Tree planting sucks. A lot. Significantly more so than anything else I'd wager (in terms of results gain and the mandatory-ness of it)
Naturally, this would be something for next world, but I have a few outlined ideas and points
Here's my complaints:
1.All trees start at a baseline of 10. Virtually nothing else does this (Silk can be found in qualities, So can ore, and crops and so forth, the only other exception is tamed animals.)
2.Trees take a long time to grow (fine), but every growth stage runs a risk of death without reaping real benefits.)
3.Tree resource regrowth is based off decay, which is RNG based. You have to wait until your tree is hit with a decay/growth tick before recollecting resources off of it.
4.An arbitrary system exists where you must grow the biome for the tree for them to grow faster (this is only an issue the first time you grow a tree)
5.There is no point in most different trees due to the effort required. You grow one for boughs, one for wood/bark/sticks and then the rest for their specific resources (apples, mulberry leaves, etc)
6.STUNTING. WHY.
And, the best ways I see of fixing them
1. Easy, add variable quality nodes for all trees.
2. Don't change this, risk/etc is fine.
3. Set resource replenishment to be based off the trio of qualities. Vitality affects speed of replenishment, Substance affects the amount of replenished goods. Essence affects the maximum it can keep stockpiled.
4. Remove this, flat out. People will set the biome within the first wave of trees.
5. Add a more visible difference between tree types- or more distinct uses for the bough types and such. Not really a big issue.
6. Add a 'care' system to trees similar to animals. "Healthiness" of a tree dictates the chance to stunt every time it grows, and must be maintained by doing tasks.
7. A new thing, add "lifespan". All trees die eventually, and this should be based off vitality. After a certain amount of replenishes, the tree begins to decay and replenishes slower and less amounts, until it withers and dies.
The big one is 6.
Basically, have tiny animals/bugs in the world that sometimes fly over walls or barriers (bugs, not animals) and attack trees. You simply have to shoo them every now and then, otherwise the healthiness of a tree goes down, and thus the chance for it to stunt occurs. Certain trees could have a stronger healthiness than other trees (and be more attractive to grow), and other trees might grow faster but have a lower healthiness, etc. It's not something that should occur a lot (perhaps a chance for an event to happen to the tree every ~8-16 hours), but when it does occur, it should be handled lest the tree come closer to death.
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Changing the treeplanting system
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
Glorthan
- Posts: 1099
- Joined: Tue Jun 11, 2013 4:33 pm
Re: Changing the treeplanting system
Based on 3:
It would be nice if less active places had equal decay ticks as well, based on a rough timestamp delta between map loads. As is decay only happens when the tile is loaded, making less active areas decay extremely slowly.
It would be nice if less active places had equal decay ticks as well, based on a rough timestamp delta between map loads. As is decay only happens when the tile is loaded, making less active areas decay extremely slowly.
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Changing the treeplanting system
Also, since the issue seems to be based upon server load- simply have natural trees be an exception to the rules.
Natural trees never die, and replenish very slowly.
Natural trees never die, and replenish very slowly.
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
Ysh
- Posts: 5953
- Joined: Sun Jan 31, 2010 4:43 am
- Location: Chatting some friends on forum
Re: Changing the treeplanting system
I will rather deal with numerous problem of current system than shoo this bug.Archiplex wrote:Basically, have tiny animals/bugs in the world that sometimes fly over walls or barriers (bugs, not animals) and attack trees. You simply have to shoo them every now and then, otherwise the healthiness of a tree goes down, and thus the chance for it to stunt occurs. Certain trees could have a stronger healthiness than other trees (and be more attractive to grow), and other trees might grow faster but have a lower healthiness, etc. It's not something that should occur a lot (perhaps a chance for an event to happen to the tree every ~8-16 hours), but when it does occur, it should be handled lest the tree come closer to death.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
-
APXEOLOG
- Posts: 1300
- Joined: Fri Apr 23, 2010 7:58 am
- Location: Somewhere on Earth
Re: Changing the treeplanting system
Actually i cannot say that treeplanting system sucks. Like any good mechanics it requires some knowledge and work to deal with it. Of course there are many ways to make it easier (increase regen, reduce fail chances, etc etc) but i'm not sure that easier means better.
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Changing the treeplanting system
Replacing the completely stopping the growth on stunting with a reduction to growth speed (which could be a bit more random initially to make a tree farm visually nicer) and a better system to regrowth than decay and it'll be fine.
In case we need a fail case: tree turns into mirkwood should it die.
In case we need a fail case: tree turns into mirkwood should it die.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
Arcanist
- Posts: 2664
- Joined: Mon Mar 19, 2012 2:01 pm
Re: Changing the treeplanting system
Decay wasn't like this in legacy. Decay only hits when the map is loaded, but decay ticks act on random server tiles at the same time.Glorthan wrote:Based on 3:
It would be nice if less active places had equal decay ticks as well, based on a rough timestamp delta between map loads. As is decay only happens when the tile is loaded, making less active areas decay extremely slowly.
Pretty sure..
-
sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Changing the treeplanting system
the only thing i dislike about treeplanting currently is that it takes so much time and energy to chop trees down.
-
Hasta
- Posts: 2250
- Joined: Sun Sep 14, 2014 3:27 pm
Re: Changing the treeplanting system
This.sabinati wrote:the only thing i dislike about treeplanting currently is that it takes so much time and energy to chop trees down.
As for most of comments that could be easily defined as "whining": you're growing a fricking tree. Not a carrot. Not a beetroot. Not even a pumpkin. Put some elbow grease into it.
-
Vert
- Posts: 280
- Joined: Thu Nov 10, 2011 6:59 am
Re: Changing the treeplanting system
i always forget to chop trees for 90% at the start to check is it working. So is it working?