Crops Broken?

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Crops Broken?

Postby Onep » Sat Jan 14, 2017 12:21 am

I swear all my crops are just losing 5q every time. I have 50 farming and all the green skills except druidic. Is anyone else getting shit crop qualities?
I mean, my sample pool is fairly small, but I feel like I'm just losing quality on everything.
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Re: Crops Broken?

Postby Ysh » Sat Jan 14, 2017 12:49 am

Onep wrote:I swear all my crops are just losing 5q every time. I have 50 farming and all the green skills except druidic. Is anyone else getting shit crop qualities?
I mean, my sample pool is fairly small, but I feel like I'm just losing quality on everything.

Is your crop higher than quality 50?
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Re: Crops Broken?

Postby Kaios » Sat Jan 14, 2017 12:55 am

I'm sure it has something to do with this:
jorb wrote:Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)


But I don't understand it.
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Re: Crops Broken?

Postby Granger » Sat Jan 14, 2017 1:11 am

I read it so that you'll be able to raise crops to the level of the 'local quality field' (which I take is similar to a quality node for eg. water) by selecting the seeds that raised, with a field having an average gain of zero (average of -5 and +5 = 0).

When reaching the level of the quality field the average gain for that crop will be in the negative (average of -5 and +2 = -1.5), making it hard to raise the quality further.

Most likely the runaway crop quality (especially of carrots) is now a thing of the past.

Additionally the centralized farms (all the fields next to each other) we're used to will most likely give only mediocre results for most of the crops now, with only some of them being exposed to a quality field of interesting magnitude. I can see this solution to break the 'stay inside walls except for hunting and mining' as trading for quality crops could be neccesary now, as you most likely won't be able to grow them all in quality yourself.
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Re: Crops Broken?

Postby ven » Sat Jan 14, 2017 1:26 am

So that means there's something like local quality nodes for crops? Like soil fertility?
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Re: Crops Broken?

Postby Granger » Sat Jan 14, 2017 1:28 am

I interprete Jorbs statement like this, yes.
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Re: Crops Broken?

Postby ricky » Sat Jan 14, 2017 2:45 am

Well if they intend for us to use this crop node feature, they should give us a way to inspect crop nodes.
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Re: Crops Broken?

Postby Onep » Sat Jan 14, 2017 2:49 am

My crops are all dropping sub q10. And I didn't keep a single WWW below q10.
This system seems like it's just a lot more tedius.
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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.
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Re: Crops Broken?

Postby sMartins » Sat Jan 14, 2017 9:21 am

Wow....if it is correct this is a major improvement, and they are always a step forward..already improving trade as well....J&L fro president!
P.S. Moreover if they changed even that animals can eat only some kind of crops this will be awesome for trade.
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Re: Crops Broken?

Postby jordancoles » Sat Jan 14, 2017 9:35 am

Sounds like shit to me
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