#Munk Farmer is a bad and lazy solution

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queen orchid
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That's exactly what the title says, the introduction of an NPC that in this post I'll just call "Farmer" which consists of an NPC that regardless of how it is implemented, whether you buy the NPC or pay a fee for the collection, would automatically collect the farm for you already delivering the collected materials is a bad and lazy solution to the current problem of instanced gathering (community farm, open world house, forts, fortresses, etc.) and in this post I will talk a little about the problem and a possible plausible solution for it and why I disagree with the introduction of this NPC.

Today the problem of gathering and the high complaint of players about this farm system comes down to two main points:

High number of interactions to collect
Number of collections/interactions made per day (Here I am talking about the time of planting/interactions)
Let's talk more about them below.

P.s: I will take into account the accounts with a player who only has the community land

High number of interactions to collect

This complaint mainly comes from players who already have a lot of land and/or plant a high number of items daily, mainly focused on plantations that occupy the 1x1 space. To give you an idea in the community farm, planting in an optimized way it is possible to plant 155 1x1 items, 49 2x2 items or 18 3x3 items (+14 2x2).

Now let's evaluate the number of items and their sizes by profession:

**Farming: **24 items, being 18 1x1 and 16 2x2
**Animal Husbandry: **16 items, being 2 1x1, 7 2x2 and 7 3x3
Logging: 6 items, all 2x2
Herbalism: 24 items, all 1x1
Crafting: 1 item 1x2

This shows us that a player who plants 1x1 items, mainly present today in herbalism, agriculture and crafting (I know that crafting is 1x2 but I couldn't fail to mention) has approximately three times more interactions than a player who plants 2x2 items and five times more interactions than a player who plants 3x3, more present in logging and animal husbandry, with each interaction with their farm.

Number of collections/interactions made per day

Here if I were to calculate each interaction time and compare the post would be too gigantic (even more) so I'll summarize it in: Today many professions and crafts in the game need items with very short planting and interaction time like 1, 2, 4, 6 hours and other times below 12 hours, which makes players need to keep "taking care" of the plantation many times throughout the day and multiplying the amount of interactions mentioned in the previous item several times and even hindering those who don't have so much time available throughout the day to play, making some plantations unfeasible as it hinders the planting rotation and productivity of the player in terms of gathering xp.

HAVING SAID THAT, WITH THIS INFORMATION, I WILL TELL YOU THE REASON WHY MUNK FARMER IS BAD AND A LAZY SOLUTION AND MY PROPOSAL

I think the explanation about the Farmer is simple. The introduction of an NPC that automatically collects everything for you on the farm takes away the player's interaction with their land, making the game much more automatic and less interactive and closer to an "afk" game than necessary, killing the planting and gathering mechanics, closer to "farm games" which is interesting and something proposed from the beginning of the game and is part of the "core" of the game and removing that would lose that. In my view the problem is not the interaction with the land but the points brought up above, which boil down to: A HIGH VOLUME OF DAILY INTERACTIONS

Interacting with the land, planting and harvesting is a cool mechanic okhand moneymunk1 Doing this more than 1000 times a day (if you plant something 1x1 for 1 hour like the potato) is not sleepmunk punchmunk

CONTINUED IN THE FIRST COMMENT

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CONTINUATION AND PROPOSED SOLUTION

Now that we understand the problem and that the introduction of a Munk Farmer would kill the mechanics of interaction with the land, something from the core and initial game design proposal of the game, let's talk about some implementations that can correct this (remembering that any values I mention can be adjusted by the balancing team, focus on the premise): Introduction of 2x2 and 3x3 planting in all professions (necessary)

Add in all professions, 2x2 and 3x3 planting with a greater quantity of items per collection and introduce this throughout the profession's leveling, similar to what happens in animal husbandry today, allowing at the same time a smaller amount of daily collections as you improve in the profession and giving greater long-term goals for the profession's leveling. The higher your level, the fewer collections you have to do, because as a good "planter" you learn to optimize the space more...or something like that.

In cases of planting that are not trees, we can have larger flowerbeds. For trees we can have a shrub, tree and large tree. For animals we can have 1 animal (1x1), 2 animals (2x2), 4 animals (3x3). For crafting we can have a small, medium and large stable, generating 1,2 and 3 moa eggs respectively. Flexibility of planting time and diminish return (necessary)

This mechanic should be included in all plantations with the following rules: All plantations that today take less than 12 hours to collect should have the possibility to adjust the collection time, proportionally increasing the materials obtained up to the time of 12 hours, allowing the collection 2 times a day
The increase cap would be 24 hours
Above 12 hours a compensatory return happens, decreasing the amount of materials per additional hour of planting (Ex: In 1 hour I collect from 3 to 10, in 12 hours (cap without compensatory return) I collect 36-120, in 24 hours I collect 60-200 (cap with compensatory return)
Removal or adjustment of materials collected in 3x3 planting (to be evaluated)

Today in the game with the current distribution of lands it is not very worthwhile to plant 3x3 (currently only present in animal husbandry) because of the return they have, including today it is necessary to mix 3x3 and 2x2 planting to correctly fill the land. I see that many players even prefer 2x2 planting many times and ignore 3x3 planting because of the return, so one solution is to remove 3x3 planting or increase the materials collected in this type of plantation to make it more worthwhile to use

I now return to the end of the post to reinforce my point from the title of this post: The introduction of Munk Farm will end the mechanics of planting and collecting farms, leaving everything automated, lazy and ending this niche of gameplay that is indeed interesting and differential in ravendawn. Don't kill the farming mechanics, please.

The problem is not collecting your farm, the problem is the amount of daily interactions for this (solved with proposal 1) and the lack of flexibility for a better planning of the farm in the player's day-to-day (solved with proposal 2)

Thank you all and don't kill the little farm

(Translated via Google Gemini)

vernal matrix
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Hey. First to all congratulations for taking your time in writing so well developed feedback. Now havin read it there is something troubling my mind: don{t you think the very point of farming is emulating the act of farm? don{t you think that start creating shortcuts and "quick" mechanics would have a negative impact in game mechanicss as it was for other games?

queen orchid
# vernal matrix Hey. First to all congratulations for taking your time in writing so well develo...

That's exactly my point. The introduction of Munk Farmer would kill the experience of the farm to plant and gather your items from land, but at the same time we could create a middle term of realism and gameplay with the time available for players so they can, at the same time, plan their farm

Like, I'm gonna sleep now and I dont want my potatos to grow in 1 hour, because I can't harvest them, I would like to harvest them 8 hours from now...you can do that, but you would lose 7 hours of experience doing that right now. My point with this post is: Dont make munk farm, just let the player keep planting and harvesting, but with more control over they land

floral jungle
queen orchid
queen orchid
# floral jungle Also, Knighter did say not so long ago that they were already working on a syste...

Yep, this post is because I'm worried they will just add a munk that just collect (and maybe replants) all your crops in silver exchange, what would just kill the farming mechanic which is really cool

The problem is not the farming mechanic, the problem is the amount of daily interactions for this and the lack of flexibility for a better planning of the farm in the player's daily gameplay

This post is about what I don't want with the munks implementation: Kill the farming mechanic, which is not the real problem

Check the comment below ❤️

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As a complement to what was discussed at the #🍺┃a-taverna today (11/27):

The introduction of monk workers has already been declared as part of the future of the game (#1290432055213297695 message) and will probably come anyway. Speaking with the tavern community, we reached a middle ground for their implementation: Take into account the changes I proposed above in this post (first comment) and have the monk workers perform other, more boring services that players ignore today. Their role would not be to gather and plant materials, but to "cultivate" the land, buffing the materials received.

For example:

Harvesting and Herbalism: Monks cultivate and use fertilizer on the plantations, generating more materials in the end in exchange for silver.
Animal Husbandry: Monks care for and feed the animals, generating more materials in the end in exchange for silver.
**Breeding: **Monks feed and care for sick moas, removing the need to do this every 2 hours in exchange for silver.

@barren juniper Use this comment in your report too, pls ❤️

vernal matrix