current "random plant Q roll between -2 to +5" seems rather arbitrary and prone to botting(to avoid bad rolls or maximize good rolls) by having multiple fields planted ~6 hrs apart.
given enough fields/time/size your average Q increase per harvest is 1.5 (im pretty sure)
how about we just cut the Q variance from -2 to +5 and use 0 to +3. the average remains 1.5 without negatively affecting anyone. (as well as limiting crop Q grow a little)
i think the idea is that sometimes, like real life, you can have "crop failures" which in haven terms results in negative Q, but i feel this is just arbitrarily added. if there were actual fleshed out mechanics which affect crop Q, i wouldnt mind negative Q rolls, but as is stands it's currently just random, so i feel the need to arbitrarily punish (even though muh realism) isn't necessary
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ricky
- Posts: 1475
- Joined: Fri Apr 02, 2010 5:00 am
Remove negative farm rolls
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The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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synaris
- Posts: 1255
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Re: Remove negative farm rolls
if the idea is just to reduce botting you could spread the cycles out instead. have it change every day or every 2 days. but each crop has its own modifier.
edit: negating that negative could also be hidden behind a credo.
edit: negating that negative could also be hidden behind a credo.
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Remove negative farm rolls
Bring back separate roll for each crop like it was in legacy and bring back fun with looking what to plant back and what to screw.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Remove negative farm rolls
Less variance = less "fun".ricky wrote:current "random plant Q roll between -2 to +5" seems rather arbitrary and prone to botting(to avoid bad rolls or maximize good rolls) by having multiple fields planted ~6 hrs apart.
given enough fields/time/size your average Q increase per harvest is 1.5 (im pretty sure)
how about we just cut the Q variance from -2 to +5 and use 0 to +3. the average remains 1.5 without negatively affecting anyone. (as well as limiting crop Q grow a little)
i think the idea is that sometimes, like real life, you can have "crop failures" which in haven terms results in negative Q, but i feel this is just arbitrarily added. if there were actual fleshed out mechanics which affect crop Q, i wouldnt mind negative Q rolls, but as is stands it's currently just random, so i feel the need to arbitrarily punish (even though muh realism) isn't necessary
If your solution to reduce the impact of the bots is to reduce the "fun" players may have ( and it seems that the direction the dev took too Oo) then I guess I'd prefer no change at all and live with the bots ...
Bots that love the super broken patch at the moment , just saying :^)
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synaris
- Posts: 1255
- Joined: Sun Jul 06, 2014 12:58 am
Re: Remove negative farm rolls
there was absolutely nothing fun about that and it was a nightmare to find people willing to farm because no one wanted to put up with sorting crops.Aceb wrote:Bring back separate roll for each crop like it was in legacy and bring back fun with looking what to plant back and what to screw.
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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ricky
- Posts: 1475
- Joined: Fri Apr 02, 2010 5:00 am
Re: Remove negative farm rolls
I've discussed longer crop cycles in the past, certainly longer "quality cycles" would help that as well.synaris wrote:if the idea is just to reduce botting you could spread the cycles out instead. have it change every day or every 2 days. but each crop has its own modifier.
edit: negating that negative could also be hidden behind a credo.
lets be honest, there's nothing fun about farming. My idea isnt really a critique of botting per se, I'm not trying to come up with an idea to completely negate the need for bots, just perhaps a way to make farming less tedious for everyone.waga wrote:
Less variance = less "fun".
If your solution to reduce the impact of the bots is to reduce the "fun" players may have ( and it seems that the direction the dev took too Oo) then I guess I'd prefer no change at all and live with the bots ...
Could you elaborate on this? I dont understand how the previous farming patch had any affect on bots.waga wrote: Bots that love the super broken patch at the moment , just saying :^)
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Remove negative farm rolls
We already explained the reasons in the patch note why the patch had no impact on bot.ricky wrote:I've discussed longer crop cycles in the past, certainly longer "quality cycles" would help that as well.synaris wrote:if the idea is just to reduce botting you could spread the cycles out instead. have it change every day or every 2 days. but each crop has its own modifier.
edit: negating that negative could also be hidden behind a credo.
lets be honest, there's nothing fun about farming. My idea isnt really a critique of botting per se, I'm not trying to come up with an idea to completely negate the need for bots, just perhaps a way to make farming less tedious for everyone.waga wrote:
Less variance = less "fun".
If your solution to reduce the impact of the bots is to reduce the "fun" players may have ( and it seems that the direction the dev took too Oo) then I guess I'd prefer no change at all and live with the bots ...
Could you elaborate on this? I dont understand how the previous farming patch had any affect on bots.waga wrote: Bots that love the super broken patch at the moment , just saying :^)
if the owner of the bot is smart enough , he just works wih more fields now , fields time boosted.
something a human would hate to do , atleast I do :p .
Basically the amount of work is the same , but the number of field required is bigger , you have the same amount of fields in a cycle but you also need some fields "resting" waiting for the max time booster bonus
(note I don't bot myself , I'm one of these masochist who plant every 6 hours on different cycle , and I hate it , sorting seeds was 4x less tedious )
edit : to make it clear , they love it because they still have an advantage , advantage now multiplied by the growing speed ...
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ricky
- Posts: 1475
- Joined: Fri Apr 02, 2010 5:00 am
Re: Remove negative farm rolls
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Remove negative farm rolls
It does speed up crop cycle.
edit: and aknowledged it was forcin us to make more fields , which wasn't intended obviously.
That's why they're reworking it.
edit: and aknowledged it was forcin us to make more fields , which wasn't intended obviously.
That's why they're reworking it.
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AriZona
- Posts: 276
- Joined: Wed Sep 14, 2016 12:02 am
Re: Remove negative farm rolls
Adding the individual variability would be more fun. Also:Aceb wrote:Bring back separate roll for each crop like it was in legacy and bring back fun with looking what to plant back and what to screw.
- let quality bonus and/or cycle length be dependent on biome and specific to the category pf plants, e.g. grapes would grow better in hill regions, barley somewhere else, etc. or at least biomes could introduce some bonuses. Imbalance in crop qualities could push for more trading
- randomize cycle lengths
