Author Topic: farming in ps idea  (Read 3527 times)

Tasuja

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farming in ps idea
« on: February 22, 2005, 05:13:56 pm »
Hi people i had this idea sorry if it sounds stupid.Well here goes.on my trip to ojaveda i had this weird idea we could farm in the game like grow fruit veg maybe falka.Since i hear devs saying sumthing about puting houses in the game for us to buy then couldnt we also buy are own land to grow food plants if they put that family development in who\'s idea was from pariah88 we would have to feed are familys we could also have skill bar at lets say lvl 1 you can grow simple things like carrots,turnips so on then lvl 3 we can start to grow bigger things like trees like apple trees i know cherppows apples would come in handy  or orange trees bananas trees grape trees so on maybe lvl 5 would be the highest lvl and you could maybe turn the grapes into home made wine and sell it on.I know sum people arent into fighting or mining maybe there a growing type of people who like the farming life.Maybe there would be a shop to get your seeds and you could buy a book on how to grow things in the game like step bye step.And in the shop you would have all the equipment to start growing things like a watering can shovel sickle and trimmers. I know this is asking alot put it was just an idea if you dont like it i understand just my idea. please post your ideas on this forum if u like my idea please tell me if u dont please tell me .thanks tasuja

Incenjucar

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« Reply #1 on: February 23, 2005, 04:56:54 am »
Have you seen the amount of money a farmer makes in this game?
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Slagle

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« Reply #2 on: March 02, 2005, 02:44:33 am »
There is farming in this game? ...

/me turns into a farmer

Zan

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« Reply #3 on: May 26, 2005, 01:27:08 pm »
Well I got a similar idea and when I used the search button *three cheers for me :P * I found this thread so here goes ...

I think farming could be implemented relatively easy. It would be similar to mining at first. There would be patches of fertile land around Yliakum where farmers could farm. Just like mining areas for the miners.

Farmers would need some farming skill of course. This skill lets you extract seeds from various things like apples, mushrooms, ... Then you can go plant those seeds at the fertile spots and they will spawn plants that can be harvested. Now the ammount of farming skill determines how many seeds you can extract. With a skill of 1 you would be very unsuccesful and maybe get one seed out of 10 apples. With a skill of 20 you could get 3 seeds out of every apple.
Another thing influenced by your farming skill is the rate at which your plants grow, but this to a smaller extent. To a larger extent it would influence the size of the plants and how much food items you could harvest off them.

Farming on \'public land\' or in other words out in nature is of course only possible when you can find a piece of land that isn\'t being farmed on by someone else. Through a simple technique all Yliakean farmers know, namely distributing a pulverized protection glyph along with their seeds, once a patch has been sown it is marked to that farmer and no other farmers can reap the profits or use that patch until it is harvested and cleared.

Another somewhat different approach would be to let farmers acquire their own land. They could rent it or buy it from landowning NPC\'s or when housing is implemented create a farm with a patch of fertile farmland with it. The rest would stay the same only you \'d need to buy land instead of using it out in the wilds. The rest would stay the same as above. You \'d have a piece of land reserved for your use only though even when it isn\'t being cultivated.

Farming would become intensive work to be profitable but I think it shouldn\'t last as long as it does in real life to grow something. I \'d say one real life day at the most. The profit should be related to the effort put into your crops and of course your farming skill as well as simple demand and offer. If there are a lot of apple farmers it \'ll get more interesting to grow some mushrooms perhaps.
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Kiramon

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« Reply #4 on: May 26, 2005, 10:09:37 pm »
heh, probably not profitable and you can only have a farm on the upper levels AFAIK... but of course it is always nice to have more \"jobs\" ingame :D

Zan

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« Reply #5 on: May 26, 2005, 10:35:39 pm »
Well if you can get seeds out of things you might have to pay a few trias for and can get back the same things say 5 to 50 fold I \'d say it would at least be somewhat profitable. Not much though no but it could be a nice hobby or cover for any other activities you might have planned ;)
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Seytra

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« Reply #6 on: May 26, 2005, 11:17:16 pm »
Quote
Originally posted by Kiramon
heh, probably not profitable and you can only have a farm on the upper levels AFAIK...

Which is exactly why it will be profitable... limited farmable land=limited resources. Limited resources=high prices. High prices=lots of profit.
The only real crisis in Yliakum was due to farming issues, and this IMO shows how important farming is. Seaweed, fish and hunting won\'t suffice to sustain the population.

There is just the problem with farming: space would be limited on the server as well, so there must be some way to free unused fields after some time, because otherwise one could sew all possible places and not harvest them, thereby preventing everyone else from ever being able to farm.

I like the idea, though.

provisionist1

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Or fishing...
« Reply #7 on: May 26, 2005, 11:40:21 pm »
yes, and fishing seems a possibility to me to be something that could happen soon. I\'ll run through the logistics of it:

The devs build a little pond somewhere in the wilderness
You go to the pond, equip a pole and type the command /fish
You also need a skill of 1 to fish, more skill will increase catch frequency, just like mining
Then, when a fish is caught, a carp spawns on the shore that only that fisher can loot
Finally, you sell the fish =)

It would be just a fun roleplaying activity that doesn\'t involve lots of killing.

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Zan

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« Reply #8 on: May 26, 2005, 11:49:37 pm »
Quote
Originally posted by Seytra
There is just the problem with farming: space would be limited on the server as well, so there must be some way to free unused fields after some time, because otherwise one could sew all possible places and not harvest them, thereby preventing everyone else from ever being able to farm.

I like the idea, though.


Well that is easily fixed by adding a decay function to the crops. Once they become harvestable they \'ll remain so for a limited time and then decay, thus clearing up the land for new farmwork.
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Seytra

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« Reply #9 on: May 27, 2005, 12:06:01 am »
Quote
Originally posted by Zan
Well that is easily fixed by adding a decay function to the crops. Once they become harvestable they \'ll remain so for a limited time and then decay, thus clearing up the land for new farmwork.

Aye, though this immediately poses the problem of online time. Obviously, the stuff must stay there for some RL days, especially if it takes RL days to grow (some people can be online only at weekends, possibly even one day per week only), but not for RL weeks.

However, removal of the invisible walls would yield a lot of empty space that could be put to farming use so that crops could maybe stay for an RL week, though this still seems very very long to me. (I know that there are good reasons to have these areas not causally accessible, but considering the transparency issues they\'re not terribly bad. ;) )

I think growing should at most take 1-2 RL hours, to give the option to people with limited time. That way, one can ensure that there is no real need for extreme preservation periods, so that the decay can occur within 1-2 RL days. The higher frequency of harvesting would obviously reduce the value of each harvest, which means that the loss of a decay is less severe, and also keep the farmer occupied. After all, it wouldn\'t be much fun to spend ten minutes sewing and then wait one entire day for it to grow. Real farmers are very busy people AFAIK. :)

As for the fishing, this could indeed work by this simple system. The fish coulkd even be spawned into your inventory just like the ore.

I\'d love to have swimming ingame, I\'d probably be fishing sea-weed, or rather, enjoy underwater landscapes. :D
« Last Edit: May 27, 2005, 12:09:33 am by Seytra »

roguewolftamer

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« Reply #10 on: May 27, 2005, 02:52:51 am »
i think if they added \"mage stones\" and give them some unique twist to them (like increased stats in certain magics to just plain adding them to items or slots with stats on them of course, ect.)

maybe someone like an enchanter can makem, and mage wood for making staves, wands, ect. to increase magics as well

theres alot of things that could be thought up, the problem is time :( if you notice it already takes a long time to update the game, but the good thing is it\'s all worth it

Zan

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« Reply #11 on: May 27, 2005, 11:56:54 am »
Well I did say it shouldn\'t take as long as in reality and one RL day would be the absolute maximum but you are right that one hour is probably much better. Farmers aren\'t always that busy though, except the ones with huge acres of land to grow that is. To make farming more realistic we could add some more actions besides just sowing and harvesting, like irrigation, fertilizing the soil, ... but then farming would become pretty complex. Not that I mind it.

The fishing idea is also a very good one and should indeed be easy to create. But we would need actual water first, something I haven\'t seen anywhere yet and if we do get water I have to join Seytra and insist on allowing us to swim in it. Especially since I \'m Nolthrir. :P
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Foresteer

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« Reply #12 on: May 28, 2005, 06:10:42 am »
*Sigh* well at least ya\'ll tried :P

Ok Farming: The Entire World Could/Would/Should have a underlying tile system (Throwback to harvest moon) and it even works in a 3D eviroment with elevation *IE there could be hills on a plot of land.. but also you could get a shovel and lower a tile.. lowering the hill one tile at a time until you get a flat field)

Now farming just being the harvesting of patches of fruit... I can only forgive that right as the farming skill is implemented and the exp system needs the be tested and all the kinks worked out... but to completely explain i\'ll need some backstory on my idea

Ok the entire world should be somewhat completely editable *somewhat* and I\'ll explain;

Land like towns and cities shouldn\'t be changed of course, but outside their city limits it should be stated tile system.. if i want to plant apple seeds outside of town on some tiles for people to use fine (tiles data goes from EMPTY_GRASS to APPLE_SEEDLING_GRASS then after a few days YOUNG_APPLE_GRASS then in a few more days APPLE_TREE and a week after that APPLE_RIPE_GRASS and can be picked going back to data APPLE_TREE_GRASS)

GRASS denotes the what terrain the plant sits on could be EMPTY_DIRT or APPLE_TREE_DIRT saying the underlying tile skin is dirt

or something*leading to the possible RP rise of a \"jonny appleseed\" or other such character*

Or cut down that blasted tree next to the path corner that blocks the view then fine... just make sure to dig up the stump so it doesnt grow back *the tree exists on a tile.. just use an axe on it... then it changes the tiles data to TREE_STUMP or whatnot*

When you think of it the tile systen answers everything from lumberjacking *cut down trees wait from them to regrow... cut to many and maybe the hydlaa ecological society will get pissed and pressure sanctions in the government to start a tree replanting or to make lumberjacks plant 1-2 trees for every one cut down like in life*

Alchemy *finding that coveted herb patch tile.. trying to get some seeds from it to plant elsewhere*
So on and so forth

It also takes some pressure off devs when you think about it *Why should devs have make forests? or towns? just make the tile data for trees and a builders skill with walls and corners at first... we can do that ourselves ;) also SOO MUCH RP!!! \"We\'re gonna start a town in the new territory!\" it may fail.. it may not.. who knows? :D\" or \"Im gonna make a trail trough such and such forest! Who wants to help?\" i shudder with excitement at all the possibilities

It would also make terrain dev much more simpler (Devs could just have a util to let them fill tiles with data and a raise lower terrain option.. they could throw together a new area in a few hours :-O )

Fishing: Fish should go straight to inventoryof course..

Now a few water tiles could form a pond *this may be stretch but why not have the fish caught as live? you could kill , skin, cook and eat them.. or drop thier \"live\" forms into a body of water you dug up to \"stock\" it if you have a few live fish and also if a pond is too fished then it will go empty and need to be restocked*

Several Water tiles would be needed but put a fish in it and i think it should act like a \"monster\" moving about in those tiles... eating *going to either player left bait near a nice hook to lure them ;) or just into the weeds* Just swimming and ever now and again if thier are a few fishes they will \"mate\" *we wouldnt see it sicko.. a new fish would just appear* and make a new fish *keeping it stocked* and after there are so many fish in so many tiles they they would stop breeding *also if not enough \"food weed\" tiles they will stop.. also allowing you to plant seaweed or something to increase the fish in a pond

If it gets near your bait it may bite.. but if it just ate then most likely not... but throw some bait out near your net hook to attract hungry fish who will eat whats in front of them.. maybe your hook even


I may have to explain more if ya\'ll dont understand and for clarities sake... but virus scan is auto-starting and i need to let it run :-/

*do devs read this stuff? this idea came about after many hours *weeks* of thinking how to have a fully moldable 3D enviroment.. i think its quite good myself and would own if implemented with more RP options then humanly forseeable.. but then of course i would :rolleyes: *
« Last Edit: May 28, 2005, 06:23:36 am by Foresteer »
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Zan

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« Reply #13 on: May 28, 2005, 11:30:26 am »
You are talking about a completely dynamic extensive 3D world here plus giving it a dynamic flora system.
While I would love to have a game as realistic as you \'re talking about I \'m not sure if it \'s achievable.

In my eyes such a world along with the detail and ectensiveness of what they have planned for planeshift would require insane things from the game engine and servers. Especially when individuals can go change the shape of the land.

I don\'t know .. we \'ll have to get a dev in here to answer the possibility of those ideas. But I think we better hope on having some patches we can cultivate instead of an entire moldable environment.

Don\'t get me wrong though .. I would worship the realisation of what you described here but one has to stay reasonable, you know.
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Foresteer

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« Reply #14 on: May 28, 2005, 04:45:12 pm »
EDIT: oh yes, yes i am talking about that :) as for its acheiveability shortly *about a year after i thought of it* this came out http://www.rpgwo.com though a far cray from what im talking about it kinda proves what im saying.. its totaly player editable with some of my things *not many... i had no hand in its making* and proves some of my concepts (its run totaly prively owned small servers but it can store huge worlds... so i KNOW it takes hardly anything out of a server.. client seems to work well too)

Relize it only takes a few bytes to store data for a tile (basicaly its just its elevation # and tile data and tile \"floor\" IE: GRASS or DIRT , its only about 1KB per tile).. Ive done my research.. it also makes things less cluttered by only having to make a few modles.. and once a terrain editor like in Age of Empires or whatnot is made Devs can make terrain in a snap (they have to make each model and stage of model *for instence full tree, young tree, tree with fruit as stated above*.. but once made they can be dragged and dropped into place)

As for engine its very simple... even less complex then the way things are done now i would dare say? (the tiles clean things up more then you can imagine) It just reads a tile and loads its models.. better then keeping a big file with the whole areas terrain in one file *leading to that load time in between regions* instead it could just load say.. 10-20 tiles in each direction as you move much better then the whole region at once thing (could even be no load times? depends.. it seems easy to me but loading each tile at a time could take more out of a server then i think)

That last paragraph is just my guess how things work versus the way i think tiles would work.. im no expert on programming by far

And glad you like it this game design (i took this whole tile thing from \"my own mmo\" that exists solely in my mind and on scattered paper) has been my lifes work.. im glad to lend peices of it where its applicable :D

EDIT: See? I can be smart :rolleyes: its just the more complex the mind the more simple it has to act to compensate XD
« Last Edit: May 28, 2005, 04:51:24 pm by Foresteer »
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