You mean you don't NEED to farm because food is so plentiful and never spoils so you always have an abundance. The way the game should be is that if you ignore farming you WILL run out of food. A garden should be one of the first things you get going so that when the cans run out and the area is fully hunted you have something to sustain yourself. As for "micromanaging" a farm in this game I'm not sure what you are talking about. You never have to water or replant. It couldn't get any less management intensive unless you had a farmer dropping off the crops to you...If I wanted to play a game with food spoilage, I would play ark. Ark, like others have mentioned before, has actual USES for spoiled food. I doubt whatever idea the devs would have for using spoiled food would ever really fly with me. Hell, I dont even farm, because I dont want to waste what little game time I have to micromanage a farm in game, esp playing MP.
An option is all we've been talking about. I don't want to force anyone to have to play the survival game that was advertised. Of course, I believe it should be optional. Pushing this game towards the sim end of the spectrum will appeal only to some so I agree with you. Nobody is fighting with you about vanilla.Roland, if I get to the point where I HAVE to plant a farm, I will just mod out spoilage. Yes, it takes away the survival aspect. You guys already killed any form of realism for me when you took out "spam crafting". Made 100x more sense then killing zombies and magicaly knowing how to make better tools, or how to build a forge. So adding spoilage should not really be an option, or if it is, they really should put an option when we start the game. Like how Ark does it. They have it so you can make the spoiling timer go faster, or slower. Even not at all, if memory serves me correctly.
you can mod it out (if it ever gets implemented)Roland, if I get to the point where I HAVE to plant a farm, I will just mod out spoilage. Yes, it takes away the survival aspect. You guys already killed any form of realism for me when you took out "spam crafting". Made 100x more sense then killing zombies and magicaly knowing how to make better tools, or how to build a forge. So adding spoilage should not really be an option, or if it is, they really should put an option when we start the game. Like how Ark does it. They have it so you can make the spoiling timer go faster, or slower. Even not at all, if memory serves me correctly.
As I've stated in this very thread, I hope of Zombie-trampling-of-crops (last seen in A9) comes back some day.There must be some kind of threats to the farm / some investment.Such as watering, fertilizing, growth lamps (electricity / gasoline), zombies destroying them, weather/temperature, manually removing bugs.
Oh, sorry, yes, I forgot: It also is tedious and provides artificial difficulty :cocksure: ."Tedious", "Micromanagement", and "Artificial Difficulty" are the trifecta of excuses people give for anything that increases the survival aspect of the game. All it means though is that they are not fans of actual survival games.
In other words, reign in the exponential growth seed crafting provides (more or less, your description leaves a lot of details open). IMO that exp. growth is the biggest problem here and without it even the need for spoiled food might be gone.A one-time use of a resource that is controlled and not too abundant, like fertilizer, would just fix it. One can even create a successful zero entropy cycle of food -> spoiled food -> fertilizer -> food. If zero entropy is impossible with spoiled food alone, add another appropriate material. Spoiled yields would also fix it - with larger crop decay times than yields themselves the micromanagement of yields would be exactly ...zero, as long as the player doesn't make large enough farms to worry about it.
I don't like zombies targeting plants tbh - creates its own problems, exploits blah blah - so many simpler and more immersive solutions already.
Well if I get more descriptive none will read my postsIn other words, reign in the exponential growth seed crafting provides (more or less, your description leaves a lot of details open). IMO that exp. growth is the biggest problem here and without it even the need for spoiled food might be gone.
An idea that I had already proposed in A16 was that seeds can't be produced but only found (or produced from naturally grown plants, never from your own seeded plants). RIP exponential growth, the food explosion is missing the fuse.
If you declare it as essential for the concept, then sure. How could I dispute a god-given rule! :cocksure:Well if I get more descriptive none will read my posts![]()
You can reign it in but If you just remove the exponential growth by not being able to get seeds from your plants, you just kill the concept of farming and when looting seeds you might as well just be looting soon-to-be-food. I think exponential growth and farming go hand in hand.
You cant really control the farming output: players could just plant more.If you declare it as essential for the concept, then sure. How could I dispute a god-given rule! :cocksure:
Seriuosly, I'm really not enough of a farmer-type player to question your assertion in terms of what they like (if that is part of your point).
In terms of balance there is a big difference though, without spoilage you have your supply growing at a steady rate and the point where you are self-sufficient can be controlled very accurately by the developer.
But even with spoilage: If you have exponential growth you have to add some form of spoilage into every step of food production, seeds, grown plants, the fruits and the processed dishes. Without exp. growth spoilage on seeds or plants is enough to make you always on the hunt for further seeds or any stockpile you have will dwindle again.
That is not a problem. That is progression. The whole point is that you start out with scarcity and low tech that keeps the threat of starvation a real possibility and over time you move to a position of abundance where you thrive and it becomes a non-issue. Just because you eventually will get to the point that food is a non-issue doesn't mean you just make it a non-issue from the very beginning.The main problem with food is still: its a pointless items after a certain time, as more can be accumulated than can be consumed.
It gets to be a non issue after a while, as there will be no shortage.
That just does not feel like a survival situation.
You are aware I was talking about a change that would have players not being able to craft seeds from their own plants? It means players can't just produce incrementally more seeds, and can't plant anything if they don't find any seeds.You cant really control the farming output: players could just plant more.
How did that one player get 20x more seeds than the other?One player might have 20x more plants planted than the other one. The total output per player just cant be balanced with a single "growth speed" variable.