jorb wrote:
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.
soo... if anyone can build it - what is the point of it?
and if not anyone can build it - you literally allow only those who bot salt and leaves to use it. more than that you insist that only those botters will use it since neither dreams nor entrails (that possibly can be acquired by normal players) will define the q of this circle.
that's just hilarious.
Ejnekor wrote:
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....
Somehow I never encountered this issue. I must've been privileged to live in places where quality cap has always been above 300 in every crop in all the worlds I played so far, including that 2 years old world where all my crops were in the 400-800 range minus pumpkin because it grows too slow to properly test it. I guess others know best about these caps better than me.
Artemiswhb wrote:
no one sane and self-respecting is going to go out there to look for better quality nodes for weeks to gain that sweet sweet +5 quality on turnips
That hurts.
I planted turnips all over the western continent.
The cap isn't a particularly fun mechanic, though, I agree. I kind of doubt this will make it much better.
Ejnekor wrote:
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....
Somehow I never encountered this issue. I must've been privileged to live in places where quality cap has always been above 300 in every crop in all the worlds I played so far, including that 2 years old world where all my crops were in the 400-800 range minus pumpkin because it grows too slow to properly test it. I guess others know best about these caps better than me.
Wouldn't it have made more sense to make crop circles simply remove quality loss instead of increase quality cap?
That way the entire idea behind the crop node mechanic wouldn't be instantly negated and people could safely trade crops and buyers could continue to safely grow them at the traded quality without loss
this thread from the other day proposed some ideas in this vein
thomas_ewing wrote:
What problem was the cap trying to solve?
The problem was that the only way to have the highest q crops was (is?) to run a farming bot nonstop for longer than anyone else. A mechanic that so blatantly encourages botting isn't all that healthy for the game, and shifting the system to make crop q a result of effort or rng is for sure an improvement. Making it a resource sink just seems like an odd approach to me, as it doesn't seem very accessible to most players.
Ardennesss wrote:These caps were just added this world.
The cap itself? Yea. But I see some changes since W10 where location mattered and how each crop above its own local quality cap would usually lower in quality on average. Sure hypothetically it could still increase but in practice rolling the dice for the -5 +2 range and keep going up is quite the feat. I still never encountered that issue.