Post by JustVine on 2021-06-23 12:05:54
Realistically speaking, there are plenty of high specialization, high difficulty crops irl that artisan level skills makes sense for.
For example orchards. Most fruit trees take a lot of grafting(super difficult dexterous work you must get right every time), time(3-7 years depending on fruit and cultivar), and therefore much higher maintenance for pest management(-shakes fist at apple borers-)
High quality plants irl aren't higher difficulty usually, they are just more expensive and sometimes higher maintenance. I dislike when a game makes end game farming JUST 'oh you can now farm magic crops that make you ultra efficient and you can now harvest this difficult to harvest class of mundane seed.' Farming as a crafting skill is difficult to translate level wise due to the nature of the job. So here is how I think this should really work.
Basic Farming:
- Choosing area should be fairly important to what kind of crops you can grow productively there (bdo's system was pretty good in this respect.)
- Pest management should have an active component. Building fences to keep out pests, maintaining fences, removing weeds at earlier stages maybe for some trash loot, manually removing giant beetles, birds, etc very rarely at later stages.
- Fertilizing, irrigation and crop rotation should be a fairly important aspect. Farming irl is 20 percent planning and problem solving and 80 percent maintaining what is there and working.
- Crop diversity should absolutely be dependent on climate. (Don't plant to tomatoes in shady areas, dont plant corn if you don't live by abundant water etc.)
- Seasonal rotations and climate variations/weather is also a strongly desired mechanic.
- Edit: Yeah there should be a similar plot management system to bdo. A moveable grid area effected by terrain. My only qualm was you were forced into different sizes of squares and size was level dependent. It should be a little more freeform, but 'staking out your plot' process should be similar. But planting 1 plant per 'space' in your grid (or more for large crops like grapes trees and squash.)
- edit: The only thing restricting plot size should be land rights and money. Land rights should give you passive protection via guards from bandits. You should be able to set up a farm in the frontier though. High risk with the reward of you not paying anyone for your secret garden.
The Meaning of Leveling:
-It is fine to restrict certain classes of plant to higher level farming. But staples need to exist just like irl. Herbs, grains, root vegetables, should never require high farming levels, only good real estate. There should always be demand for potatos and the like for cooking.
-Mid level farming should be about efficiency and tools. Mid level farmers should start having an easier time moving nodes and setting up shop through irrigation, tilling, fertilizers. Essentially more efficient and accessible versions of what is available to early farming (probably restricted.)
-Advanced farming should be about 'being the most qualified to take care of high maintenance/high difficilty crops. I personally do not want access to plants restricted vetween mid and high level farming. But it should be more economically viable. And advanced farming should be able to set up shop in more flexible locations through manipulation of the various efficiency tools like high level irrigation and fertilizer.
- Keeping player skill at all levels is about learning to adapt to new situations, maintenance, understanding of crops relative to their needs, and letting an increase in yield be the reward for that. Do not make profitable yields solely a matter of level.
- a side note: I think crop breeding should be an herbalist thing and focused on resistances to harsh environments/bonuses to optimal hard to maintain climates basedon regional variation and difficulty in irrigation/soil quality upkeep
Tl;dr
Farming can be fun and about player skill if weather, soil quality, and pests are a key piece of farrming's puzzle.
Leveling should be about an increase in flexibility, ease of relocating, and increasing over all yield by giving you tools that make you more effective at managing the land. The node system naturally requires this layer, of gameplay.
There should be some restriction to crop types available to farmers of lower levels due to their increased complexity to maintain (mainly fruit mushrooms and herbs). This restriction should be by tools requiring a certain farming level to use. Mid level farmers should have the same access but need 'easier' Farming land to make it work.
High quality plants shouldn't be restricted by level of farming. Let breeders feel important. Make 'high yield'ones fussy (and therefore easier to take advantage of by higher level farmers or lucky/rich individuals, with good land.)
For example orchards. Most fruit trees take a lot of grafting(super difficult dexterous work you must get right every time), time(3-7 years depending on fruit and cultivar), and therefore much higher maintenance for pest management(-shakes fist at apple borers-)
High quality plants irl aren't higher difficulty usually, they are just more expensive and sometimes higher maintenance. I dislike when a game makes end game farming JUST 'oh you can now farm magic crops that make you ultra efficient and you can now harvest this difficult to harvest class of mundane seed.' Farming as a crafting skill is difficult to translate level wise due to the nature of the job. So here is how I think this should really work.
Basic Farming:
- Choosing area should be fairly important to what kind of crops you can grow productively there (bdo's system was pretty good in this respect.)
- Pest management should have an active component. Building fences to keep out pests, maintaining fences, removing weeds at earlier stages maybe for some trash loot, manually removing giant beetles, birds, etc very rarely at later stages.
- Fertilizing, irrigation and crop rotation should be a fairly important aspect. Farming irl is 20 percent planning and problem solving and 80 percent maintaining what is there and working.
- Crop diversity should absolutely be dependent on climate. (Don't plant to tomatoes in shady areas, dont plant corn if you don't live by abundant water etc.)
- Seasonal rotations and climate variations/weather is also a strongly desired mechanic.
- Edit: Yeah there should be a similar plot management system to bdo. A moveable grid area effected by terrain. My only qualm was you were forced into different sizes of squares and size was level dependent. It should be a little more freeform, but 'staking out your plot' process should be similar. But planting 1 plant per 'space' in your grid (or more for large crops like grapes trees and squash.)
- edit: The only thing restricting plot size should be land rights and money. Land rights should give you passive protection via guards from bandits. You should be able to set up a farm in the frontier though. High risk with the reward of you not paying anyone for your secret garden.
The Meaning of Leveling:
-It is fine to restrict certain classes of plant to higher level farming. But staples need to exist just like irl. Herbs, grains, root vegetables, should never require high farming levels, only good real estate. There should always be demand for potatos and the like for cooking.
-Mid level farming should be about efficiency and tools. Mid level farmers should start having an easier time moving nodes and setting up shop through irrigation, tilling, fertilizers. Essentially more efficient and accessible versions of what is available to early farming (probably restricted.)
-Advanced farming should be about 'being the most qualified to take care of high maintenance/high difficilty crops. I personally do not want access to plants restricted vetween mid and high level farming. But it should be more economically viable. And advanced farming should be able to set up shop in more flexible locations through manipulation of the various efficiency tools like high level irrigation and fertilizer.
- Keeping player skill at all levels is about learning to adapt to new situations, maintenance, understanding of crops relative to their needs, and letting an increase in yield be the reward for that. Do not make profitable yields solely a matter of level.
- a side note: I think crop breeding should be an herbalist thing and focused on resistances to harsh environments/bonuses to optimal hard to maintain climates basedon regional variation and difficulty in irrigation/soil quality upkeep
Tl;dr
Farming can be fun and about player skill if weather, soil quality, and pests are a key piece of farrming's puzzle.
Leveling should be about an increase in flexibility, ease of relocating, and increasing over all yield by giving you tools that make you more effective at managing the land. The node system naturally requires this layer, of gameplay.
There should be some restriction to crop types available to farmers of lower levels due to their increased complexity to maintain (mainly fruit mushrooms and herbs). This restriction should be by tools requiring a certain farming level to use. Mid level farmers should have the same access but need 'easier' Farming land to make it work.
High quality plants shouldn't be restricted by level of farming. Let breeders feel important. Make 'high yield'ones fussy (and therefore easier to take advantage of by higher level farmers or lucky/rich individuals, with good land.)