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Increase Harvest amount


Nightmaster

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This have come to my mind in other thread.

 

The current farming mechanic makes it impossivel to survive on your crops alone.

 

I mean, you need 9 seeds to sow a plowed tile and you only get 1-2 potatoes per harvest when in reality you could harvest at least the double amount !?!?!?

 

I dont have a character with a high farming skill so I dont know if the skill level influences in the amount one can get per harvest but the current system need a rebalance.

 

So my sugestion is:

 

A) Double the amount of food harvest for some types of crops like, potato, radishes and carrots.

 

B) Makes skill in farming influence the amount of food harvested for Tomatoes and Stawberries, with a minimum of 2-3 per harvest.

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Crop yields are determined by how healthy your plants are, which is determined by how well you take care of them and how high your farming skill is. If your character has a low farming skill, then 1-2 food items per tile seems perfectly fine.

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Crop yields are determined by how healthy your plants are, which is determined by how well you take care of them and how high your farming skill is. If your character has a low farming skill, then 1-2 food items per tile seems perfectly fine.

Except that some crops dont need much of care to yield resonable amounts per harvest. Potatoes, radishes and carrots are some of then since they grow underground.

 

How healthy the plants are is a factor indeed even in real life, but how high is your skill dont make much sense with the crops I mentioned. They are some of the first crops humanity have ever harvested and need little care compared to other types of crops to yield a good amount per harvest.

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I must confess... I'm having a hard time following you. First you say that farming needs to increase yield at higher levels, but then you go on to say that farming skill shouldn't matter?

 

I don't understand your suggestion.

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I can't naysay your personal experience, but I've had the exact opposite problem.  When my first harvest came around, I had so many potatos and tomatos that they rotted long before I got a chance to eat them.  I still have over 100 potatos and tomatos each, rotted, just sitting in the dumpsters inside my storage room.

 

This could be because I may have gone a bit overboard planting; I had around two dozen rows of crops, each three squares deep, and never had to water any of them thanks to rain.

 

Don't forget to let your crops fully mature.  I would suggest waiting until they say "Seed-bearing ------".  You get more than enough seeds back to replant your entire garden.  Don't wait TOO long, though, or they will rot right there in the ground.  Had that happen, too.

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I must confess... I'm having a hard time following you. First you say that farming needs to increase yield at higher levels, but then you go on to say that farming skill shouldn't matter?

 

I don't understand your suggestion.

Sorry, english is not my native language.

 

What I mean is:

 

Crops like tomatoes and strawberries, that in real life need a lot of care to yield a reasonable amount per harvest, should yield an amount based on the farming skill of the character. There should be a minimal yield, like 2-3, for characters with low skill.

 

Crops like potato, radish and carrot dont really need skill to sow and harvest, only water and protection from disease. These should not be influenced by the farming skill of the character.

 

Hope I made myself clear.

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You can change farming abundance in Sandbox.

That is not the point because there's limited ways to conserve food for later use right now in the game.

 

I know that with a high cooking skill one can make canned vegetables, but that needs jars and since the amount/location of those jars ingame is randomized everytime you start a new game then they are really not an option unless you are really lucky.

 

Even a higher yield in harvest in the main game would not be an advantage unless you have a better chance to find base materials in game.

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I must confess... I'm having a hard time following you. First you say that farming needs to increase yield at higher levels, but then you go on to say that farming skill shouldn't matter?

 

I don't understand your suggestion.

Sorry, english is not my native language.

 

What I mean is:

 

Crops like tomatoes and strawberries, that in real life need a lot of care to yield a reasonable amount per harvest, should yield an amount based on the farming skill of the character. There should be a minimal yield, like 2-3, for characters with low skill.

 

Crops like potato, radish and carrot dont really need skill to sow and harvest, only water and protection from disease. These should not be influenced by the farming skill of the character.

 

Hope I made myself clear.

 

Alright, I understand. I don't agree. You can't have some plants be unaffected by farming skill while others are. That'd ruin the balance of the game.

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Alright, I understand. I don't agree. You can't have some plants be unaffected by farming skill while others are. That'd ruin the balance of the game.

 

 

Ok I understand your worry but that "inbalance" can be countered by increasing the amount of water the crops I mentioned would need (for in real life they do need a lot of water) and the time they need to grow.

 

Even that idea of mine would be worthless without better ways to conserve food, since jars are really difficult to find (unless they allow you to craft glass in the game... good idea...)

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You can change farming abundance in Sandbox.

That is not the point because there's limited ways to conserve food for later use right now in the game.

And your initial post suffers from the same set of circumstances. :-|

 

Indeed it does.

 

What I am talking about is the implementation of a mechanic that makes farming difficult to master but at the same time gives a reasonable amount of return. Currently you dont have that return in base game.

 

Combined with better ways to preserve food, like the possibility of crafting glass jars, this could be a viable way to survive on the long term in the final game, past the ending of lootable resources in the urban areas.

 

Also if you implement crops that yield good amount of food without need for a farming skill, you remove the necessity for players to add farmer traits during character creation. Actually every player adds farmer traits (if not the profession) to survive long term in the game.

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Also if you implement crops that yield good amount of food without need for a farming skill, you remove the necessity for players to add farmer traits during character creation.

I thought the idea of character creation was to be careful when selecting traits and have a bit of forward thinking as to how you'd like that specialist character to turn out, instead of being a Jack of all trades.

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Also if you implement crops that yield good amount of food without need for a farming skill, you remove the necessity for players to add farmer traits during character creation.

I thought the idea of character creation was to be careful when selecting traits and have a bit of forward thinking as to how you'd like that specialist character to turn out, instead of being a Jack of all trades.

 

exactly right. the new system is set up to prevent people from being stage 7 or higher with every trait, it's meant to make you choose what you deem most important, and be stuck with it throughout the characters life. this idea would ruin the balance they are trying so hard to achieve.

 

i say leave it as it is, we have plenty of other voices saying how ridiculously easy it is to do this, that and the other.

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Also if you implement crops that yield good amount of food without need for a farming skill, you remove the necessity for players to add farmer traits during character creation.

I thought the idea of character creation was to be careful when selecting traits and have a bit of forward thinking as to how you'd like that specialist character to turn out, instead of being a Jack of all trades.

 

 

 

 

 

Also if you implement crops that yield good amount of food without need for a farming skill, you remove the necessity for players to add farmer traits during character creation.

I thought the idea of character creation was to be careful when selecting traits and have a bit of forward thinking as to how you'd like that specialist character to turn out, instead of being a Jack of all trades.

 

exactly right. the new system is set up to prevent people from being stage 7 or higher with every trait, it's meant to make you choose what you deem most important, and be stuck with it throughout the characters life. this idea would ruin the balance they are trying so hard to achieve.

 

i say leave it as it is, we have plenty of other voices saying how ridiculously easy it is to do this, that and the other.

 

Exactly, but with the current mechanic, every player that wish to survive long ends up geting traits that give farming skill.

 

Adding crops that dont need farming skills to yield good amounts per harvest is a way to stop, as you guys said, "Jack of all Trades" as beign the norm.

 

Couple that with crops that need specific climate (time of the year) to grow and you can be sure that the game will be really hard.

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Couple that with crops that need specific climate (time of the year) to grow and you can be sure that the game will be really hard.

 

That's... not true. At all. If you double the amount of food individual crops require, you're still making the game easier. If you make it so that some crops give good yield regardless of farming ability,you're still making the game easier. It doesn't matter if you make it so that you can't grow food during winter, everything will still be easier.

 

Farming is supposed to be one of multiple food sources in the game. Think your farm might not give you enough food to last you until next harvest? Go do some fishing or some foraging or some trapping. Even if you have no expertise in any of these fields at all, you should still be getting enough food to help you scrape by. If you're not... Then what did you think would happen, not taking points in any of those skills?

 

This whole thing feels like it'd just end up being an easy way out for people that don't want their game to be too hard.

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I didn't take farming as an occupation, nor as a hobby. I have no skills in it, nor fishing, nor hunting or trapping. Foolish, I know, but I opted for Carpentry and a build that allows me to venture long distances - I.E; outdoorsmen, low-hunger, fit, and strong (the -6 version).

I still found a way to survive my first Winter, easily might I add. Granted, I rationed my food... But I still had more than enough food to last me a while when summer rolled back around. During the Winter, I worked on grinding my foraging skill - and good God, it took a long time, even with the books, but I became decent... Kinda.

Now I'm focusing on fishing - I'm still going strong.

There's always a way to find food. Farming is hard because it's so ungodly profitable when done right.

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Farming's abundance has been lowered "recently" because it was too easy and turned the game into a "farming simulator", I don't see any rollback on that decision, ever.

You're just not supposed to survive on your crops alone, unless you grow an actual field and spend all your time taking care of your crops, with a judicious cycle not to harvest everything at the same time, and an efficient way to conserve the veggies.

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