Game Development: Creamy Crop Circle

Announcements about major changes in Haven & Hearth.

Re: Game Development: Creamy Crop Circle

Postby jorb » Wed Jul 22, 2020 10:10 pm

valeriesusanne wrote:I'm confused, too. Do you build a crop circle? How? Or, how are they generated?


You can build them, quite simply.
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Re: Game Development: Creamy Crop Circle

Postby MrBunzy » Wed Jul 22, 2020 10:12 pm

jorb wrote:Added "Crop Circle". A Crop Circle increases the local Quality Cap for all crops by a base of 10 points, modified by the quality of the salt and leaves used to build them. Crop Circle effects stack, and you can build more than one. Crop Circles disappear in the winter.

This seems significant, can we get more than a 2 sentence explanation? From what I can gather, you're shifting the quality cap on crops from being randomly decided by location, to being capped by the amount of salt and heartwood that can be invested into these new structures. Seems like a system that only the top 2 or 3 quality pushing groups would ever interact with, is there another reason behind it?
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Re: Game Development: Creamy Crop Circle

Postby iamahh » Wed Jul 22, 2020 10:13 pm

loftar wrote: All crop types (rather than being specific for, say, the barley quality cap or similarly). The radius is fairly large, roughly 15 minimap grids or so, but decreasing from the center towards the edges.

:o this mechanic has potential for civilizations

wonder if we could see a buff icon to indicate the level of it
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Re: Game Development: Creamy Crop Circle

Postby OrionChocoKot » Wed Jul 22, 2020 10:14 pm

Why are you wont add archery infrastructure like - faster or bulk arrow crafting, marksmanship stance(or even moves) any way to increase ql of bows because they slacking behind in ql in comparison with melee weapons and other just simple qol things to finish adjusting?
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Re: Game Development: Creamy Crop Circle

Postby loftar » Wed Jul 22, 2020 10:14 pm

Artemiswhb wrote:Let's add bandaids on top of a system that's literally a bandaid for a broken underlying system. When does the bandaid-ception end!?

I don't really consider either a bandaid. Sure, there may be a case to be made that farming should be more fundamentally revamped somehow, but I'm not sure what such revamp would really entail, nor is one really planned. Without any such revamp, I don't think there's anything fundamentally wrong with how crop qualities work. If anything, I'd consider adding other, different mechanics for affecting the local cap.

MrBunzy wrote:Seems like a system that only the top 2 or 3 quality pushing groups would ever interact with, is there another reason behind it?

I don't really see why this wouldn't be available to more people, at least as long as there are leaves and salt available, which there currently seem to be. It remains to be seen, perhaps, if this increases the demand on said resources to the point where they start becoming difficult to come by, but I don't think that's a given.
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Re: Game Development: Creamy Crop Circle

Postby jorb » Wed Jul 22, 2020 10:15 pm

MrBunzy wrote:This seems significant, can we get more than a 2 sentence explanation? From what I can gather, you're shifting the quality cap on crops from being randomly decided by location, to being capped by the amount of salt and heartwood that can be invested into these new structures. Seems like a system that only the top 2 or 3 quality pushing groups would ever interact with, is there another reason behind it?


The cap is still primarily determined by a local quality field. You can increase that quality for the duration of a growing season by building one or more crop circles.

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Re: Game Development: Creamy Crop Circle

Postby Nizuto » Wed Jul 22, 2020 10:20 pm

Have people ever reached quality cap on crops to begin with? I don't think I heard anyone complain about it.
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Re: Game Development: Creamy Crop Circle

Postby Ejnekor » Wed Jul 22, 2020 10:22 pm

Nizuto wrote:Have people ever reached quality cap on crops to begin with? I don't think I heard anyone complain about it.

Oh trust me, people did. Some crops are capped at like 170-ish at our place. We reached it long time ago with no chance to get it higher and field searching being a huge pain....
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Re: Game Development: Creamy Crop Circle

Postby CSPAN » Wed Jul 22, 2020 10:24 pm

I figured the idea behind crop quality limitations were to inhibit some form of trade.
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Re: Game Development: Creamy Crop Circle

Postby Babthatrab » Wed Jul 22, 2020 10:27 pm

OrionChocoKot wrote:Why are you wont add archery infrastructure like - faster or bulk arrow crafting, marksmanship stance(or even moves) any way to increase ql of bows because they slacking behind in ql in comparison with melee weapons and other just simple qol things to finish adjusting?

Agreed, bulk arrow crafting at least would be a huge qol update
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