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Ok,so when i started a new game,starving and krampus made it hard to accumulate food.When i found Beefalos,already on day twelve all chances of starving to death no longer existed.I had 9 speedy farm plots as i prefer quantity over the quality of turbo farms.It's also completely renewable.I don't see myself starving anytime Soon.So yeah,Find poop, set up small farms in a matter of 12 days and no more starving. As much as i feel accomplished and all, I think this should change and starving would be something to fear not a hurdle that's only a 1 foot tall.

Edited by NippleKing
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https://forums.kleientertainment.com/forums/topic/3960-where-the-starviving-ends/
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Starving sure isn't the main reason of dying, but i think the current food system is definetly good the way it is now. You still have to spend a lot of time in finding and producing food. If you do not bother working on food for a day or two, it starts getting annoying already.

For me I've always had three issues with the farm plots:

1. Crops grow too fast

2. Manure makes crops grow crazy fast

3. Research tree abnormality

Okay, so for #1 I would like to see crops grow more slowly, even for the Turbo Farm Plot (~3 minutes to grow in daylight). I would personally like it if plants could be identified early on by their seeds. We know seeds have names from the latest update, when you feed birds fruits/vegitables, they drop them. So why not have all seeds work that way? Just make it that you first need to pick them up before it identifies it (random). Then have it that different crops grow at different speeds.

Also, as another suggestion from another discussion thread, crops should require watering and fertilizing to grow. Not a lot, but at stages. If all of this were done then maybe the Devs would also re-introduce multiple crops grown per farm plot as the payoff.

On a side note, I also think birds should eat planted seeds and rabbits should be able to eat any crop beyond seed that's in the garden (just like veggies on the ground). This is where walls and scarecrows come in to protect crops while you're not around. Throw in weather and rainstorms help water plants (so you don't need to) and summer causes droughts that require you to water the crops more often (or they "wilt"/stop growing).

Issue #2, I can't even begin to explain how much food this gave me... so much I eventually just stopped because I didn't have enough room for it all. The Kramus will Sooner or later get to it, but it shouldn't have come to this. Manure as a means to grow crops super-fast has to go.

Lastly, issue #3, I've discussed before. The problem I have is that I've never researched the Speedy Farm Plot... and while I'm sure NippleKing has his methods, for me the Speedy Farm Plot was simply a speedbump on my way to farm plots that grew crops twice as fast, the Turbo Farm Plot. So I skipped it. It's not that hard, just one more unlocked invention (stone blocks) and I was good to go. To fix this issue I suggested that the idea of researching both the Speedy Farm Plot and Turbo Farm Plot be scrapped.

Instead, players should start of being able to build the normal Farm Plot, and then research "upgrades" for it. So instead of a Speedy Farm Plot, the player would research "Speedy Fertilizer". Once completed they can craft it and use it on a Farm Plot, and voila, the Farm Plot transforms into the Speedy Farm Plot. Now for the Turbo Farm Plot it becomes "Turbo Growth Formula", which the player researches and crafts. But here's the catch, it ONLY upgrades the Speedy Farm Plot. So you cannot skip the "Speedy Fertilizer" research. For those of you who think this is mean, letting a player research an invention they can't benefit from I just need to mention the bee box... wooden boards and bug net required. That's actually twice as annoying.

I think maybe a more practical use for research points could be implemented here perhaps? You start with the level one plot and can pay research points to make it faster, and even more again for the extra increased speed, that way you have to work a little bit harder for the faster crops and you would have to do this for each plot too so that people have to make the decision between quality and quantity. Just my little idea on how to clean up research points and farm plots a little :)

I think maybe a more practical use for research points could be implemented here perhaps? You start with the level one plot and can pay research points to make it faster, and even more again for the extra increased speed, that way you have to work a little bit harder for the faster crops and you would have to do this for each plot too so that people have to make the decision between quality and quantity. Just my little idea on how to clean up research points and farm plots a little :)

You may want to rephrase your suggestion. In January the Devs are going to eliminate research points and replace it with a system that requires you to feed the machines with raw resources to slowly build prototypes of a chosen invention, and once you invested enough (more than required normally to craft it) you unlock it. After that the cost to craft said invention is reduce, now that you know how to make it.

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