+5

Multi farming actions

chemish 8 years ago updated by Lorinthar 8 years ago 1

Maybe it would be cool if you got a certain level above the crop minimum you could occasional pick/plant 2 crops at the same time. My thought is at least 40 levels above but maybe 60 would be better? and in the case of picking it would take 2 plants out of the plot at the same time. The idea being that it would make the low level crops a tiny bit less awful for a higher level farmer since it would speed up working without changing the min timer. Could also be expanded so every 40 levels (or 60 or whatever) you have the chance to pick/plant an extra. IE carrots are level 4 so at 44 you have a chance to start picking 2 at a time, 84 you can pick 3 at a time, 124 you can pick 4 at a time etc.

+1

Great idea! I'd like to see this for all the skills.

I think it would make sense for it to be a continuation of success, so that 101% success means 1% chance of getting a double action, 200% success means a guaranteed double action, etc. To prevent people from eating obscene amounts of success food, I see two options: either cap the success bonus from food to an additional 100% (or some other fixed number) or prevent success food from working when the success from level (or level + kit) is already above 100%. And the success curve doesn't need to be linear: e.g. for construction, it could be 50% + 5% for the next 10 levels + 2% for the next 100 levels + 1% for the rest.


In terms of actions that consume items (whether from the inventory or from a farm/orchard plot), a double action could consume the items twice (effectively acting as a (hyperbolic) continuation of the timer reduction - truly getting more actions in the same time) or consume the items once for double the output as a form of "mastery" (which can be somewhat realistic at least for some actions - a seasoned potato farmer will always dig up more potatoes than a 5-year-old at his first harvest, still reluctant to get his hands dirty, and I imagine a seasoned smith can be less wasteful with his materials and make more items that way). I prefer the former since it affects the balance less, and importantly allows newer players to contribute even in a seasoned clan. In the latter case, clans wanting to make the most out of their resources might leave all actions that consume items to the highest level members. This already happens to an extent due to success rates, especially with low-success skills like smithing and crafting, but the effect of that is less as it is capped (so a level 500 smith has no advantage over a level 50 smith for the lowest patterns).


One thing that Chemish hasn't mentioned is how this would affect experience gains. I think that the natural answer would be to get double exp for double actions, so that this would again effectively act as a timer reduction. It shouldn't affect balance too much - I feel like even with a massive multiplier, low-level exp doesn't keep up with high-level exp - but clearing ground for 34 exp at construction level 80 is extremely demotivating and carrots feel much the same. Even if it were 100 exp per action (40x less than the level 80 "Add Finishing Touches to Building Action Manual" (which is the figure that matters if using food to get to the minimum timer), and 5x slower per second at level 80 with no timer reduction) it would still feel like some progress rather than virtually none.