SnuggleSnail wrote:Zentetsuken wrote:if you have already played aggressively enough to be hitting endgame caps by now I think it's safe to presume that it wouldn't be too tricky for you to start utilizing the new crop circle mechanic in order to keep pushing your numbers.
In the short term, sure, but by the end of world 11 my turnips were hitting ~1500? I think? Somewhere in that region. That's 120 crop circles. 720 heatwood leafs. For one season. How often in your hafen career have you seen 3 full stockpiles of heartwood leafs in one place at a time?
It's really not significant after one month, or two, but if this world lasts 2 years do you think your village is going to be deleting 720, or 1440 heartwood leafs every season? Assuming everybody is willing to put in that effort, how many villages can all of the heartwood trees in the game even support in a long world? Like, 2?
It barely matters at all when the autists have flax 50Q over you 'cause they're building 5 crop circles a month, but this is the kind of thing where it's completely reasonable over a year or two for somebody to have 1,000Q flax/1,500/2kQ turnips better than you. Once that gets fed through to an anvil, and food industry, that makes makes it pretty hard for you to do much PVP related. Kinda reminds me of an old system that got removed because it advantaged autists too much, and even the autists didn't like because it required too much autism (((anvil spiraling)))
okay this is a good point.
probably not a great system in the long term.
while I don't think it's actually necessary to have ANYTHING get to q1500 even after 2 years, I understand the desire to be able to limitlessly push q for this long, and the exponential costs for the circles seems to slope in to impossible territory after a short time.
So if they remove the quality cap they should rather run with the idea of having to manipulate nodes with structures. Make pushing quality in crops generally harder, make the push slow as hell by default. With this, It might be fun if crops not only had nodes for growth speed but also nodes that affected their quality increase/decrease luck ratio. To add to this, having farm structures that mimic
the idea of irrigation and fertilization could serve to boost the odds of quality increase and growth speed instead.
Another batch of buildable tools that would need to be replaced and rebuilt in iterations with quality spirals, with AOE effect like a beehive. Your crops will scale infinitely without them and very slowly raise over time as the win/loss ratio would lean in favour of win, but with the added fun of being able to combat the loss ratio with the structures.
An example being like a fertilization structure that you place in the middle of a field. Equipped with a few chickens or rabbits it will keep itself full enough to aid in boosting the crop quality gain ratio and speed, depending on the quality of the fertilizer it is filled with and the structure itself. Surely other forms of fertilizers could be utilized as well.