Let's leave the discussion about whether changes to the gameplay are generally good or bad to another thread, and stick to the original theme in this one, shall we?
So, the original question was whether or not implementing woodsing is worth the effort.
This lead to another question, why people no longer lumberjack, and from that to what would be a reasonable reward for simple, repetitive tasks, like farming, gardening and lumberjacking.
Thanks to Riley, Tor and Virisin, for providing input.
The main problem with lumberjacking seems to be the exponential decrease, and with farming and gardening the once per reboot flag, which if possible should be replaced with a once per RL day restriction.
Lumberjacking works a bit different than the rest, so I'll deal with that in a later post.
Here is how farming and gardening are set up presently:
FARMINGThere are 8 fields, each yields a different crop; wheat, rye, oats, corn, peas, hops and flax.
You have to go through 4-5 steps in each field; plough, sow/plant, harrow/hoe, harvest, thresh.
The process for each field takes about 5 minutes, plus an extra minute for developing, which means around 45 minutes effective time for all 8 fields.
Each field can however only be worked once per reboot presently.
Present rewards1. Undeveloped Products- All 8 crops except flax can be sold directly to the Grocer
- The standard price is 1000 coins/sack
- Peas are also worth 2000 coins in the Bell and Bush
2. Developed products (1 step) - All 4 types of grain can be developed 1 step (ground to meal)
- Barley and Hops can also be brewed to beer
- Corn can also be distilled to corn brandy
- Potatoes can also be developed 1 step (distilled)
- The flour is worth 3-4000 coins
- The beer, potato spirit and corn brandy are all worth 2 TP each
- Peas cannot be developed, but is the main ingredient in one of the recipies in the Cooking feature, which is about to be implemented
- Wheat and rye flour are also used for Cooking (2 resp 1 recipe each).
(Cooking will have much larger rewards, because you need to collect many different ingredients apart from the farming and gardening products. Each dish will be worth something like 1-2 silver tokens).
3.
Higher Developed products (2-3 steps) - Flax can be developed 3 steps (retted to fibres, then spun to thread and woven to cloth)
- The fibres cannot be sold directly, just developed to thread.
- The thread is worth 2 TP in Silk and Satin
- The cloth is worth 4 TP in Silk and Satin
GARDENINGGardening is similar, but a bit more interactive, there are several weeds and garden pests that will diminish or even totally destroy your crop if you don't get rid of them in time.
It also takes considerably longer time, around 25-30 minutes per plot = ca 4 hours for all 8 plots.
(There are several random elements in the timing for gardenong, so it's harder to make an exact estimate).
The products should consequently be worth quite a bit more, even though they cannot be developed.
All the garden crops are also used in the upcoming Cooking feature.
Present reward There are 8 garden crops; leek, onion, parsnip, turnip, spinach, beans, cauliflower and carrots.
A full crop in each plot, (normally 8 of each kind), is worth 2 TP at the greengrocer.
Beans are different, you can either turn in 30 beanpods for 2 TP,
or shell the pods and turn in 80 beans for the same price. (Each pod contains 2-6 beans)
CHANGING THE REWARDSI agree that the present rewards seem a bit too low and could probably be raised to quite a bit.
Since what seems to count to people is the time, the extra rewards for developing the products shouldn't be too high, it takes less than a minute to run to an extra mob. Still there should be a reward for doing the extra effort.
Virisin suggested a total 100 TP a day for doing 10 farm fields.
Translating this into 8 fields and differently developed products, my suggestion would be;
- 8 TP for all undeveloped farm products
- 10 TP for farm products developed 1 step
- 12 TP for farm products developed 2 steps
- 14 TP for farm products developed 3 steps
That would give a total of 8+60+14 = 82 TP/day for doing all 8 fields and developing everything as far as possible.
Using the same time reconning, gardening should yield at least 40 TP per product, (320 TP/day for all 8 plots), since it both takes longer time and is considerably harder to get a full crop with gardening - it's actually quite difficult until you've figured out the trick.
It seems nobody really tested Gardening lately. It would be helpful if some of you would try, to find out if you get to the same conclusion as me about the effective time.
I would also like some more input about the reward suggestions from those of you that are active in the mud and Forum. To me 10 TP seems a bit high for 5 minute's 'work', especially if we change the time restriction to once per RL day instead of once/reboot.
This change can probably be done pretty easily by modifying the scripts.
CHANGING THE TIME RESTRICTIONMy scripting is a bit rusty after a summer of inactivity, so I'd like one of our scripting gurus to see if I've got the formula right:
Normally for a once/reboot check we use this loop:
context %actor.id%
if !%done% *<action to be done ONCE per reboot>
eval done 1
global done
endif
context 0When the Mud reboots the
done flags disappears from all mobs, rooms and objects.
Removing the done flag should however also be possible to do with a wait check.
There are 3600x24 = 86400 seconds on a RL day.
This leads us to the following loop:
context %actor.id%
if !%done% *<action to be done ONCE per reboot>
eval done 1
global done
wait 86400 s *<remove the flag after 24 hours>
eval done 0
global done
endif
context 0Before I go ahead and change all the loops, I'd like a confirmation from one of our scripting gurus that this will work.
(Thotter, Once, Fizban, Diandra, that means
you)