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20.6 Living of the Land description is misleading


Gazz

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After a long break I looked at farming and I could not figure out how this was going to work from reading the perk description.
Double this and triple that with different unstated base amounts while leaving out important detail...

 

Current ingame description:
1: Double the harvest of wild or planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: You can craft seeds for berries and vegetables.\n50% chance to harvest 1 additional crop.\nFarm plots cost 50% less to craft.
3: Triple the harvest of wild or planted crops.

 

This would be accurate with current gameplay:
1: Harvest 2 crop items from wild and 4 from planted crops. 50% chance to get a seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: Harvest 2-3 crop items from wild and 4-5 from planted crops. 50% chance to get a seed back from planted crops. You can craft seeds for berries and vegetables.\nFarm plots cost 50% less to craft.
3: Harvest 3-4 crop items from wild and 6-7 from planted crops. 50% chance to get a seed back from planted crops.

 

Reading this description it is clear that you can make a small profit with level 1 of the perk. Going by the current description in the game you would need level 3 to make any profit.

 

 

.. or go further with a Redesign For Dummies: (but that's wishlist territory)
Shuffle the harvest events around a bit. Same overall outcome but no math skills required at any point.

 

1: Harvest 2 crop items from wild and 1-2 from planted crops. Get 1 seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: Harvest 3 crop items from wild and 2 from planted crops. Get 1 seed back from planted crops. You can craft seeds for berries and vegetables.\nFarm plots cost 50% less to craft.
3: Harvest 4 crop items from wild and 4 from planted crops. Get 1 seed back from planted crops.

 

This makes it very clear at every level what your growth will be and how it will be sustainable.

It also cleans up the seed inconsistency. In the current game you always get 1 seed back from "growing" plants but 0.5 seeds from fully grown ones which makes gameplay-sense but is  completely backwards.

 

 

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10 hours ago, Gazz said:

After a long break I looked at farming and I could not figure out how this was going to work from reading the perk description.
Double this and triple that with different unstated base amounts while leaving out important detail...

 

Current ingame description:
1: Double the harvest of wild or planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: You can craft seeds for berries and vegetables.\n50% chance to harvest 1 additional crop.\nFarm plots cost 50% less to craft.
3: Triple the harvest of wild or planted crops.

 

This would be accurate with current gameplay:
1: Harvest 2 crop items from wild and 4 from planted crops. 50% chance to get a seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: Harvest 2-3 crop items from wild and 4-5 from planted crops. 50% chance to get a seed back from planted crops. You can craft seeds for berries and vegetables.\nFarm plots cost 50% less to craft.
3: Harvest 3-4 crop items from wild and 6-7 from planted crops. 50% chance to get a seed back from planted crops.

 

Reading this description it is clear that you can make a small profit with level 1 of the perk.

 

I agree that the description would be (a bit) clearer. But you overestimate the math knowledge of many players. I had to correct a lot if misconceptions about lvl 1 even though players knew what they would be getting. But why should the game be dumbed down so far that the value of each perk is immediately apparent? Why should not players have to **play** to find out what works and what doesn't if they can't just math it out?

The game keeps lots of "secrets", for example the HPs of zombies are not listed and you need to find out yourself how many hits of the different weapons is enough to kill one.  

 

10 hours ago, Gazz said:

Going by the current description in the game you would need level 3 to make any profit.

 

Assuming someone knows he gets 2 plants from a planted seed without perk (which you can find out easily in the game) and he actually knows math, why should he think he needs level 3 to make any profit? The current description needs someone to first find out how much he would get unperked before he could determine anything at all. After that the descriptions are equivalent, aren't they?

 

10 hours ago, Gazz said:

 

 

.. or go further with a Redesign For Dummies: (but that's wishlist territory)
Shuffle the harvest events around a bit. Same overall outcome but no math skills required at any point.

 

1: Harvest 2 crop items from wild and 1-2 from planted crops. Get 1 seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
2: Harvest 3 crop items from wild and 2 from planted crops. Get 1 seed back from planted crops. You can craft seeds for berries and vegetables.\nFarm plots cost 50% less to craft.
3: Harvest 4 crop items from wild and 4 from planted crops. Get 1 seed back from planted crops.

 

This is not the same. How it works currently a farm can shrink and subsequently even fail with extreme unlucky harvests (needing the farmer to get more seeds from outside sources). In your scheme a farm can never shrink, you always have at least as many seeds as you had filled farm plots before the harvest.

 

 

10 hours ago, Gazz said:

This makes it very clear at every level what your growth will be and how it will be sustainable.

 

Very clear and boringly on a railroad to success.

 

10 hours ago, Gazz said:

It also cleans up the seed inconsistency. In the current game you always get 1 seed back from "growing" plants but 0.5 seeds from fully grown ones which makes gameplay-sense but is  completely backwards.

 

 

 

Edited by meganoth (see edit history)
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