A (Reluctant) Farmer's Plea

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

Re: A (Reluctant) Farmer's Plea

Postby MooCow » Fri Mar 08, 2019 1:37 am

MagicManICT wrote:Now draw that out over 1000 days, not just 1000 plantings. The end results are still about the same. I know how the math works. That's why I don't beat my head against the wall with this nonsense. After a year, if your carrots are at q1000, and mine are q900, does it make that big of a difference? But maybe chance said mine are at q1000 and yours are only at q900. Given all other factors in the game, I'd rather speed my crops up via bee skeps or other factors that have come (and gone) over the years rather than play the wheel of fortune.


If it will help I will gladly make a simulation. It isn't about getting lucky, it is about luck manipulation. I know you are a smart guy, but this is something that I am very well versed in.

You have to trust me when I say people doing advanced planting techniques will double their farm qualities. A farm could totally ignore bees, and the credo, and still destroy the quality of people using one rng roll per crop.

The final factor, lp, should not be a huge constraint due to questing. Unless something radically changes with quests this will still be a very real problem.

ricky wrote:SnuggleSnail...
SnuggleSnail knows about farming.
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Re: A (Reluctant) Farmer's Plea

Postby twincannon » Fri May 03, 2019 3:19 pm

Farm flags is a brilliant idea. The only downside would be not knowing where the highest Q crops went (and thus digging through stockpiles would bring back some of the same tedium), but as you said, that system sucks too, and if the random Q were to be changed this would also be good.

Maybe if you plant a crop, if you recently harvested a higher Q crop of the same type from that tile, it'll roll the values based on the harvest crop Q rather than the one you're planting. This of course brings about some other problems - now you're incentivized to do the opposite, and use your crappiest plants to plant with, saving the best for food or replants. Also doesn't make much sense. But I'd be way more comfortable with just wanton planting from stockpiles with a similar system.

But overall 100% agree, farming is ... well almost killing the game for me, honestly. I'm finding myself more and more reluctant to keep doing it and as you said it is the lifeblood of the entire game's progression. The number of crops in the game doesn't help. Did we really need millet? (I know, I don't have to farm it haha...)
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Re: A (Reluctant) Farmer's Plea

Postby Granger » Fri May 03, 2019 3:56 pm

I would like to see:
1) Growing Grass to unload feeding animals from the farmers
2) the 5-hour thing be removed (return to the roll per plant)
3) characters being smart enough to plant the highest quality seeds first when doing area planting
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: A (Reluctant) Farmer's Plea

Postby AntiBlitz » Fri May 03, 2019 5:17 pm

you can already feed them with grass. they eat it off the ground. The issue is it counts as qa 10, and if you have any amount of animals, you need huge swaths of land to keep them in, or else they eat themselves out and die.

Last world there was a spot near some chinese village that had easily 50 pigs that roamed around this dead village eating and they were there for 4 months after i found them, who knows how long before me.
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Re: A (Reluctant) Farmer's Plea

Postby MagicManICT » Fri May 03, 2019 8:15 pm

AntiBlitz wrote:Last world there was a spot near some chinese village that had easily 50 pigs that roamed around this dead village eating and they were there for 4 months after i found them, who knows how long before me.

Let's not forget about sheep island that was causing so much server lag.
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Re: A (Reluctant) Farmer's Plea

Postby Vassteel » Fri May 03, 2019 8:47 pm

i really would like to see some of ops ideas implemented.

i would also like to see crop times extended to 24 hour increments. that way i can harvest things at a scheduled time everyday, otherday or third day ext, and the yeilds could be increased or decreased so the yeld is the same as it was prior. this would slowdown the progress of crops like carrots for sure.

i really like the designate farming area idea as well.
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Re: A (Reluctant) Farmer's Plea

Postby MooCow » Fri May 03, 2019 10:40 pm

Vassteel wrote:i would also like to see crop times extended to 24 hour increments. that way i can harvest things at a scheduled time everyday, otherday or third day ext, and the yeilds could be increased or decreased so the yeld is the same as it was prior.


You can already do this. In what is probably the greatest addition to this date, you can harvest crops after they finish and the next crop's time is reduced.

If I recall correctly, there is no penalty for harvesting up to 3 days late.
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Re: A (Reluctant) Farmer's Plea

Postby ricky » Wed Feb 26, 2020 12:21 pm

Bumperino, jimbo.

Tl;dr: Static crop q growth per harvest; harvest .5x often for 2x more, add geographic growth speed differentiation between 0 and 10%.
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Re: A (Reluctant) Farmer's Plea

Postby ricky » Mon Jan 06, 2025 3:56 am

BUMP I had to replant crops this week and subsequently have begun revising my manifesto.

Consider some farming qol
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