Family Name: Bitterblossoms
Region (NA/EU): NA
update/rework/revamp to farming in the suggested ways(fine tuning from devs end obviously will make it smoother).
First: Uncap the plots from 10 to as many as the player's cp will allow(this will allow some players to adopt the supply industry to the cooks/farmers)
Second: Add mastery clothes and mastery to farming, the mastery would firstly help decrease bad events ie pruning and bugs(most people just use workers once they are arti/master anyway), the second factor to mastery would be increasing the yield from harvesting, the ratio would be later determined
Edit: maybe mastery increases change of mole spawns and shards/hards
ie 50mastery points = 2% total yield increase(hdegehog proc would not benefit from this it would just be base extras)
Thirdly: Make the scarecrow and irrigation system additions to the plot not take up precious plot space, could add 2 icons next to each plot when you interact that allows you to equip the scarecrows/irrigation much like horse gear(durability system perhaps?).
Fourth: Map reintergration of the temp/weather effects, make it so when someone toggles the map to show weather tempt humidity etc it will show the best spot for the crops or in a general area eg Balenous good for sunflowers strawberries peppers etc. This would make it a lot easier for new players to figure out where they need to plant their plots and what type would go best with their location.(im happy keeping the 3 main stats of the farming system temp soil, humidity)
Fith, change the old moon plots(at master) to be 15 slots instead of 10, kinda unsatisfying that you spend all this timer grinding to master for a slightly smaller plot so u can fertilizer more in 1 go( most people at this point dont fertilizer anyway coz they are using magical grades and just leaving an alt there to harvest when time is up)
(most people use grid formation and can already fert 4 plots a time anyway adding 5 extra slots makes the grind to master more rewarding).
Yeah farming is kinda bad state, i don't even care about bad event anymore, when my 6 plot is full 100%+ i go harvest and restart the process.
I would change one things about your suggestions about bad event, not that happening less, but the timer between the bad event incrase with mastery ^^ that alway push me off when you clean your farm and 2sec later bad event already happening again :D
Yeah farming is kinda bad state, i don't even care about bad event anymore, when my 6 plot is full 100%+ i go harvest and restart the process.
I would change one things about your suggestions about bad event, not that happening less, but the timer between the bad event incrase with mastery ^^ that alway push me off when you clean your farm and 2sec later bad event already happening again :D
yeah we could add that aswell let me edit the post
Family Name: Bitterblossoms
Region (NA/EU): NA
update/rework/revamp to farming in the suggested ways(fine tuning from devs end obviously will make it smoother)
First: Uncap the plots from 10 to as many as the player's cp will allow(this will allow some players to adopt the supply industry to the cooks/farmers)
Second: Add mastery clothes and mastery to farming, the mastery would firstly help decrease bad events ie pruning and bugs(most people just use workers once they are arti/master anyway), the second factor to mastery would be increasing the yield from harvesting, the ratio would be later determined
ie 50mastery points = 2% total yield increase(hdegehog proc would not benefit from this it would just be base extras)
Thirdly: Make the scarecrow and irrigation system additions to the plot not take up precious plot space, could add 2 icons next to each plot when you interact that allows you to equip the scarecrows/irrigation much like horse gear(durability system perhaps?).
Fourth: Map reintergration of the temp/weather effects, make it so when someone toggles the map to show weather tempt humidity etc it will show the best spot for the crops or in a general area eg Balenous good for sunflowers strawberries peppers etc. This would make it a lot easier for new players to figure out where they need to plant their plots and what type would go best with their location.(im happy keeping the 3 main stats of the farming system temp soil, humidity)
Fith, change the old moon plots(at master) to be 15 slots instead of 10, kinda unsatisfying that you spend all this timer grinding to master for a slightly smaller plot so u can fertilizer more in 1 go( most people at this point dont fertilizer anyway coz they are using magical grades and just leaving an alt there to harvest when time is up)
(most people use grid formation and can already fert 4 plots a time anyway adding 5 extra slots makes the grind to master more rewarding).
Yeah farming needs a rework for sure and the players should be able to have a better experience with that especially concerning the slots and the informations for the newer players to optimize their farming.
yeah hopefully
Oh, those are good ideas. I think I remember the Old Moon fences costing only 9 CP in Global Labs, so I was disappointed when they were the same price as the regular one. They should be better than regular fences, not just smaller. So having 15 slots would also be a good improvement.
I would also like a guaranteed 2 seeds minimum when breeding. It's so annoying when you go through half your plants and you only have enough seeds to replant what you harvested so far.
The only question I have about mastery affecting bad events (rather than just increase yield when harvesting) would be "whose mastery?" The character that planted the seeds, or the character that you are currently playing (that may not be wearing mastery gear at all)? When you are harvesting, the answer is obvious, but when the plants are growing, a bit less so.
But yes. farming needs some love.
Oh, those are good ideas. I think I remember the Old Moon fences costing only 9 CP in Global Labs, so I was disappointed when they were the same price as the regular one. They should be better than regular fences, not just smaller. So having 15 slots would also be a good improvement.
I would also like a guaranteed 2 seeds minimum when breeding. It's so annoying when you go through half your plants and you only have enough seeds to replant what you harvested so far.
The only question I have about mastery affecting bad events (rather than just increase yield when harvesting) would be "whose mastery?" The character that planted the seeds, or the character that you are currently playing (that may not be wearing mastery gear at all)? When you are harvesting, the answer is obvious, but when the plants are growing, a bit less so.
But yes. farming needs some love.
the characters mastery that does the planting at the time id say would be best but yeah maybe we could figure a better way for that
also with farming mastery to increase the shard rate when pruning
also with farming mastery to increase the shard rate when pruning
oh thats a good idea too guna add it
Absolutely needs a mastery update and any love at all.
I think I remember they said something about potentially adding caphras dust as a bandaid but they should give it a proper update.
There's zero point to go past master so it would be nice to see any kind of small reward for reaching higher levels including guru as they've done with hunting.