Crops Broken?

The worst monsters in the Hearthlands warp the fabric of space and time...

Re: Crops Broken?

Postby Potjeh » Mon Jan 16, 2017 10:44 pm

You could've just removed inspect on crops.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Crops Broken?

Postby Onep » Tue Jan 17, 2017 3:17 am

Right now, the current crop quality is just crazy erratic. And it's obnoxious to see so much of my seeds plummeting down below q10. I even have q1 beets now. Q ONE!

Could you reduce the range to -3/+5? So that way we at least have an average quality increase? And then once we hit the node cap into it'll me a more tame -3/+2 instead of -5/+2 which is honestly going to be so frustrating to sort.

I feel like late game farming is going to be sooo tedious. It was already annoying sorting out the best crops, but I can only imagine trying to sort hundreds and hundreds of beets and carrots to try and maintain a decent quality growth.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Crops Broken?

Postby loftar » Tue Jan 17, 2017 3:50 am

Onep wrote:Could you reduce the range to -3/+5? So that way we at least have an average quality increase?

The thing is that, since the quality is randomized per crop harvested, you'll always get some seeds per harvest (of non-minimal size, at least) that increase in quality. It was only the lack of that which caused us to introduce a positive bias in the previous system.

Potjeh wrote:You could've just removed inspect on crops.

I'm not quite sure what to think about farming quality. In theory, I liked the system from Legacy where you get a full complement of seeds each time, but only some portion of them are suitable for increasing quality with. Introducing a positive bias in the W8 farming system struck me as ugly and inelegant, and was really only for emulating the aspect of Legacy where you did get some seeds each generation that were better than the previous generation. On the other hand, of course, quality sorting isn't fun -- I thought it might be okay this time since seeds auto-stack in heaps of equal quality, but I'm very open to the idea that it still sucks and should be reverted (doubly so given carrots and other crops that don't (normally) use seeds). On the third hand, inspecting crops was indeed not intended, and just trying from time to time and inspecting seems like a mechanic that's just weird, but I'm not sure that doing farming without inspection is okay either. Not sure where that leaves me.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Crops Broken?

Postby MagicManICT » Tue Jan 17, 2017 4:18 am

Dilemmas suck.

I can live without the inspect. I know what I planted. It's there though, so why bother removing? As it stands, it adds nothing to normal farming at a village or established base, but if I'm out wandering the wilderness and happen upon an abandoned farm, it would be useful, especially if I'm a relatively new character looking for things to improve my own farm. Therefore, it could be useful for some players/situations.

Once I get my farm established, as long as seeds only come up as integers (vs the fractional quality crafted items have), I think they're going to auto-sort on their own and I'll have between 4-7 stacks to deal with, and only a couple of those will matter. It would be nice to have some sort of "seed bag" like in legacy that could hold these stacks. (Maybe I missed them getting added last world if they're there.) Not sure what this would do for carrots, beets, etc. Would be nice if these things stacked (even to lots of 5, 10, or 20), understand why they don't.

Some food for thought for you and jorb, maybe. Hope it helps.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18436
Joined: Tue Aug 17, 2010 1:47 am

Re: Crops Broken?

Postby loftar » Tue Jan 17, 2017 4:47 am

MagicManICT wrote:I can live without the inspect. I know what I planted. It's there though, so why bother removing? As it stands, it adds nothing to normal farming at a village or established base

It was used in the W8/9 farming system to see whether the quality would increase or decrease when planting something at a particular point in time and space.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Crops Broken?

Postby sabinati » Tue Jan 17, 2017 7:52 am

jorb wrote:Doesn't replanting at arbitrary distances in time and space, to get more random rolls, also suck?


yeah but isn't there a way to have my cake and eat it too
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Crops Broken?

Postby sabinati » Tue Jan 17, 2017 7:55 am

Potjeh wrote:You could've just removed inspect on crops.

yeah i'd prefer not having inspect on crops to sorting
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Crops Broken?

Postby Granger » Tue Jan 17, 2017 10:53 am

sabinati wrote:
Potjeh wrote:You could've just removed inspect on crops.

yeah i'd prefer not having inspect on crops to sorting

I don't. Just give us reasonable methods to sort the seeds.

Carrots and beets should be changed to having a seed stage as the last one, reducing the amount of product by one but giving seeds to replant and making the carrots/beets itself unplantable. So one can decide to rip them from the ground early to get more product, or wait for them to flower to get seeds for the next generation.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9264
Joined: Mon Mar 22, 2010 2:00 pm

Re: Crops Broken?

Postby Glorthan » Tue Jan 17, 2017 1:09 pm

Granger wrote:
sabinati wrote:yeah i'd prefer not having inspect on crops to sorting

I don't. Just give us reasonable methods to sort the seeds.

Carrots and beets should be changed to having a seed stage as the last one, reducing the amount of product by one but giving seeds to replant and making the carrots/beets itself unplantable. So one can decide to rip them from the ground early to get more product, or wait for them to flower to get seeds for the next generation.

Sucks missing the harvest then... as a person with a job please don't do this.

I agree with no inspect & w9 planting system:
- simple
- no huge advantage/requirement to bot, apart from animal fodder which is a separate issue

W9 trellis crops sucked though.
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: Crops Broken?

Postby bdew » Tue Jan 17, 2017 1:22 pm

I don't think having a Q field mechanic for crops is good, at least without a way to readily test it.

What is the intended gameplay here, wander around the world, stopping at randoms spots for a few days and trying to plant seeds to see if they turn to shit upon harvesting? And hoping no one comes around and tears them out because you can't really claim/palisade every single random spot you have to test?

Or settling down and starting to build a base only to realize a week later that you have to move because all your crops capped out at 15 Q... and then having the same thing happen again and again? That sounds like the least-fun way to design the system.
User avatar
bdew
 
Posts: 179
Joined: Mon Mar 22, 2010 3:27 pm

PreviousNext

Return to Bugs

Who is online

Users browsing this forum: Claude [Bot] and 77 guests