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Author Topic: Farming - Ready to work again, what do I do now?  (Read 39026 times)

wow thanks dren for loving helping me out with the whole "i lost my money and got my plot switched"

thanks
huh
sorry

I haven't really been on this server in a few days. When'd you lose your money? How much did you have?

edit: Apparently the server shut down, not sure why but it was more than just Blockland. Anyway, the server will be down for a bit until I can restart it.
By the way, I've released a copy of the save as it was just before the crash:
http://nationalist.co/mainSaveText.txt
« Last Edit: April 17, 2016, 03:56:20 PM by DrenDran »

If I don't bump this, the thread will lock.

If I don't bump this, the thread will lock.
did u help swat yet?

did u help swat yet?
With what?

Edit: Oh, he posted on the previous page.

You know the server's been down for the last two months, right? I only hosted it for a month or so.

With what?

Edit: Oh, he posted on the previous page.

You know the server's been down for the last two months, right? I only hosted it for a month or so.
yeah I was just joking because it didn't seem like you got back to h

I'm going to try and think of any big changes I can make, then try and host the server on Saturday.

tutorial plot going over the basics
allow people owning adjacent plots build over/modify the road area between plots
require all plot bricks to be within x distance of ground like real farms
allow selling of lot and fix lot repo code to not repo all of a player's bricks
>>assign bricks a lot value on plant/load plant as well to help with this

big balances/nerfs/exploits that people used to get rich that forget over the people who are just joining/starting is bad

The problem is I don't know what direction to take the game. If I make it really simple and fast-paced then everyone loses interest in like a week or two.
I wanted to try and make it a slower game, but with less click spamming and more planning involved.



For example, maybe plants take a good bit longer to grow, but you're not expected to manually water them. Sprinklers would cost less, but you'd have to run piping to them and control how much fertilizer and weed killer you put in the system to make sure you don't waste any. Perhaps I could make an inventory system where you can create storage containers to store seeds/crops, so you'd actually have to do some travelling. There could be actual shops to buy stuff at rather than a slash command. This would probably make it easier for new players to grasp, as well as open the door for crafting things later on.

I guess an issue is the gap between end-game and starting out, maybe add irrigation pipes/tubes that are less expensive than sprinklers by a lot, but require them to be connected to a water tank, which can be filled manually, or by a pump. The thing about sprinklers is that they water after 1 min of the crop being dry, instead of instantly. Crops are watered instantly by the sprinkler.

i like the idea of a more drawn out server since it wouldnt rob other servers that are short term of players and encourage going into the server every once in a while to update crops instead of binge for days and strike it rich

but id drop the economic system and just balance the plants out for different play styles

i like the idea of a more drawn out server since it wouldnt rob other servers that are short term of players and encourage going into the server every once in a while to update crops instead of binge for days and strike it rich
Quote
DrenDran: I wanted to turn it from an arcade style "click the bricks as soon as they turn light brown" to a more long-term "set up your farm and let it grow for a day" server
DrenDran: Like, stuff wouldn't die if you left it. So you could just pop in, harvest what you have, replant, work on your home, chat a bit, and leave
Yeah. I'd rather have 10-15 dedicated players than 50 people that stop by for a weekend.
but id drop the economic system and just balance the plants out for different play styles
I have no idea how I'll handle that. I mean, I originally added it because the only thing anyone would grow was weed or blueberries. Now that their main benefit (not dying of overgrowth) is common to all plants, perhaps it's not needed.

Well, if you need a way to add a variety of options, you could make certain crops more profitable in different seasons, the farther away the crop is grown from its usual season, the more profit you could gain.

 Also, you could maybe add a way to combine the crops into foods/ higher ingredients for a more cash, but it would take time to make them.

I'd love this to open, though you are probably busy.


EDIT: Will you completely remove crime or keep certain aspects? If the latter, which are being kept?
« Last Edit: June 18, 2016, 08:27:11 PM by Killbot Alpha »

there is no crime system; its simply a farming minigame like farmville but has more potential to get interesting with theft, seasons, combat, and/or scale