Crops Broken?

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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 5:49 pm

yep...I believe they are the same, RNG, like dices....well I'm tilting, but i think you are right...we'll keep going up and down.....but let me think some more, I need to correlate the number of tiles you plant with the % you have..... :D I guess if Loftar is reading this he is having a lot of fun :D , he knows the math :D

P.S. Those numbers i posted are with the same probability.
Last edited by sMartins on Tue Jan 17, 2017 5:52 pm, edited 2 times in total.
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Re: Crops Broken?

Postby MagicManICT » Tue Jan 17, 2017 5:50 pm

It's not the number of tiles you need. It's the skills. You need to fully develop your skills so you always get 3 replants per harvests. When you hit this point, then you will see your qualities start to rise over the cap and slowly rise after that. With fewer fields or even just at 2 and a partial field, you do run into the randomness of small sampling and can lose a point of average quality per generation here and there, but with what a normal village uses, you're going to see a consistent increase in quality.

Statistically, you have [-5, 2] as your range. This is 8 possible outcomes. You want 3 of those, or 32.5% of the possibilities. Yes, this is just under 1/3, but to note, you have to rank your outcomes based on how preferred each are: +2 is most preferred, +1 is somewhat preferred, and 0 is acceptable, but not preferred. I supposed I could do a statistical analysis of how many fields you get that don't meet criteria, and one, two, or three respectively, but it washes out overall as statistical noise. What you end up with, just culling everything else, is a positive number. This is your growth rate. The variance in the rate is going to be based on the number of fields you plant. More fields means less variance between generations, but means the growth stays close to the ideal of about +1. I'm sure there's a grand equation someone can create to show the value of a +2 harvest and the extra weight it carries.

Hrenli wrote:Well, I've tried to come up with a few examples like "what are the chances you are fucked if you have just one beetroot planted without druidic rite"... The problem is - if we assume that the probability of all the possible -5..+5 outcomes is the same

Yeah, I'm assuming it's the same, too. Experience from previous worlds says it is. They've said it's just like in previous worlds, so... /shrug.
However, if by saying "without Druidic Rite" implies the other skills, then you have around an 80% chance of a third beet and that pushes the odds of all negative even lower.
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Re: Crops Broken?

Postby Potjeh » Tue Jan 17, 2017 5:52 pm

Seed sorting is cancer, please bring back last world system without inspect.

Though I do think the crop nodes are a cool idea, even if we do badly need a way to prospect for them. But I've always thought it's silly how crops just keep on growing in quality forever and run far ahead of all other industries' qualities. Having them always tend towards node quality seems like a good way to stop that. Than we just need a mechanic for improving nodes that's about as fast as the other industries. And until we get it I guess we could always just buy seeds from people with better nodes if the crop quality drop was reasonably slow. Hm, maybe remove the randomness altogether, and make the it so the ratio of farming and crop q determines how fast crop q grows or drops. So the number pushers could have it make sense to raise farming to infinity to get ever faster growth and slower drop.
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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 6:10 pm

MagicManICT wrote:It's not the number of tiles you need....

Yes it is.....cause the % (3/8= 37,5% & 6/11= 54,54%) are for big numbers.....realistically what it will happen on small numbers is your quality will go up and down if you want to keep the same number of crops.
Whit the 3x seeds we should be safe on quality areas (54%...cause you have a 11% margin even if very unlucky so 54-11= 33.333% x 3 seeds you are still able to replant all your 100% crop) but certainly non on NON quality areas (37,5%) very easy to roll an unlucky number(having only 4% margin) and get a 30% x 3 seeds = 90% of your crops....and you start to go back....so to minimize that margin you need to have very big crops. How much is the question.....
Tell me if i'm saying something wrong....
In short, probably q50 will be the cap for NON quality crops, if not the cap they will increase very slowly....how initially i was thinking.
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Re: Crops Broken?

Postby loftar » Tue Jan 17, 2017 7:09 pm

Potjeh wrote:Though I do think the crop nodes are a cool idea, even if we do badly need a way to prospect for them.

I've considered making so that instead of quality capping at different levels at different places, different crops would grow at different speeds at different places (not a huge amount of difference, but perhaps some ±25-50% or so). That way, locations would still matter after everyone has passed the quality cap, and it would easier to see the local variations more quickly.
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Re: Crops Broken?

Postby romovs » Tue Jan 17, 2017 7:13 pm

At least add a container sort function please. We want to play the game instead of dealing with the code all the time :)
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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 7:52 pm

loftar wrote:I've considered making so that instead of quality capping at different levels at different places, different crops would grow at different speeds at different places (not a huge amount of difference, but perhaps some ±25-50% or so). That way, locations would still matter after everyone has passed the quality cap, and it would easier to see the local variations more quickly.

Loftar may I ask you if is possible or not to estimate which number of tiles you need for your crop on NON quality field to make sure to replant always only +0,+1,+2 so to increase their quality without rolling back?
Cause theoretically if you have infinite tiles of crops you have 37,5% x 3 seeds = 112.5% .... this let me think it's possible, but i'm not sure at all.
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Re: Crops Broken?

Postby avros008 » Tue Jan 17, 2017 11:46 pm

Its definetly broken i travlled with lot of vortex i still have grapes and carrots :/
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Re: Crops Broken?

Postby Burinn » Tue Jan 17, 2017 11:48 pm

avros008 wrote:Its definetly broken i travlled with lot of vortex i still have grapes and carrots :/


Not only is that not true, but you're not posting about the topic of the thread.

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Re: Crops Broken?

Postby magisticus » Wed Jan 18, 2017 8:26 pm

Sounds to me like ultimately everything will get past it's local field quality and then grow the same. Some people will just get a head start on some crops and then the speed of increase will be like legacy ~+1 per replant provided that the seeds are sorted correctly. Sounds good to me.
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