Lucerne

Forum for suggesting changes to Salem.

Lucerne

Postby Potjeh » Thu Aug 28, 2014 4:50 pm

http://en.wikipedia.org/wiki/Alfalfa

It'd be nice to have a decent crop for making hay (cereals suck for this), because growing autumn grass in pots en masse is tedious (way too many clicks). And when livestock is implemented, it could be used as feed for them. I guess tier 2 could have one variant that is better for hay and one that is better for feed raw, and tier 3 could be better for both.
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Re: Lucerne

Postby Procne » Thu Aug 28, 2014 5:23 pm

Can't you just forage some grass and throw at hay stack?
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Re: Lucerne

Postby Potjeh » Thu Aug 28, 2014 5:41 pm

Not enough grassland around my place.
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Re: Lucerne

Postby RonPaulFTW » Thu Aug 28, 2014 5:44 pm

Procne wrote:Can't you just forage some grass and throw at hay stack?


Salem is no longer a walking simulator!
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Re: Lucerne

Postby Potjeh » Thu Aug 28, 2014 5:46 pm

That too, foraging specific herbs in huge quantities is boring. Farming is more fun.
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Re: Lucerne

Postby JohnCarver » Thu Aug 28, 2014 6:06 pm

We did increase the hay yield per higher cereal tier. We thought it felt pretty balanced. Your main point is that hay stacks are still too tedious to fill?

Are there more people who second this?
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Lucerne

Postby Feone » Thu Aug 28, 2014 6:10 pm

JohnCarver wrote:We did increase the hay yield per higher cereal tier. We thought it felt pretty balanced. Your main point is that hay stacks are still too tedious to fill?

Are there more people who second this?


I do. Farming feels ineffective compared to foraging or gardening.
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Re: Lucerne

Postby Potjeh » Thu Aug 28, 2014 6:12 pm

You need most hay when you're tiering up the fields, not so much to keep them up. And the first crops of higher tier cereals are needed for cooking food, can't really spare them for hay. So yeah, early on there's still a bit too much foraging for grass. Anyway, I was mostly trying to come up with an idea for a new crop (because I'd love to have more crops) that has a niche that's not just adding a couple more cooking recipes.
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Re: Lucerne

Postby JohnCarver » Thu Aug 28, 2014 6:15 pm

Potjeh wrote:You need most hay when you're tiering up the fields, not so much to keep them up. And the first crops of higher tier cereals are needed for cooking food, can't really spare them for hay. So yeah, early on there's still a bit too much foraging for grass. Anyway, I was mostly trying to come up with an idea for a new crop (because I'd love to have more crops) that has a niche that's not just adding a couple more cooking recipes.


While more crops are nice. We are trying to make sure the new crops are 'special'. More-so than simply the 'spam this for hay' mechanic. We have several in the pipe but it seems unfair to push our farming updates when that system is already so far ahead of the other professions.

It is quite simple for us to add additional items that can be thrown on the haystack as well as adjusting the yield. I feel a hay per autumn grass was quite generous so adjusting that up doesn't seem right. If you don't like gathering, or gardening, autumn grass for hay the question then becomes, what other industry or activity would be acceptable to throw on a haystack. The more the merrier in my opinion so long as it is balanced and doesn't break immersion.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Lucerne

Postby Potjeh » Thu Aug 28, 2014 6:23 pm

Well, the wiki link was there to show that it's quite an important crop for animal feed IRL. Anyway, while it currently would just be spammed for hay, it could be tied into animal husbandry in interesting ways. For example, you could make hay inherit origin (ie the "made from" tag) to make different tiers of hay, which could somehow tie into tiering animals (if you make them with tiers, that is).

But for the current hay problem, which TBH isn't *that* big, I think just upping wild oats drop rate a bit would work. Alternatively, corn stalks.
Last edited by Potjeh on Thu Aug 28, 2014 6:29 pm, edited 1 time in total.
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