View Issue Details

IDProjectCategoryLast Update
0008776Valley 1Gameplay IdeaJul 8, 2012 2:24 pm
ReporterZCaliber Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.109 
Fixed in Version1.112 
Summary0008776: Farming for farms
DescriptionGiven the important nature of Farms and keeping the populace from starving, I'd suggest lowering the cost of buying Farms in the Opal store.

Currently 20,000 orbs seems a bit high, especially just starting out, to rely solely on random chance of getting a building that is neigh essential to the smooth operation of a settlement.

I'd suggest lowering it to 10,000, to put it into 'You want to mostly find them than buy them' but still make it within' reasonable purchasing goals. My logic being that the rest of the structures are largely optional (For the most part) but farms are sort of the lynchpin.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0008842 resolvedChris_McElligottPark Covered farms in Secret Missions 
related to 0008807 considering Make common buildings craftable 

Activities

Pyrrhic

Jul 5, 2012 10:58 pm

reporter   ~0026360

Last edited: Jul 5, 2012 11:03 pm

You can think of it as "when just starting out, a settlement is really just scraping by to survive; it's going to take some work before people start getting enough food to be really satisfied, and start doing their best."

With zero farms when first arriving at a settlement, nobody should starve - they'll just be grumpy and uncooperative. Perhaps you could even rescue one more survivor; but rescuing 2 or more, I think, should cause starvation (until one dies, and you're back at your previous level of max food shortage before starvation).

How about if a settlement has zero farms (and you have zero 'unplaced' farms in your inventory), all missions on that continent which drop buildings will only provide farms? Once you have one farm, building drop-rates would go back to normal. Once you've reached this point, I think the 20k cost of farms is fair; I prefer the feel of deciding whether to place a farm, thereby increasing your population capacity (or perhaps making them even happier, if they're demanding even more food), or another building of similar cost that improves your settlement in a different way.

So while I agree with you that something should be done to help a settlement get farms when it has none, I somewhat disagree with your proposed solution.

tigersfan

Jul 6, 2012 8:53 am

reporter   ~0026374

Ill leave this open for now, but I tend to agree with Pyrrhic for this one.

MaxwellDemonic

Jul 6, 2012 9:10 am

reporter   ~0026375

Last edited: Jul 6, 2012 9:11 am

I agree with Pyrrhic, his idea seems to be the kind of simple and elegant fix I've come to expect in this game.

vadatajs

Jul 6, 2012 10:39 am

reporter   ~0026390

Not much of a settlement without a food source; more of a death camp. I agree with Pyrrhic that 'when first arriving at a settlement, nobody should starve'.

Whether that means the settlement starts with a covered farm in an adjacent tile or whether the settlement tile itself provides 4 to 6 food probably doesn't matter (implementation detail).

However, I'm not sold on the whole 'first building reward' is always a farm, if it's always a farm, then why doesn't the settlement just start with a farm?

Pyrrhic

Jul 6, 2012 11:26 am

reporter   ~0026398

Well, currently nobody starves (dies) when you arrive at a settlement. If you rescue survivors (increasing your population) without increasing your food sources, though, then things might get worse (although character death from lack of food is currently disabled and may never be enabled, according to http://arcengames.com/mediawiki/index.php?title=AVWW_-_Post-Launch_Series_2_Release_Notes ).

In one way, there's no real difference between the way it is now, and giving settlements an initial farm. The way it is now, a settlement can get by with a slight food shortage (which I suppose represents everyone digging up roots, cooking dead animals, and just grabbing to eat what they can; people survive, but not very happily); an even bigger shortage of food might cause an even worse situation.
If a settlement starts with a farm, then it's like this food is the only thing the settlement's population is eating; if the population increased to be greater than the amount of food produced, then there would be trouble.

To me, the difference between the two is that without a farm, there's an excuse to make characters grumpy at the beginning of a continent (which adds some challenge, fits with a post-apocalyptic theme, and makes the player feel good when they are able to lift the settlement out of its misery).
If a city has a farm and even a little extra food, then to me it seems like the city isn't sad and in need of a hero, but feeling normal and doing OK; you're just there to spruce things up a bit.

I wouldn't suggest that settlements start with a farm, basically so that the city can seem worse off initially; I'd prefer that getting a farm felt like an accomplishment, an important first step - instead of something that's already been taken care of for me.

The only reason I suggest that the first building reward always be a farm, is because it's such a foundational building, and the player might feel really frustrated if the RNG just isn't giving them a farm. (For subsequent farms, the player should be able to acquire enough consciousness shards to buy a farm, if they aren't finding any.) Plus, it feels kind of weird if (thanks to you finding almost everything but a farm) a city gains all of these towering profession buildings, yet still has just as much measly food as it started with; and I guess that poorly-fed characters wouldn't be very happy about doing their jobs.

vadatajs

Jul 6, 2012 12:05 pm

reporter   ~0026400

How about another idea: What if the other 'basic' structures provided 1 food (or 0.5 food) each? Would that go towards making a farm less of an "I need this now" structure, while still being desirable in its own right?

Chris_McElligottPark

Jul 6, 2012 12:26 pm

administrator   ~0026405

Thanks!

* The shard cost of covered farms has been reduced from 20k to 15k.

BenMiff

Jul 6, 2012 12:27 pm

reporter   ~0026406

I would much prefer that the settlement gets some kind of "farm" bonus rather than giving food production to other basic structures, though the settlement should really only produce 3 food (survival levels) at the start since it's not a fully fledged farm; this is with starvation in mind (which is something I do want to see, since perpetual hunger would otherwise look a bit odd.)

I'm not so sure about favouring farms as the first drop, since I may want to start on the professional development for ingredients for spells to then go get aforementioned farms; it's another order of doing things rather than only having one path.

Ipkins

Jul 7, 2012 3:37 am

reporter   ~0026433

I already wrote this in another comment, but oh well, it fits here: How about making the "basic" buildings (like farms) craftable like the spells? Another way to spend your granite, cedar or whatever. This way you can obtain it without having to hunt for a secret mission drop.

Pyrrhic

Jul 7, 2012 3:48 am

reporter   ~0026435

Ipkins, I like your idea of being able to build buildings with craftables. If you haven't already, I think you should make that a separate suggestion.

SerinityFyre

Jul 7, 2012 11:53 am

reporter   ~0026458

Maybe they should eat all the Plums and Cherries we have lying around :)

Pyrrhic

Jul 7, 2012 2:27 pm

reporter   ~0026475

They're probably acid plums and acid cherries.

darke

Jul 8, 2012 12:45 pm

reporter   ~0026510

It might be worth increasing the drop rate of farms too. It may be that I've been unlucky, but I've played three advanced-start worlds in different betas since the farms have been added and I've never had one available as a result of a secret mission.

I ended up having to purchase them for 20k/15k, at which point I had around 8-9 people in my town from rescue missions which happened, well, pretty much as a side effect of me grinding to try and get a farm reward from secret missions.

If farms only supported, say, 2 or 3 people each it wouldn't matter so much if the drop rate was significantly higher too; it's not as if I was struggling for other town buildings, I think I had almost every other bonus building possible at that point (+jump height, +entropy/water/air/etc, +movement, etc).

SerinityFyre

Jul 8, 2012 2:23 pm

reporter   ~0026516

darke, I created case 0008842 (http://www.arcengames.com/mantisbt/view.php?id=8842) to address that exact issue of having to buy farms.

Issue History

Date Modified Username Field Change
Jul 5, 2012 6:19 pm ZCaliber New Issue
Jul 5, 2012 10:58 pm Pyrrhic Note Added: 0026360
Jul 5, 2012 11:03 pm Pyrrhic Note Edited: 0026360
Jul 6, 2012 8:53 am tigersfan Internal Weight => Feature Suggestion
Jul 6, 2012 8:53 am tigersfan Note Added: 0026374
Jul 6, 2012 8:53 am tigersfan Status new => considering
Jul 6, 2012 9:10 am MaxwellDemonic Note Added: 0026375
Jul 6, 2012 9:11 am MaxwellDemonic Note Edited: 0026375
Jul 6, 2012 10:39 am vadatajs Note Added: 0026390
Jul 6, 2012 11:26 am Pyrrhic Note Added: 0026398
Jul 6, 2012 12:05 pm vadatajs Note Added: 0026400
Jul 6, 2012 12:26 pm Chris_McElligottPark Note Added: 0026405
Jul 6, 2012 12:26 pm Chris_McElligottPark Status considering => resolved
Jul 6, 2012 12:26 pm Chris_McElligottPark Fixed in Version => 1.112
Jul 6, 2012 12:26 pm Chris_McElligottPark Resolution open => fixed
Jul 6, 2012 12:26 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 6, 2012 12:27 pm BenMiff Note Added: 0026406
Jul 7, 2012 3:37 am Ipkins Note Added: 0026433
Jul 7, 2012 3:48 am Pyrrhic Note Added: 0026435
Jul 7, 2012 6:24 am Ipkins Relationship added related to 0008807
Jul 7, 2012 11:53 am SerinityFyre Note Added: 0026458
Jul 7, 2012 2:27 pm Pyrrhic Note Added: 0026475
Jul 8, 2012 12:45 pm darke Note Added: 0026510
Jul 8, 2012 2:23 pm SerinityFyre Note Added: 0026516
Jul 8, 2012 2:24 pm SerinityFyre Relationship added related to 0008842
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea