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physical assets with purity(no alt vaulting)

PostPosted: Tue Jan 14, 2014 8:17 pm
by bigwilystyln
I haven't been in the forums as much as one would generally tend to be so i have not seen all the ideas mentioned in this thread. I have heard though that the idea of implementing purity into the field as apposed to the seeds or humus has not yet been mentioned. I think it would be a good way for players to feel more value in their base and it not be so disposable... players often just vault all their assets... they also might just up and move to a new town if their current one is under attack or being waste claimed. I believe this idea will give more motivation to stay and defend and keep towns populated to help do so. some innovative aspects ive heard to go along with the general idea here are;
-maybe make it so the fields can be dug up and the pure dirt can be moved on sleds and placed into another field to increase the quality of their own fields
-make it so u harvest the plenty out of a field, 1 crop at a time consecutively, over time draining from the plenty as u take from it and the rest can be tilled into the ground to increase the quality of that field.
-seeds can possibly take partial role in this system to help influence outcome of the crop(seeds having slight purity to them).

plz add any ideas to change for the better or improve the one posted here, thanks

Re: physical assets with purity(no alt vaulting)

PostPosted: Tue Jan 14, 2014 9:15 pm
by ZtyX
Please, no more tedious mechanics to fields.. They already require an insane amount of effort and time investment. They are by far what requires most in a base due to liming and tiering. That said, purity fields is a cool idea. I would just prefer it if it didn't become another time consuming endeavour.

Re: physical assets with purity(no alt vaulting)

PostPosted: Tue Jan 14, 2014 9:35 pm
by Dallane
ZtyX wrote:Please, no more tedious mechanics to fields..

Re: physical assets with purity(no alt vaulting)

PostPosted: Tue Jan 14, 2014 9:49 pm
by Tylan
bigwilystyln wrote:
I haven't been in the forums as much as one would generally tend to be so i have not seen all the ideas mentioned in this thread. I have heard though that the idea of implementing purity into the field as apposed to the seeds or humus has not yet been mentioned. I think it would be a good way for players to feel more value in their base and it not be so disposable... players often just vault all their assets... they also might just up and move to a new town if their current one is under attack or being waste claimed. I believe this idea will give more motivation to stay and defend and keep towns populated to help do so. some innovative aspects ive heard to go along with the general idea here are;
-maybe make it so the fields can be dug up and the pure dirt can be moved on sleds and placed into another field to increase the quality of their own fields
-make it so u harvest the plenty out of a field, 1 crop at a time consecutively, over time draining from the plenty as u take from it and the rest can be tilled into the ground to increase the quality of that field.
-seeds can possibly take partial role in this system to help influence outcome of the crop(seeds having slight purity to them).

plz add any ideas to change for the better or improve the one posted here, thanks


I may be mistaken, but I believe the idea behind highly influenced fields was to make them more valuable and thus more difficult to simply abandon.

Translating unused plenty into quality doesn't really make sense to me. Encouraging vegetation growth does not increase the quality (purity) of a crop.

I guess I don't understand how overhauling the current purity system for agriculture has any change on whether or not people will alt-vault. While I agree that a "pure" field would be difficult to abandon, so is a pure garden pot. Or a pure mine. Or 100 influenced fields prepped and ready for rotations. Despite all these awesome base features, though, none of them would stop someone from alt vaulting valuables.

Unless this is all because the only thing you're worried about people alt vaulting is seeds and humus? If that's the case, I don't think the system should be overhauled just because of the legacy issue. It would be much easier, I'd think, to nerf legacy products than it would be to institute and entire new system.

Re: physical assets with purity(no alt vaulting)

PostPosted: Tue Jan 14, 2014 11:59 pm
by bigwilystyln
ZtyX wrote:Please, no more tedious mechanics to fields.. They already require an insane amount of effort and time investment. They are by far what requires most in a base due to liming and tiering. That said, purity fields is a cool idea. I would just prefer it if it didn't become another time consuming endeavour.

i believe the point was to change the effort of purity and turn it into somethin you cant vault or trade so easily... in exchange for the purity on trees and worms... i think it generally saves you alot of time and effort

Re: physical assets with purity(no alt vaulting)

PostPosted: Wed Jan 15, 2014 12:03 am
by bigwilystyln
Tylan wrote:
bigwilystyln wrote:
I haven't been in the forums as much as one would generally tend to be so i have not seen all the ideas mentioned in this thread. I have heard though that the idea of implementing purity into the field as apposed to the seeds or humus has not yet been mentioned. I think it would be a good way for players to feel more value in their base and it not be so disposable... players often just vault all their assets... they also might just up and move to a new town if their current one is under attack or being waste claimed. I believe this idea will give more motivation to stay and defend and keep towns populated to help do so. some innovative aspects ive heard to go along with the general idea here are;
-maybe make it so the fields can be dug up and the pure dirt can be moved on sleds and placed into another field to increase the quality of their own fields
-make it so u harvest the plenty out of a field, 1 crop at a time consecutively, over time draining from the plenty as u take from it and the rest can be tilled into the ground to increase the quality of that field.
-seeds can possibly take partial role in this system to help influence outcome of the crop(seeds having slight purity to them).

plz add any ideas to change for the better or improve the one posted here, thanks


I may be mistaken, but I believe the idea behind highly influenced fields was to make them more valuable and thus more difficult to simply abandon.

Translating unused plenty into quality doesn't really make sense to me. Encouraging vegetation growth does not increase the quality (purity) of a crop.

I guess I don't understand how overhauling the current purity system for agriculture has any change on whether or not people will alt-vault. While I agree that a "pure" field would be difficult to abandon, so is a pure garden pot. Or a pure mine. Or 100 influenced fields prepped and ready for rotations. Despite all these awesome base features, though, none of them would stop someone from alt vaulting valuables.

Unless this is all because the only thing you're worried about people alt vaulting is seeds and humus? If that's the case, I don't think the system should be overhauled just because of the legacy issue. It would be much easier, I'd think, to nerf legacy products than it would be to institute and entire new system.

well.... The unused plenty wouldnt necessarily be what increases the quality but the purity you have worked on could thus be invested into slightly increasing the quality of the field for next plant etc... as apposed to benefiting your char from the remaining crops you would yield... idk.. but thanks, i am still looking for ideas to further improve this system

Re: physical assets with purity(no alt vaulting)

PostPosted: Wed Jan 15, 2014 12:32 am
by Tamasin
I think it is an excellent idea, and would really like to see something like this implemented. Personally i don't think it's important that it be a mechanic to deal with the issue of high purity seeds and humus being alt vaulted. I feel that a player's fields should be given more value and less easily abandoned.

Needing to tier fields and rotate crops is an excellent start, but i do feel that players should have more reason to value their actual fields and improving them slowly over time for more reward rather than the current spamming of hay/hummus to get particular crop varieties would be better. I would like to see players placing more value on their field than on their compost bin, for example. Making the system more like this wouldn't need to be hard and i don't think it would be necessary to set things up in such a way as to 'add another tedious mechanic' to the farming system. I also like the idea that it may add a little more reward for raiders if they are able to carry dirt off like Willy said, and that players may be more inclined to stay and defend their towns.

Re: physical assets with purity(no alt vaulting)

PostPosted: Wed Jan 15, 2014 4:49 am
by belgear
I have always liked the idea of the field itself being what you have to make pure, it makes a lot of sense
it would mean a complete overhaul of the farming though
and that seems like it would be a lot of effort

Re: physical assets with purity(no alt vaulting)

PostPosted: Thu Jan 16, 2014 9:43 am
by Snowpig
how about to think it out:

- elemental composition of the field starts with the values of the plants/grass you would find on that spot
- altering the purity/composition of the field should be quite slow and
- it should slowly shift the purity of its surroundings to its actual elemental composition, modified by a factor like 1/r² or 1/r³

Re: physical assets with purity(no alt vaulting)

PostPosted: Thu Jan 16, 2014 10:48 am
by Potjeh
I like the idea of fields having purity, but I think it should just be a fixed purity map like for foraging rather than something you change. Final crop purity could be something like (2 x seed + 2 x humus + soil)/5, so it's not overwhelmingly important but still makes different parts of the world better suited for different elements, which would encourage trade (but not force it).