PC Unpopular Opinion: I Like the New Farming RNG

the only thing that needs to be shored up is the randomness in seed return. If there's supposed to be a 50% chance of seed return, let it be what it says. If I plant 50 plants, I expect 25 seeds back, not 20, not 15. Don't lie and say 50% when in reality it's actually UP TO 50%. Other than that, farming change is good.  
It does average 50%.  Guaranteed 50% is nixing the RNG, though, and would completely negate the point of my post.  🤷‍♂️

 
If I plant 50 plants, I expect 25 seeds back, not 20, not 15. Don't lie and say 50% when in reality it's actually UP TO 50%. Other than that, farming change is good.  


That's not how it works, that how none of this works.

A 50% chance is just that, a 50% chance, just like getting tails when you flip a coin.  Each time you harvest or flip a coin, you have a 50% chance of getting a seed back or landing on tails.  50 harvests, or 50 coin flips, does not mean 25 seeds back every time and 25 tails every time as your probability resets to a flat 50% (not weighted towards any side).

You can flip a coin 10 times and get heads 10 times.  It doesn't mean that you have a 100% chance of getting heads (or 0% chance of getting tails).  It just means that your results on such a small sample size heavily leaned towards heads instead of tails.  Over a larger sample size, the ratio of heads / tails will start to get closer to 1/1 (unless the coin is deformed in such a way that it is not an even probability anymore..or you are using a trick coin).  That is how statistics and probability works.

In addition, we tend to forget things.  We remember when we got 20 seeds back, but forget the time we got 30 seeds back (or vice versa).  Or we only remember extremes - we remember when we only to 10 seeds back out of 50, but forget the previous four attempts we got 27 or 30 seeds back each time.

They are not lying when they say you have a 50% chance of getting a seed back, it is baked into the actual code (p=0.5).

Since I know you can get more than 50% seeds back (have seen it in game), your comment UP TO 50% is not correct.  That either means you haven't had the luck to get more than 50% yet or forgotten the times you got more than 50%.

At most you might have an error in the RNG that leans heavily to one side, but I don't think anyone yet has done a large sample size to verify or validate the probability chances. 

 
That's not how it works, that how none of this works.

A 50% chance is just that, a 50% chance, just like getting tails when you flip a coin.  Each time you harvest or flip a coin, you have a 50% chance of getting a seed back or landing on tails.  50 harvests, or 50 coin flips, does not mean 25 seeds back every time and 25 tails every time as your probability resets to a flat 50% (not weighted towards any side).
Soooo.... while that is how randomness in traditional games work, the more recent trend is weighted randomness for guaranteed success after of number of tries.

I mean even casinos realized this a long time go, which is why instead of fudging the numbers they 'sponsor' players so that games don't look too fixed (I mean all the games are weighted to casino in the first place). And mobile games, which right now is the probably the best place to learn RNG and monetization do guaranteed successes because it keeps players around long term. Sooo... suggestion towards that isn't that bad.

Buuuuttt.... It also might not be the best 'fix' for farming. I'm still in the camp that they should just removing seed crafting, tweak the hunger/stamina economy, so that 7dtd is less the traditional 'survival' game (focusing on food/water and shelter from the elements) and just have those systems as supporting challenges. The game does have a lot of RNG so there is plenty of ways for it to screw over the player. And sure RNG is great for replayability, but after awhile the progen systems can be reliably predicted and thus lose that special feeling. (See all the common tropes: house always wins, all MC worlds feel the same: aka seed hunting, can't find 'x' schematic just search 'x' POI, etc.) Which is why sometimes it's actually better to have non-RNG systems to help replayability, this generally true in any narrative system or overly complex worlds.

 
I'm pretty sure there is a "hate farming" thread or seven around here where you guys can post how to "fix" farming. Not sure why you are posting in a thread thats premise is that it doesn't need fixing because we like it the way it is....

Back to topic:

The new farming is great! It requires some investment and isn't just a free eternal food loop for people who haven't put any points into it. Happy farming!!!

 
That's not how it works, that how none of this works.

A 50% chance is just that, a 50% chance, just like getting tails when you flip a coin.  Each time you harvest or flip a coin, you have a 50% chance of getting a seed back or landing on tails.  50 harvests, or 50 coin flips, does not mean 25 seeds back every time and 25 tails every time as your probability resets to a flat 50% (not weighted towards any side).

You can flip a coin 10 times and get heads 10 times.  It doesn't mean that you have a 100% chance of getting heads (or 0% chance of getting tails).  It just means that your results on such a small sample size heavily leaned towards heads instead of tails.  Over a larger sample size, the ratio of heads / tails will start to get closer to 1/1 (unless the coin is deformed in such a way that it is not an even probability anymore..or you are using a trick coin).  That is how statistics and probability works.

In addition, we tend to forget things.  We remember when we got 20 seeds back, but forget the time we got 30 seeds back (or vice versa).  Or we only remember extremes - we remember when we only to 10 seeds back out of 50, but forget the previous four attempts we got 27 or 30 seeds back each time.

They are not lying when they say you have a 50% chance of getting a seed back, it is baked into the actual code (p=0.5).

Since I know you can get more than 50% seeds back (have seen it in game), your comment UP TO 50% is not correct.  That either means you haven't had the luck to get more than 50% yet or forgotten the times you got more than 50%.

At most you might have an error in the RNG that leans heavily to one side, but I don't think anyone yet has done a large sample size to verify or validate the probability chances. 
You know I suspected this was the way it worked, but I thought I was thinking too deeply. The 50% chance applies to each plant harvested and not the overall number of the plants in the harvest itself. Got it. Thank you!

 
I don't mind the new mechanics. It was simply to easy in A17-A19 to build an infinite yield farm that you only had to mow every other day or so. The effort required was decidedly unequal to the reward. Replanting is barely harder unless you can't keep track of how many plots of each seed you need to replant. It's barely math and keeping one page in the inventory crafting open.

 
I don't mind the new mechanics. It was simply to easy in A17-A19 to build an infinite yield farm that you only had to mow every other day or so. The effort required was decidedly unequal to the reward. Replanting is barely harder unless you can't keep track of how many plots of each seed you need to replant. It's barely math and keeping one page in the inventory crafting open.
That's true  about infinite yield farm but.. i think it will be better to left this "simple" in A17-A19 style. Random  harversting need in my opinion more complexed system - few fertinizer types, how far it is from water some plants prefer be near water some far etc.

But... not now. If 7dtd2 will be realased it will we be cool if this will be expended. 

@PinkLed5 farming is not gambling for years. We have books, algorithmes, better tools , better plaint varieties etc. 

Ofc zombie outbreak make a lot of things harder but still this is not gambling - it is like you are buying a  1$ lottery ticket and you have 100% chance to get at least 2$ dollars. So you just don't know how many you will win but still you always get more (except situation like zombie destroing your farming yield.)

If this was "7dtd medival" i could agree with you but now you have  enough "tools" to be effective.

 
I was OK with the new farming mechanic for a while, but now that I've reached the end game, I am very much against it. My biggest issue - it doesn't evolve at all.

I expect the food procurement to become easier and food to become more beneficial as the game stage progresses. As it stands right now, even with all the perks, it is easier for me to simply kill the animals and boil the meat than to grow corn/potatoes and make stews. The benefits of even the high level food are negligible. 

We have the same infinite resource as we did before, just with much more mindless clicking. If TFP wanted to make farming more difficult, they should have made farm plots *much* more expensive and/or gated with something rare, like acid. Adding more clicks is not the right way to do it.

 
That's true  about infinite yield farm but.. i think it will be better to left this "simple" in A17-A19 style. Random  harversting need in my opinion more complexed system - few fertinizer types, how far it is from water some plants prefer be near water some far etc.

But... not now. If 7dtd2 will be realased it will we be cool if this will be expended. 

@PinkLed5 farming is not gambling for years. We have books, algorithmes, better tools , better plaint varieties etc. 

Ofc zombie outbreak make a lot of things harder but still this is not gambling - it is like you are buying a  1$ lottery ticket and you have 100% chance to get at least 2$ dollars. So you just don't know how many you will win but still you always get more (except situation like zombie destroing your farming yield.)

If this was "7dtd medival" i could agree with you but now you have  enough "tools" to be effective.


Confession time: I was still mixing water blocks in with my farm plots because I thought they were required. All the way up until A20.

 
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