Since when was finding food ever a problem without farming? Has food survival changed that much with A20?Why is everyone whining about new farming?
Why is everyone whining about new farming? The old mechanic was really OP and also incredibly boring. You just got a whole plantation from several potatoes in a matter of days. It's too easy. It looks bad. It's the OP. That being said, use a cheat menu or mod, or edit the xml files to get as many stacks of food as you need. And stop complaining.
Why is everyone whining about new farming? The old mechanic was really OP
My only real concern about the farming is super corn. What if you get to the point where you run out of the stuff, seeds included?
and then by bad RNG you are left with nothing to plant.
I understand we are talking about a game but this scenario has a serious basis in real life. It's the reason for seed banks.
While I will usually choose game play over realism, I don't see why sometimes they can't align nicely to create a fun and authentic experience.
People cried when the hoe and fertilizer were cut, saying they made it too easy and simple. Now they are barely going the other direction and people are crying again. Suck it up and give it a chance.
For those who don't mind any change to farming or who just don't use it, why on earth would there be any reasonable objection to leaving it the way it was?
Increased yield = your higher seed chance suggestion.I like the changes because I did use farming, in nearly all of my playthroughs, and I found it OP. Once you plant a crop you basically had an AFK food production factory that got exponentially better over time.
That being said, I have already seen some suggestions that I think would improve the current system:
Also, the "anywhere, with a hoe" farming was apparently changed for technical reasons, they added a new distant terrain system that is incompatible with that farming mechanic. (I only recently learned this.)
- Higher "living off the land" perk levels would reduce the number of "fruits" required to craft a seed - this would make the perk more valuable
- Instead of getting a seed back 50% of the time, have it downgrade to a planted crop in its initial state (like it does now except only 50% of the time) - this would reduce the tedium of re-planting the seeds
And also note that the "hoe" system was basically the same as what is in A20, except there was no chance of getting a seed back. When you harvested your crops the existing plants disappeared and you never got seeds back. (At least that's what I remember from A16,)
Tedium = not a problem really. Better than AFK ketchup factory in a survival game.
Just to touch again on the previous posters point about reallistic style farming, and the previous talk of mods, if those who don't bother farming won't be affected either way, then why do realists not use mods?
Honestly, my suspicion is that the people who don't like this change, aren't actually interested in playing a survival game.
I literally can't think of a survival game where food is an issue past early game, or where farming / food production isn't AFK / essentially AFK by late game.
Honestly, my suspicion is that the people who don't like this change, aren't actually interested in playing a survival game. They're more interested in playing an FPS, and the "survival" aspects are just annoyances that you get through once you're past early game. You can see this in people who focus on adding more weapons or zombie variations and don't really care about much else. (Not that I'm against those things.)
I like this idea.
but how about this?
why not leave the seeds when you harvest, but instead have a 50% chance to yield from the crops when you harvest so there are 2 out comes
A) you harvest it and get the appropriate resources and it goes back to a seedling
B) you harvest it and get 0 resources and it becomes a seedling
and you could even have a percentage for partial harvest maybe?
You create the exact same amount of scarcity without all the hassle or frustrating outcomes
Again, not anywhere near a desciption of myself as a player or my playstyle.
I love the mining and building aspects of the game, trying to create a little eden and struggling to do so.
As much as it's frustrating, I had gamed where myself and friends all looting and scavenging took weeks in game to come across a single mushroom spore.
It was like Christmas came early, especially considering some recipies require it.
I do enjoy fending off the undead/semidead, but I much prefer brawling melee, and not guns. FPS playstyle is not something I would include in my own personal gaming experience, and any gun play or varied weapon use is as a means of brute survival more than anything else.
If later perking does indeed negate this seed disappearing garbage, then I will spec into it and not have any problem.
However, even if I can avoid this and enjoy, I sam still considerate enough for lesser fortunate individuals who have a tendency to imvest in other builds and rarely put anything bar minimum into the farming perk.
Just because they don't play farmer builds, they shouldn't be shafted either. Less crops per harvest is bad enough.