akabear wrote: » My understanding was that various seasons create scarcity and abundance. Is there any likelihood the scarcity may be 100%?
McMackMuck wrote: » I don't see an issue with long duration crop management cycles and ~4 week seasons. If you sow in the spring you have a 4 week window for planting. If you reap in the fall/autumn you have a 4 week window for harvesting. The yield needs to be sufficient to give a good average over 16 week year and should be sizeable enough that it requires a caravan to get it from freehold to market to make a profit. The rest of the time you can do things to enhance the crop yield, like cats (animal husbandry) to discourage rodents, soil conditioning, plant oil insecticides, etc. If you can't buy what you need then there could be additional gatherables (or crops to grow) and processing. Those that want to farm can also manage cattle and animal husbandry, each with a range of associated gathering/processing/buying from market activities. The game isn't a farming simulator, so maybe the time spent not farming could/should be spent doing the other MMORPG content?
Tyranthraxus wrote: » McMackMuck wrote: » I don't see an issue with long duration crop management cycles and ~4 week seasons. If you sow in the spring you have a 4 week window for planting. If you reap in the fall/autumn you have a 4 week window for harvesting. The yield needs to be sufficient to give a good average over 16 week year and should be sizeable enough that it requires a caravan to get it from freehold to market to make a profit. The rest of the time you can do things to enhance the crop yield, like cats (animal husbandry) to discourage rodents, soil conditioning, plant oil insecticides, etc. If you can't buy what you need then there could be additional gatherables (or crops to grow) and processing. Those that want to farm can also manage cattle and animal husbandry, each with a range of associated gathering/processing/buying from market activities. The game isn't a farming simulator, so maybe the time spent not farming could/should be spent doing the other MMORPG content? To my understanding, the game essentially will feature a farm simulator. It's my hope that the system is as wonderfully complex as SWG's harvesting/refining systems were, and yet also somehow more entertaining.
Sylvanar wrote: » Luthienstorm wrote: » I look at it this way. If you make a mistake in a season it could cost you a whole month, before you have another shot. Look at this way then, if the seasons are only a week long, everyone will be in a rush to get everything done else they would have to wait for 3 weeks but with month long seasons players will have ample time to properly plan and execute whatever they want to achieve in that season. They can even do multiple attempts for the same after correcting their mistakes or making some in game progress with that goal in mind. pyreal wrote: » I also feel a short duration to facilitate 'not penalizing' a player is a poor reason. This isn't Farmville. Mechanics shouldn't be molded by a 'avoid consequences' mentality. Thats how shallow and forgettable features get made. Exactly. I really wish people understood MMO is more a different life than a game which will give instant gratification.
Luthienstorm wrote: » I look at it this way. If you make a mistake in a season it could cost you a whole month, before you have another shot.
pyreal wrote: » I also feel a short duration to facilitate 'not penalizing' a player is a poor reason. This isn't Farmville. Mechanics shouldn't be molded by a 'avoid consequences' mentality. Thats how shallow and forgettable features get made.