Bring back old crop mechanics

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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LostJustice
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Joined: Sun Mar 25, 2012 3:57 am

Re: Bring back old crop mechanics

Post by LostJustice »

Amanda44 wrote:@ LostJustice .. hey, thanks for that simple explanation. :)

Can you also explain why 'rose' gold is orange? :P :D
I was trying to figure that out myself tbh XD
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waga
Posts: 620
Joined: Fri Apr 20, 2012 10:07 pm

Re: Bring back old crop mechanics

Post by waga »

synaris wrote:
waga wrote:Why exactly do you feel entitled to call someone stupid when you don't understand yourself ?
I'm in a good mood , read the patch note and Jorb comment page 4 or 5 ..
*sigh*
i said that i didnt understand why people needed more fields. i didnt see any posts on page 4 explaining it til now.

now stop twisting my words.
Don't be rude to strangers about their own inability when you show yourself serious lack of understanding.
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LostJustice
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Joined: Sun Mar 25, 2012 3:57 am

Re: Bring back old crop mechanics

Post by LostJustice »

synaris wrote:
waga wrote:Why exactly do you feel entitled to call someone stupid when you don't understand yourself ?
I'm in a good mood , read the patch note and Jorb comment page 4 or 5 ..
*sigh*
i said that i didnt understand why people needed more fields. i didnt see any posts on page 4 explaining it til now.

now stop twisting my words.
Point of more fields is that it causes variance in planting so you are more likely to keep a maximum daily crop q increase. Some days are just bad and you get all negative so a bigger field and varied time or multiple fields help solve this issue. It more of a statistical problem than anything.
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Ardennesss
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Re: Bring back old crop mechanics

Post by Ardennesss »

As long as there is randomness to crop quality that can be overcome with rolling the dice more times, people are going to bot it.
waga
Posts: 620
Joined: Fri Apr 20, 2012 10:07 pm

Re: Bring back old crop mechanics

Post by waga »

Ardennesss wrote:As long as there is randomness to crop quality that can be overcome with rolling the dice more times, people are going to bot it.
Indeed , but no randomness would make farming even more boring than it is now.
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Ardennesss
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Re: Bring back old crop mechanics

Post by Ardennesss »

I don't see how else you can eliminate the botting issue besides removing the need TO bot. A reversion to the legacy crop mechanics combined with this new timer buffer would accomplish that however, there would be no benefit to multiple push plots.
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synaris
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Re: Bring back old crop mechanics

Post by synaris »

waga wrote:
synaris wrote:
waga wrote:Why exactly do you feel entitled to call someone stupid when you don't understand yourself ?
I'm in a good mood , read the patch note and Jorb comment page 4 or 5 ..
*sigh*
i said that i didnt understand why people needed more fields. i didnt see any posts on page 4 explaining it til now.

now stop twisting my words.
Don't be rude to strangers about their own inability when you show yourself serious lack of understanding.
and you act as if i didnt just correct you.

stupid.
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
waga
Posts: 620
Joined: Fri Apr 20, 2012 10:07 pm

Re: Bring back old crop mechanics

Post by waga »

Ardennesss wrote:I don't see how else you can eliminate the botting issue besides removing the need TO bot. A reversion to the legacy crop mechanics combined with this new timer buffer would accomplish that however, there would be no benefit to multiple push plots.
Oh but I would love a revert to legacy mechanics ... (without the timer crap that give zero incentive to commited player ... to .. commit :p)
but then people whine it is too hard , or boring ...
As if harvesting / planting mechanically every 5h on 4-6 different fields is not worse than what we had :roll:
waga
Posts: 620
Joined: Fri Apr 20, 2012 10:07 pm

Re: Bring back old crop mechanics

Post by waga »

synaris wrote:
stupid.
You didn't understand such basic concept why new patch force us to extend our field , meanwhile you call other people stupid.
You being rude while showing such blatant lack of intelligence was an irony I couldn't ignore.
If you still haven't understood why , it's ok , I invite you to keep your edginess in private and insult me via pm instead
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LostJustice
Posts: 691
Joined: Sun Mar 25, 2012 3:57 am

Re: Bring back old crop mechanics

Post by LostJustice »

waga wrote:
Ardennesss wrote:I don't see how else you can eliminate the botting issue besides removing the need TO bot. A reversion to the legacy crop mechanics combined with this new timer buffer would accomplish that however, there would be no benefit to multiple push plots.
Oh but I would love a revert to legacy mechanics ... (without the timer crap that give zero incentive to commited player ... to .. commit :p)
but then people whine it is too hard , or boring ...
As if harvesting / planting mechanically every 5h on 4-6 different fields is not worse than what we had :roll:
The problem is, even in legacy it was heavily botted in a similar manner than how it was now. A bot doesn’t farm multiple fields, it constantly farms a big field which is effectively thousands of plants over a 24/7 period which effectively creates a thousand different fields. So your suggestion would make the situation in fact worse for players and better for botters again. And extending your field? What? You either had a big enough field to begin with and compete or you never had a big enough field. Theoretically the percentage matter of size of field doesn’t matter enough as long as bot can farm 24/7 and then by that means the script matters more. If you were hand planting a small field, well then you haven’t been in the q game to begin with.

But this patch run statistically, makes it possible for hand planters to compete with botters in the example I gave above if your field considerably a good enough size.
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