 hours and try again." Everything feels like they based off of realistic situations, but farming is just like "eff you man, I'm going to be shit today"
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Enjoyment
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Re: farming tiers

Post by Enjoyment »

InvaderDoom wrote:Growing Beets in Carrot season is still pliable, but they would take longer and lose an RNG of quality.
Who the f*ck will ever plant anything, knowing it will definitely lose its q? And implementing time-depending (no matter "proper season" or proper "day-time") farming may cause more troubles than fun. If proper time will be too short (day-time related) - then only non-lifers playing 24h-non-stop (or big factions with all-time-zones players) will be able to catch the right time. And if proper time will be too long (seasons) - it will expand even more the advantage of first-day-comers, resulting even more whine on forums like "Oh, I want to play this game, but will wait for the new world to start with other players!". And finding an ideal balance for "proper time" length could take ages, resulting more pain-in-da-ass in farming.
If you want to suggest something useful for change the entire game mechanic - make a proper suggestion with all the downsides and possible consequences.
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InvaderDoom
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Re: farming tiers

Post by InvaderDoom »

Enjoyment wrote:Who the f*ck will ever plant anything,
So your saying you've never lost 1 or 2 points in one of the qualities when planting anything before?
Enjoyment wrote:And implementing time-depending (no matter "proper season" or proper "day-time") farming may cause more troubles than fun. If proper time will be too short (day-time related) - then only non-lifers playing 24h-non-stop (or big factions with all-time-zones players) will be able to catch the right time.
Well since you see to not understand the concept, and not sure if you're even from this planet, but seasons last more than a couple hours. Could be several days irl. And personally, unless you're only playing once a week, you probably will catch the seasons changing, and it's called planning. You know, difficulty...Steel? Silk? So you're telling me that's not time-consuming and annoying?
Enjoyment wrote:And if proper time will be too long (seasons) - it will expand even more the advantage of first-day-comers, resulting even more whine on forums like "Oh, I want to play this game, but will wait for the new world to start with other players!". And finding an ideal balance for "proper time" length could take ages, resulting more pain-in-da-ass in farming.
Because the game hasn't been out for years and is in a constant state of flux? It's constantly changing and being balanced?
Enjoyment wrote:If you want to suggest something useful for change the entire game mechanic - make a proper suggestion with all the downsides and possible consequences.
Listen, I'm not trying to argue my point, but It was only an Idea. I don't feel like making an entire thread, and maybe if I build more on the idea I'll make an actual post. I just didn't want to derail OP's post.
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Re: farming tiers

Post by Enjoyment »

InvaderDoom wrote:
Enjoyment wrote:Who the f*ck will ever plant anything,
So your saying you've never lost 1 or 2 points in one of the qualities when planting anything before?
You can't see the difference between may lose and will lose for sure? And saying I didn't get your concept? Ok...
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