JohnCarver wrote:
as captain of this ship, I plan on riding it to our destination as a submarine if I have to.
Procne wrote:Buy you guys know that 1 grass = 1 hay with a haystack? I usually drop only 4-6 hay on my fields, so foraging grass is enough for me. And an occasional wild oats giving 30 hay is nice too.
How much hay do you drop?
Procne wrote:Or maybe instead of increasing number of generated items it would make more sense to have fields gain influence faster?
The question is how fast do devs want people to be able to raise t3 crops on a new field. If 4 harvests is fine with them then they could increase influence values on fertilizers or decrease influence bar's length instead of making it easier to produce hundreds of hay.
If they think 4 harvests is too fast then they could make diminishing returns harder on fertilizers.
I'm just against solutions that involve creating hundreds of items when it's possible to make it with less items.
RonPaulFTW wrote:Procne wrote:Or maybe instead of increasing number of generated items it would make more sense to have fields gain influence faster?
The question is how fast do devs want people to be able to raise t3 crops on a new field. If 4 harvests is fine with them then they could increase influence values on fertilizers or decrease influence bar's length instead of making it easier to produce hundreds of hay.
If they think 4 harvests is too fast then they could make diminishing returns harder on fertilizers.
I'm just against solutions that involve creating hundreds of items when it's possible to make it with less items.
Again - haystacks are about feeding to be released animals. If anything fields should be harder to tier, and hay easier to make. This means we can feed our livestock without extraordinary effort, but prevents fast spamming of t3. Could make t3 food bonuses a little nicer then too.
Procne wrote:You don't know how much hay will animals need. There is no point to think about it now.
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