you are a very sick mantheTrav wrote: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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Jackard
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Peter
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Re: New variations in farming.
Good Sweet Christmas Cake on a Crutch. How about this:
Every time you plant a seed, it costs 1000 LP, your house catches fire, you must pay $300, fifteen angry boars are spawned adjacent to you, and a large nordic man comes to your RL house and stomps you.
Every time you plant a seed, it costs 1000 LP, your house catches fire, you must pay $300, fifteen angry boars are spawned adjacent to you, and a large nordic man comes to your RL house and stomps you.
Surprise.
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Jackard
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Re: New variations in farming.
i have become convinced that trav has just been trolling the ideas forum for several months now
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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sabinati
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Re: New variations in farming.
duhJackard wrote:i have become convinced that trav has just been trolling the ideas forum for several months now
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Jackard
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Re: New variations in farming.
now you are convinced of this as well. spread the word my brothers. trav is not one of us, but belonging to the afflicted and unsound of mind
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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theTrav
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Re: New variations in farming.
You are wasting time that you should be spending re-skinning the UI.Jackard wrote:now you are convinced of this as well. spread the word my brothers. trav is not one of us, but belonging to the afflicted and unsound of mind
If you need to put elements in different places then do it and I'll make with the codey code to move them
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Jackard
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ImpalerWrG
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Re: New variations in farming.
Ok then simply invert my statement to "I think once every 24 hours is as often as you could possibly allow a player to be able to buff their crops simply because it can't fit into most peoples daily schedules otherwise." If its a buff or a de-buff it still needs to be designed in such a way as to not reward logging on more frequently then once every 24 hours.Jackard wrote:*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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UnrealJake
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Re: New variations in farming.
P.s sabinati is a post count whore.Jackard wrote:i have become convinced that trav has just been trolling the ideas forum for several months now
P.s.s Edit: I think the idea of the buffs could be implemented, giving those farmers other options than the rather tedious job of just raising farming, harvesting crops. Planting crops. Raising farming. Harvesting crops, planting crops Etc. Etc.
An irrigation system would be good, though I don't think it should be a very big thing (physically) but still give a decent bonus. Maybe applying the soil quality too, could make some very prosperous places, making trade better as regions that may have several mines, could trade with regions known for it's high quality wine.
Of course, if we tie in soil quality then we will have more land grabbing, which could get quite painful for some, and others may create a monopoly.
Lothaudus wrote:D) Try and get out of the boat and be told YOU NEED SWIMMING TO CROSS DEEP WATER.