so as I watch my crops have a cycle of 2-3 good increases on the Q's to 1 Great increase and then 1-2 decreases of said Q of crops. I thought about another formula that should be better overall. especially when considering the RNG.
the formula is the 3 crop qualities averaged then that number is then put against your farming score plus soil qualities averaged and the end result is in % to see if you get bonus positive numbers. this is done after the RNG takes place in order to counter effect negative numbers.(IE if you get a 100% chance for bonus points, there should be no negative RNG)
(example A) pumpkin 20/20/20 = average Q 20. farming score is 200 and soil 20/20/20 = 65. You have a 325% chance to get bonus points
(example B) Beet 190/190/190 = average Q 190 farming score is 200 and soil is 20/20/20 = 65. You have less than 1% chance to get bonus points, since its less than 1% and all percentages are rounded down, hence no chance for you.
hope this is not too confusing
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joojoo1975
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new formula idea for crops and the dreaded RNG?
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MrPunchers
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Re: new formula idea for crops and the dreaded RNG?
What with all these noobcentric ideas lately?
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Suck me good and hard thru my jorts
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joojoo1975
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Re: new formula idea for crops and the dreaded RNG?
ok then, please elaborate on a better way? or at least explain what is not good about my proposal?MrPunchers wrote:What with all these noobcentric ideas lately?
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zebratul
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Re: new formula idea for crops and the dreaded RNG?
So basically, you want the farming skill to affect crop gain RNG. Why though? Do you know you can plant a single crop and inspect it to see if the Q goes up? And then try again 5 hours later/on a different field a minimap away?
Frankly, i dont think your suggestion will make any difference whatsoever. I also dislike the use of soil qualities in the formula - think of all the villages that will suddenly get soft-capped by 10q land they are built on, unless there will be some way to add fertilisers or such.
So in short, there's a lot of work and hassle for the devs, and no meaningful results from such a change. It's still RNG.
Менять шило на мыло, as we say in russia.
Frankly, i dont think your suggestion will make any difference whatsoever. I also dislike the use of soil qualities in the formula - think of all the villages that will suddenly get soft-capped by 10q land they are built on, unless there will be some way to add fertilisers or such.
So in short, there's a lot of work and hassle for the devs, and no meaningful results from such a change. It's still RNG.
Менять шило на мыло, as we say in russia.
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jackjoke
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Re: new formula idea for crops and the dreaded RNG?
current system.
Soil Q soft caps, you have a higher chance of jumping several Q with better soil.
Soil also does not have a giant effect on negative out come but does play 1/8 of the effect.
player farming stat hardcaps. (honestly this is just a really tedious ass stat, and mostly why we need bots/alt in the first place)
The outcome is just Crop boosting is just an annoying task that needs to be fixed up.
Soil Q soft caps, you have a higher chance of jumping several Q with better soil.
Soil also does not have a giant effect on negative out come but does play 1/8 of the effect.
player farming stat hardcaps. (honestly this is just a really tedious ass stat, and mostly why we need bots/alt in the first place)
The outcome is just Crop boosting is just an annoying task that needs to be fixed up.
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Thedrah
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Re: new formula idea for crops and the dreaded RNG?
i believe they have done away with soil q matters. i'm doing 120q carrots on 10q soil. unless i'm lucky or some bull
i get 1-3 avg quality gain and it's -2 to +5 on each stat every cycle. if you inspect (a-s) on the plant you get the quality. just have a scrap field and test plant first. the stat gain/loss is changed every 5m or so by 1 good or bad
i get 1-3 avg quality gain and it's -2 to +5 on each stat every cycle. if you inspect (a-s) on the plant you get the quality. just have a scrap field and test plant first. the stat gain/loss is changed every 5m or so by 1 good or bad
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joojoo1975
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Re: new formula idea for crops and the dreaded RNG?
well first off, I don't have 5 hours or whatnot to test plant. so I cannot do that method unless I plant before work and no good, hope for better after work. but then that leaves a Lot of downtime, no? and second, who does this? maybe you have that kinda time on your hands, but I do not.zebratul wrote:So basically, you want the farming skill to affect crop gain RNG. Why though? Do you know you can plant a single crop and inspect it to see if the Q goes up? And then try again 5 hours later/on a different field a minimap away?
Frankly, i dont think your suggestion will make any difference whatsoever. I also dislike the use of soil qualities in the formula - think of all the villages that will suddenly get soft-capped by 10q land they are built on, unless there will be some way to add fertilisers or such.
So in short, there's a lot of work and hassle for the devs, and no meaningful results from such a change. It's still RNG.
Менять шило на мыло, as we say in russia.
second a mini map away? our village takes up I believe a minimap(basically it fits inside the red grid lines from amber client. as well as we built our wall around the entire circufrance of the initial village claim) that is rather massive, but if I have to start another outpost, just to Hope for better crop Q. . . you must be joking?
and finally, I felt this put better use to the farming stat for as far as I know, nothing happens to crops if your farming skill is way higher, only if it's lower does something happen.
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jorb
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Re: new formula idea for crops and the dreaded RNG?
Meh.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
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-- Hieromonk Seraphim Rose