Shubi:

Mechanics

I would like to adjust my previous suggestion. Instead of scaling the decay time according to the number of plants, scale the growth time. Significantly. This means if you want to grow 50 peppers you better believe you'll be doing nothing else all day. Sure you could do a few very short dungeons or visit the market, but theres no way you could engage in an involved activity without risking the loss of your entire crop. I think that fits in well with the philosophy of let gardeners do the gardening. The average person will either just grow a few so it grows fast or grow 50 very ineffeciently. the only way to compete with real gardeners will b to sit in the garden all day growing a few at a time, just like it is now.

This idea just provides a sliding scale of freedom.

I look forward to seeing new ways to tend plants, like clearing bugs.

Structures

Sprinkler/Aqueduct

I like the idea of a well or irrigation buildable. It would not be usable as a well but could give a "irrigation" buff that auto refills water bottles randomly or something similar like an area wide effect that randomly waters a plant in range every period of time. This adds some fun non-advantage giving event that helps build community.

Compost Heap/Manure Pile

The fertilizer buildable can act similar to the Water one in which it either gives a buff that randomly refills a fertilizer bottle, or randomly fertilizes a plant in range, every period of time.

Construction

construction could be done with a future masonry skill or the structures can be permanent and require maintenance by anyone. There could be the option to buy stones, ropes, or manure from a garden NPC and it can be added to the various buildables in exchange for civic pride, similar to lighting lamps.

Skills

I think there should be a skill that allows one to tend all plants at once. I think this a well deserved, valuable, and non over powered skill appropriate for gardeners. Of course you'll need the right number of water or fertilizer or it will fall short and youll have to go searching for that one plant that didnt get watered.


Mechanics Implementation

The scaling growth time could be implemented by adding a scaling multiplier such as:

if potato_count > default_potato_count
growth_time = default_potato_growth_time * (1 + percent_of_disadvantage) * (potato_count / default_potato_count);

So for example, if it normally takes up to 3 potatoes 5 minutes to grow and I decide I'm really hungry for Hash browns and plant 20 potatoes, with no disadvantage I'm looking at 33.33 minutes of growth time. which is the amount of time it would take normally if i were to grow groups of 3 potatoes one after the other.

With a 50% disadvantage I'm looking at 50 minutes for my potatoes to finish growing. I could have grown 50% more potatoes (30) in about the same amount of time (with admittedly more effort) had I grown them in batches of 3.

The advantage of course, is that I could focus on some other skill nearby, in the meantime. So I could focus on raising my cooking skill high enough to cook hash browns in a nearby kitchen while I keep a close eye on my crops and wait for them to finish growing.

Real World Mechanic

Although I know that the aim of this game is not to mirror real world mechanics, I always find a sense of satisfaction when a mechanic can be implemented in a way that is both realistic and fun. And so it is pleasing to see that this method of scaling is similar to real world gardening mechanics, where the more of one particular plant is grown (or a plant of a similar nutrient profile) the more difficult it is to grow more of that plant in the future (in the same soil).en.wikipedia.org/wiki/Physiological_plan...Nutrient_deficiencies

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Taie:


I like shubi's suggestion to give us the option to mass produce at the cost of efficiency.

Gardening is supposed to be relaxing but now that I've been doing it, i really don't find it relaxing at all, in fact I feel like its somewhat stressful.

It's stressful because it requires a lot of attention in reality, it grows too fast for you to go and step out for a bit, and it grows to slowly for you to really just pay attention the whole time, it's really just a hassle at the moment.

I think it would be nice if gardening were somewhat more realistic in the sense that you plant something, and you leave it there for a day or two and come back and reap, it could be one in-ingame day etc. I would be ok with this more. I wouldn't mind standing still playing music for an hour AFKing but at least I can watch a show or something in the background while waiting.
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Gardening Limitations 9 months 4 weeks ago

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Shubi:

That's true some of the time. Sometimes its relaxing to garden faster. So I think we should have both options.

Also I'd say that there should be some global limit on the plants that someone can plant at a time in addition to the other limits. so they dont take over the whole garden.