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BatMUD Forums > Updates > Greenhouses

 
 
#1
11 Nov 2015 22:47
 
 
WHAT HAPPENS?
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Well, I've had it with carrots, so it's time to take out the stick. Come
reboot, greenhouses will have fixed limit on how many plants you can harvest
with one cultivation. At the moment the limit is six herbs, in sets of 1-3
depending of nurturing level. After this limit has been reached, you need to
re-cultivate the greenhouse tier in question.

Lo and behold, there's more! You cannot re-cultivate with the current
greenhouse herbs. All the herbs will have a generation level, currently
ranging from 0 to 3. Any kind of storing used on the herb (or reboot) will
reset the level to zero. Only herbs with a generation greater than zero can be
cultivated. Herbs picked from the nature will have generation of 3, and
spell-generated herbs (subject to chance on whim) will have generation of 1.

What do these generations mean, you might ask. Well, once cultivated, all the
herbs picked from the greenhouse tier will have generation level one lower
than the original. This means, you can plant the herbs thus cultivated only a
few times. One freshly picked blood moss can yield over 200 blood mosses,
given time, but spell-generated blood moss will only yield 6 blood mosses,
ever.

In bullet points:

o- Greenhouses no longer fully reset after each reboot.
o- You need to re-cultivate a greenhouse tier after
picking 6 herbs from it.
o- To begin your farm, you need to get your hands on non-
stored herbs, from nature or spells. Later on you can
use greenhouse herbs too, to some extent.
o- Tilling is no longer an issue.
o- Cultivating a tier only requires one herb of the kind.

WHY?
----
This is a blatant downtune. I feel like this should have happened ages ago,
before everything else herb-related got tuned around this issue. So, I
apologize it took this long. But as for the reason: herbs once were a rare
commodity. Now they've become just another booster, taken without moment's
consideration. Most pre-greenhouse effects relied on this rarity. Now the
market is flooded with stat-boosting pills and salves and whatnots, creating
all new tune problems. So basically this is all about returning the rarity to
herbs.

In bullet points:

o- Herbs are supposed to be a rare commodity, not something
always available.


WHAT NEXT?
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I hope this fixes at least some of the problems with overflow of herbs. There
might also be some follow-up downtunes, like more realistic growth periods as
it currently takes only 12 days for any plant to mature.

Some of the current downtunes to herb-related stuff might be lessened at some
point, too.

Also under consideration is making some herbs easier to farm instead of fixed
six plants per cultivation. Probably strawberries and the like, but not
barberries.


Heidel the Archwizard

 
Rating:
4
Votes:
6
 
 
Heidel
A r c h w i z a r d
4y, 306d, 6h, 3m, 34s old
Level:
200 [Wizard]