Crops Broken?

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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 3:10 pm

sMartins wrote:I bet less than 1 month...pretty soon to me.


What if you end up on 100+ q field? :)
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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 3:22 pm

Btw to recap the all thing....like Ukhata said, 37,5% of your crops will have same quality or above when not on the quality field for that crop.
So each crops that give at least 3 times seeds can be easy increased in quality with 12,5% increasing in size.

When you are planting on the quality field you have 54,54% same quality or above, so you can increase crops that gives 2 times in seeds, with size increase of 9,08%, and crops 3 times seeds, 63,62%.

Not quality field:

37,5 x 3 seeds = 112,5%

Quality field:

54,54 x 2 seeds = 109,6%
54,54 x 3 seeds = 163,62%

Hope this is clear enough.
P.S. take in mind this is the average, so RNG will hit all of us :D
Last edited by sMartins on Tue Jan 17, 2017 3:28 pm, edited 4 times in total.
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Re: Crops Broken?

Postby mietzi94 » Tue Jan 17, 2017 3:23 pm

q1 barley seeds. Thanks jorb. Farming has never been so shit.
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Re: Crops Broken?

Postby Kaios » Tue Jan 17, 2017 3:29 pm

I'm not the farmer anyways but I can see it becoming quite annoying to harvest your crops after they pass whatever the local quality is and they change to -5 +2. Yeah it's the same as going over the soil quality in legacy but at least you knew what the quality limit was.
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Re: Crops Broken?

Postby MagicManICT » Tue Jan 17, 2017 3:31 pm

Thanks for the summary. I wish we had the old forums as someone did a very good write-up of the math on it. (It's actually not that hard once you know the rules of statistics, and not hard to create a simulator to run several samples.)

Side note: hope the q ranges on pumpkin are what they were in legacy, too, so quality only lags behind because of the time to raise them.
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 3:32 pm

sMartins wrote:Quality field:

54,54 x 2 seeds = 109,6%
54,54 x 3 seeds = 163,62%

Hope this is clear enough.
P.S. take in mind this is the average, so RNG will hit all of us :D


And basically it's the skills what determines where we are in the range between 109.6 and 163.62. Looks reasonable on paper. Feels a bit different considering the actual crops q. Could be RNG, yes, I know. The bad thing is - you never know if it's your luck or a bug... :(
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Re: Crops Broken?

Postby azrid » Tue Jan 17, 2017 4:11 pm

More reason why I am never farming :D
Goodbye to all the farmers that drowned themselves o7
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Re: Crops Broken?

Postby Ysh » Tue Jan 17, 2017 4:24 pm

azrid wrote:More reason why I am never farming :D
Goodbye to all the farmers that drowned themselves o7

Farming seem fine to me.
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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 5:02 pm

So...after some math (oh my god :D ) i can tell you that the average number of tiles you need to have at least one crop for each quality (-5/+2 & -5/+5)....... :o

NON quality field: about 22 => efficiency 3(+0,+1,+2)/22= 13.6%

Quality field is: about 33 => efficiency 6(+0,....+5)/33= 18.18%

Now, if there is somebody better than me with math....maybe he can tell us how may tiles we need to increase always the quality(if possible), but i guess it will be very high :D
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 5:36 pm

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 (devs never actually said that) then even for one beetroot planted the chance that both beetroots harvested are of a lower quality is just about 0.2, i.e. on average 4 of 5 players who planted one beetroot should have got at least one of a higher quality. For me personally it doesn't feels like really reflecting the results we were getting.
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