I was trying to figure that out myself tbh XDAmanda44 wrote:@ LostJustice .. hey, thanks for that simple explanation.![]()
Can you also explain why 'rose' gold is orange?![]()
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LostJustice
- Posts: 691
- Joined: Sun Mar 25, 2012 3:57 am
Re: Bring back old crop mechanics

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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Bring back old crop mechanics
Don't be rude to strangers about their own inability when you show yourself serious lack of understanding.synaris wrote:i said that i didnt understand why people needed more fields. i didnt see any posts on page 4 explaining it til now.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*
now stop twisting my words.
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LostJustice
- Posts: 691
- Joined: Sun Mar 25, 2012 3:57 am
Re: Bring back old crop mechanics
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.synaris wrote:i said that i didnt understand why people needed more fields. i didnt see any posts on page 4 explaining it til now.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*
now stop twisting my words.

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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Bring back old crop mechanics
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.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Bring back old crop mechanics
Indeed , but no randomness would make farming even more boring than it is now.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.
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Bring back old crop mechanics
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
- Posts: 1255
- Joined: Sun Jul 06, 2014 12:58 am
Re: Bring back old crop mechanics
and you act as if i didnt just correct you.waga wrote:Don't be rude to strangers about their own inability when you show yourself serious lack of understanding.synaris wrote:i said that i didnt understand why people needed more fields. i didnt see any posts on page 4 explaining it til now.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*
now stop twisting my words.
stupid.
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Bring back old crop mechanics
Oh but I would love a revert to legacy mechanics ... (without the timer crap that give zero incentive to commited player ... to .. commit :p)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.
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
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Bring back old crop mechanics
You didn't understand such basic concept why new patch force us to extend our field , meanwhile you call other people stupid.synaris wrote:
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
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.waga wrote:Oh but I would love a revert to legacy mechanics ... (without the timer crap that give zero incentive to commited player ... to .. commit :p)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.
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
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.
