PC Alpha 20 Dev Diary

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For the record I do think farming yield/harvest needs rebalancing.  I just think the current iteration goes about it in a way that doesn't actually address the issue because it's still just as strong with full investment. Except it is way more tedious and frustrating to get there.

There are other solutions that would accomplish TFP's goal that would also not be mega tedious or unfun. They could even do the old system except instead of guaranteed +1 or +2 it would be a chance.and you could add a 10% chance to destroy seeds

Why can't something be balanced and fun?

Even a 50% chance to destroy a planted seed rather than a 50%chance to get a seed in your inventory would be a great QOL

 
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I feel like people are fine with that, it's more just the rng that's the issue, since even with 1 point you can lose the gamble and go negative. Which isn't that big of a deal for normal crops, it's more just that if it happens on your super corn you will be pretty salty
Super corn is super..so would it be bad if supercorn seeds could never be destroyed because they are super?

 
In A19 you could farm and have exponential growth with 0 points invested. Now you need to have at least 1 point invested to make a profit.
1 point in Living Off the Land in order to make a profit? Outrageous ! I want my thirty chests full of crops right now ! And without creative mode thank you very much. Also, please reduce 500% the prices of everything so I won't need Better Barter to be confortable. And in the meantime bump salvage operations to 1000% per level. I like my survival to be lenient on Sundays too, so make a 1 Zd Blood Moon so it's more family friendly. And make confetti the default entity death so my unborn child can play. He hates blue confetti though, just put in the other colours. 

Cheerios !

Edit: Would you please change the "Testing Trunk" wording to "Testing Log"? It sounds improved and right to my liking that way. It's for a friend, who is a Top Notch designer.

 
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You know, when the auto resprout function was first announced  all the farmers were upset that farming had taken another hit. The manual action of planting the seed was seen as one of the essences of "farming" just as manually hoeing the ground to make it garden sod used to be. What if they removed planter boxes and went back to hoeing the ground with a hoe? Would that suddenly be more tedious gameplay having to physically hit the ground instead of being able to have plots crafting in the background while doing other actions and then placing them quickly and tedium-free?

Hit the ground, plant a seed, chop a tree, mine an ore, hit a zombie, accept a quest...It's all the same button press. People who really enjoy farming want to hoe the ground by hand, plant the seeds by hand, provide water, add fertilizer-- I mean those are the pimp dreams requests for farming we've been getting for years and the the complaints we got when it no longer mattered if you planted near a water source or needed fertilizer or hoed the ground or planted seeds after the initial planting were from people who legitimately liked the farming aspect of the game.

Now you guys against this are calling it tedious-- but you'll spend all night banging a pickaxe against the subterranean walls or upgrade 150 frames to better blocks pressing the exact same button the same number of times if not more. Its only tedious if you aren't really into it. People who don't care about building much find it tedious. People who don't care about mining find it tedious. People who aren't into farming find planting seeds tedious.

You'll have to see-- but for every one of you who finds it tedious there will be others who love being able to plant each time and reconfigure their crops by grouping how they plant their seeds differently and they will be glad of the change because they don't find it tedious. There are some that would love for a blueprint feature to replace brick by brick building because they find it tedious. Gather the resources and feed it into the blueprint and voila automatic base without any of the tedious block crafting, placing, and upgrading. Do you think our builders would like to get rid of the "tedium"?

I think some of the suggestions I've read are great and I wouldn't be against the devs adopting them if they decide to step away a bit from this change and compromise somewhat. But if they don't change it then what I really suspect is that teams will be sharing the farming load more. There won't just be that one guy designated as the farmer dude. He'll be like--I'm not planting this entire field myself. Everyone come help and then we'll go do a quest. That would be less tedious for sure.

 
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So much black and white thinking with this either/or.

Wouldn't have had issues if we had wild farm and box plots as I said. But speaking of the whole seed argument, then for the purposes of internal consistency, surely this whole mechanic must also apply to trees, right?

They are just wood crops which can be wild planted 🤔

 
You know, when the auto resprout function was first announced  all the farmers were upset that farming had taken another hit. The manual action of planting the seed was seen as one of the essences of "farming" just as manually hoeing the ground to make it garden sod used to be. What if they removed planter boxes and went back to hoeing the ground with a hoe? Would that suddenly be more tedious gameplay having to physically hit the ground instead of being able to have plots crafting in the background while doing other actions and then placing them quickly and tedium-free?

Hit the ground, plant a seed, chop a tree, mine an ore, hit a zombie, accept a quest...It's all the same button press. People who really enjoy farming want to hoe the ground by hand, plant the seeds by hand, provide water, add fertilizer-- I mean those are the pimp dreams requests for farming we've been getting for years and the the complaints we got when it no longer mattered if you planted near a water source or needed fertilizer or hoed the ground or planted seeds after the initial planting were from people who legitimately liked the farming aspect of the game.

Now you guys against this are calling it tedious-- but you'll spend all night banging a pickaxe against the subterranean walls or upgrade 150 frames to better blocks pressing the exact same button the same number of times if not more. Its only tedious if you aren't really into it. People who don't care about building much find it tedious. People who don't care about mining find it tedious. People who aren't into farming find planting seeds tedious.

You'll have to see-- but for every one of you who finds it tedious there will be others who love being able to plant each time and reconfigure their crops by grouping how they plant their seeds differently and they will be glad of the change because they don't find it tedious. There are some that would love for a blueprint feature to replace brick by brick building because they find it tedious. Gather the resources and feed it into the blueprint and voila automatic base without any of the tedious block crafting, placing, and upgrading. Do you think our builders would like to get rid of the "tedium"?

I think some of the suggestions I've read are great and I wouldn't be against the devs adopting them if they decide to step away a bit from this change and compromise somewhat. But if they don't change it then what I really suspect is that teams will be sharing the farming load more. There won't just be that one guy designated as the farmer dude. He'll be like--I'm not planting this entire field myself. Everyone come help and then we'll go do a quest. That would be less tedious for sure.
I don't find building or mining tedious because it also gives a very rewarding amount of xp.  If farming gave similar amounts of xp to building and upgrading blocks or mining Ibwouldnt mind it

 
I just think the current iteration goes about it in a way that doesn't actually address the issue because it's still just as strong with full investment. Except it is way more tedious and frustrating to get there.
...Except it's not. Even at max level of LotL, there's still the 50% you lose the seed, which means having to use some of your harvest make more seeds. That wasn't a thing in a19.

 
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So much black and white thinking with this either/or.

Wouldn't have had issues if we had wild farm and box plots as I said. But speaking of the whole seed argument, then for the purposes of internal consistency, surely this whole mechanic must also apply to trees, right?

They are just wood crops which can be wild planted 🤔


You're missing the reason why wild planting went away. Currently the terrain in a biome is forced to match that biome. If they reintroduced the hoe and you used it to change it into sod and then left the chunk, when you returned it would be back to the regular terrain forced by that biome. Trees can be planted into any terrain block so it doesn't matter that the terrain is forced to match the biome.

 
...Except it's not. Even at max level of LotL, there's still the 50% you lose the seed, which means having to use some of your harvest make more seeds. That wasn't a thing in a19.

...Except it's not. Even at max level of LotL, there's still the 50% you lose the seed, which means having to use some of your harvest make more seeds. That wasn't a thing in a19.
Well in a19 you 10 plants would always yield 30. With lotl3 10 a20 plants would yield 60. Say you lost 5 of the seeds. You would net a yield of 35. Lategame A20 farming is stronger than a19 farming, even if you only got 5/10

Heck you'd break even if you only got 4 seeds back 

 
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I don't find building or mining tedious because it also gives a very rewarding amount of xp.  If farming gave similar amounts of xp to building and upgrading blocks or mining Ibwouldnt mind it


So it's all about the xp. You don't find the crops that can be turned into dishes that keep you fed to be rewarding and connect that with the planting? Perhaps they should add a small xp reward for planting a seed. If that little number in the lower right hand corner is what your eyes are always glued to then that is a simple and easy fix to make people love planting seeds.

Can't be big enough so that people just start making 1000 plot farms and just plant all day to keep up with people killing zombies. Maybe 2xp per planting. Just so something pops up in the corner and says to those who find it so, "This is a rewarding activity"

 
So it's all about the xp. You don't find the crops that can be turned into dishes that keep you fed to be rewarding and connect that with the planting? Perhaps they should add a small xp reward for planting a seed. If that little number in the lower right hand corner is what your eyes are always glued to then that is a simple and easy fix to make people love planting seeds.

Can't be big enough so that people just start making 1000 plot farms and just plant all day to keep up with people killing zombies. Maybe 2xp per planting. Just so something pops up in the corner and says to those who find it so, "This is a rewarding activity"
If it was something like 25 I'd be okay with it. 2 would be laughable.  Something reasonable. But not "I want to abuse farms all day to level"

 
Maybe have A19 farming BUT each harvest takes 30 days!

Or make 30 days the default and have another slider?

 
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You know, when the auto resprout function was first announced  all the farmers were upset that farming had taken another hit. The manual action of planting the seed was seen as one of the essences of "farming" just as manually hoeing the ground to make it garden sod used to be. What if they removed planter boxes and went back to hoeing the ground with a hoe? Would that suddenly be more tedious gameplay having to physically hit the ground instead of being able to have plots crafting in the background while doing other actions and then placing them quickly and tedium-free?

Hit the ground, plant a seed, chop a tree, mine an ore, hit a zombie, accept a quest...It's all the same button press. People who really enjoy farming want to hoe the ground by hand, plant the seeds by hand, provide water, add fertilizer-- I mean those are the pimp dreams requests for farming we've been getting for years and the the complaints we got when it no longer mattered if you planted near a water source or needed fertilizer or hoed the ground or planted seeds after the initial planting were from people who legitimately liked the farming aspect of the game.

Now you guys against this are calling it tedious-- but you'll spend all night banging a pickaxe against the subterranean walls or upgrade 150 frames to better blocks pressing the exact same button the same number of times if not more. Its only tedious if you aren't really into it. People who don't care about building much find it tedious. People who don't care about mining find it tedious. People who aren't into farming find planting seeds tedious.

You'll have to see-- but for every one of you who finds it tedious there will be others who love being able to plant each time and reconfigure their crops by grouping how they plant their seeds differently and they will be glad of the change because they don't find it tedious. There are some that would love for a blueprint feature to replace brick by brick building because they find it tedious. Gather the resources and feed it into the blueprint and voila automatic base without any of the tedious block crafting, placing, and upgrading. Do you think our builders would like to get rid of the "tedium"?

I think some of the suggestions I've read are great and I wouldn't be against the devs adopting them if they decide to step away a bit from this change and compromise somewhat. But if they don't change it then what I really suspect is that teams will be sharing the farming load more. There won't just be that one guy designated as the farmer dude. He'll be like--I'm not planting this entire field myself. Everyone come help and then we'll go do a quest. That would be less tedious for sure.
Exactly right. Farming is something that I enjoy, and while I acknowledge that planting seeds isn't really a nice task, I understand the choice for balance and for making farming "more personal" (and actually how it should actually work).

Seeds had very little importance in a19. The "just plant them and forget" mechanic was nice, but you are throwing down the window ~17 items too soon. And I'm not talking in a similar way to how primitive weapons stop being useful after 30 hours. I'm talking COMPLETELY useless. Once you plant your farm, which is usually either huge or small (but limited nonetheless) then it's over for those items.  I can't think of a recipe that has seeds in its list of ingredients, so that makes it even more tough to value them.

In my opinion and from what I've seen the statistical yield of a farm is still profitable as long as you have enough starting produce, and -for a survival game-, it fits. Right now you oughta put 1 point in farming if you want to have guaranteed increased yields. In a21 you won't even need the point to make a profit, as the farmer outfit will take care of that for you.

There are other ways to do the change, like Gazz suggested:

-Instead of touching the seeds, you can instead reduce the statistical yield of the overall crop plants, and the result would be mostly the same BUT, the seeds being a useless item would remain.

So this change IS the better change. It looks well designed in the streams, and I believe it has been done by someone who knows what he is doing from personal experience, which happens to be my personal experience too.

Remember that 1 point in Animal Tracker is enough to keep us fed from day 1 with a bit of active hunting. A guaranteed amount xp from planting would be nice, but there's no such a thing programmed in the game so it cannot be used from existing code and it would potentially have dupe problems in multiplayer, so that's a new feature request.

 
You're missing the reason why wild planting went away. Currently the terrain in a biome is forced to match that biome. If they reintroduced the hoe and you used it to change it into sod and then left the chunk, when you returned it would be back to the regular terrain forced by that biome. Trees can be planted into any terrain block so it doesn't matter that the terrain is forced to match the biome.


I'm not missing the point at all, sir. I pointed out the principle; or lack thereof, of black and white thinking, when having both was an option.

If there were functional issues with wild farming and that was a legitimate reason for binning the wild planting, then for glaringly obvious reasons, you have no argument from me.

Perhaps it could have been fixed, perhaps not. Perhaps distant rendering may have influenced it, perhaps not.

But extra crops to make seeds which compensate for the disappearing acts of other seeds really looks like more of a tiresome and tedious minigame than anything else. A bandage on a gangrenous wound if you like, fixing a symptom; but not the underlying cause, which is food in general.

But my question, aren't trees subject to the same? Or is having a potentially unlimited amount of wood by planting Sherwood Forest on your doorstep (and getting two seeds for every tree you fell) legit, in a world where A19 farming isn't?

And what of Cotton, Goldenrod, and Chrysanthemums...

 
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Exactly right. Farming is something that I enjoy, and while I acknowledge that planting seeds isn't really a nice task, I understand the choice for balance and for making farming "more personal" (and actually how it should actually work).

Seeds had very little importance in a19. The "just plant them and forget" mechanic was nice, but you are throwing down the window ~17 items too soon. And I'm not talking in a similar way to how primitive weapons stop being useful after 30 hours. I'm talking COMPLETELY useless. Once you plant your farm, which is usually either huge or small (but limited nonetheless) then it's over for those items.  I can't think of a recipe that has seeds in its list of ingredients, so that makes it even more tough to value them.

In my opinion and from what I've seen the statistical yield of a farm is still profitable as long as you have enough starting produce, and -for a survival game-, it fits. Right now you oughta put 1 point in farming if you want to have guaranteed increased yields. In a21 you won't even need the point to make a profit, as the farmer outfit will take care of that for you.

There are other ways to do the change, like Gazz suggested:

-Instead of touching the seeds, you can instead reduce the statistical yield of the overall crop plants, and the result would be mostly the same BUT, the seeds being a useless item would remain.

So this change IS the better change. It looks well designed in the streams, and I believe it has been done by someone who knows what he is doing from personal experience, which happens to be my personal experience too.

Remember that 1 point in Animal Tracker is enough to keep us fed from day 1 with a bit of active hunting. A guaranteed amount xp from planting would be nice, but there's no such a thing programmed in the game so it cannot be used from existing code and it would potentially have dupe problems in multiplayer, so that's a new feature request.
Anything wrong with compromising on the full  replant? For players that enjoy it they can replant half there fields. For those that don't like it as much, it isn't as tedious. Wouldn't that make more players happy?(50% chance to destroy a seed rather then gain 1 in invetory)

 
Anything wrong with compromising on the full  replant? For players that enjoy it they can replant half there fields. For those that don't like it as much, it isn't as tedious. Wouldn't that make more players happy?(50% chance to destroy a seed rather then gain 1 in invetory)
That.... is  almost exactly the same result. While the uselessness of the seeds would remain if you could eventually bypass that situation with armour bonus, it's the same thing with the current design, so it looks like what you are saying is sound..... but

There's also the performance problem. It's better for performance to delete a crop altogether than to maybe delete it or maybe swap models to something planted. 

So I still stand behind the current a20 design. 

 
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