Roland
Moderator
I don't think there's any challenge
Nobody ever likes the word challenge when a change makes doing something less easy. That's fine, we can call it whatever you want. The word people most often choose when they don't like the change is tedious. We can call it that if you like.
We used to be able to instantly craft stuff. 100 arrows...instantly in your inventory. Then the developers added timers to crafting so that you couldn't just get things instantly. Of course, everyone who hated the change also said that craft timers didn't add challenge-- just the tedium of waiting for jobs to complete.
There are people who think gating abilities is dumb because we are going to get them eventually so why not right now. It is just tedious playing without Miner 69 level 4 and making us wait by gating the skill via an expensive cost that will just take time to make us wait to get what is inevitable is pointless.
The change in farming delays the large farm and the huge surplus stockpiles of food in much the same way. It makes it into more of a progression and imposes more choices and opportunity costs upon the player. It requires a bit of planning
Maybe challenging isn't the best word. Maybe it is rewarding. If you have to work for something or wait for something rather than getting instantly everything you feel like you accomplished something more meaningful. Its why most people brag that they built their base they are showing without the creative menu enabled. If it was inevitable that they would have that base and not really a challenge at all-- just time spent-- then why do we value bases built in a normal game more than those built using the creative menu?
This is where you lose me. You say failures and setbacks and misfortunes are things the player must overcome and adapt to - where is that element, here?
I'm talking general philosophy for survival games. Survival games should have chance of failure and also events that derail the player's progress and cause them to have to regain their momentum. It should not be a deterministic steady positive progression of reward after reward after reward after reward.
In terms of farming, A18 and A19 with the 100% auto-regrowth of plants made farming a steady deterministic positive short progression to final farm without any hiccups or bumps. A20 has changed that and some will see it as a rewarding change and others won't.
I would love to see further obstacles and c-words to farming that would require player action to mitigate but I can guarantee you that even if you and I agree that allowing rabbits to attack crops or hailstorms destroy crops unless we build protective structures/hunt rabbits until their spawning mask activates that there wouldn't be others that would just call those measures more tedium and not challenging at all. I mean if eventually we are going to get a whole bunch of corn then why have rabbits diminish that....?
What's the intended core gameplay loop for the farming experience, I guess is what I'm asking, and wouldn't it make more sense to add some sort of challenges that require player interactivity to overcome instead? Most people seem to believe its the standard farm loop of "plant, grow, profit, repeat" with a steadily growing farm, where your skill and stats allow it to become bigger and more complex over time with more valuable crops, but it sounds like that's not actually the intended loop?
If you ask a developer that question they will tell you, "This isn't a farming sim". The farming loop is simply to plant and harvest food for recipes that keep your hunger at bay in a much more effective way than eating simple foods. If this were a farming game we probably would have a mechanic of increasing the tier of our crops and having super rare crops that could only be grown under certain conditions and seasons and disease and watering and soil quality, and...
But the developers see it mostly as one means to get the ingredients you need for the high value recipes. That is the loop. I really doubt Madmole cares about maintaining a large field of crops for its own sake so I know the loop is not plant, regrow, increase, regrow, increase, regrow just for the feeling of being able to see that you have a 200 plot farm and 30 crates full of max stacks of crops. No, he is looking at how easily and quickly people were able to get stacks of the best dishes too early in the game.
The other thing is that there really is very little that is going to actually challenge veterans of the game. Any change for us is simply a small iteration and we have everything else nailed down. But there are going to be people who do see a random chance of not getting seeds back as an obstacle to getting food and the challenge will be how they adapt to that successfully. They won't be performing with as much efficiency and plans based on experience.
Finally, I would just point out that the lionshare of complaints have been "How are we supposed to farm now!?!?! 50% seed loss is impossible!!!" Based on these responses it seems like farming is at least a smidgeon more challenging for some people even if it isn't for you. If it was just simply a tedious delay then nobody would be scratching their heads trying to figure out how it is possible and Meganoth wouldn't have needed to do his mathematical trials to show that it is possible. These complaints that claim farming is no longer viable definitely outweigh those who are only complaining that manual replanting is tedious. If A20 farming is not at all more challenging than A19 then there shouldn't have been any of these kinds of threads of disbelief and shock.
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