There are also 255 colors. To keep 255 shop stands filled with paint would require
1,530,000 million planted seeds. If you account for 2.4 pigments returned per plant.
Which any one person cannot possibly achieve even with the current farming method.
Each stand had 16 slots, 900 stack each
16x900 =14,400 items
14,400sprays x 255 stands = 3,672,000 sprays.
Divide that by 2.4 max pigment return per plant
3,672,000 ÷ 2.4 = 1,530,000 plants harvested
An impossible feat on a weekly basis. And big builders normally buy over a shop stand worth of a spray.
Paint sellers will never be in short demand.
Say you harvest 10,000 plants once a week.
That is 24,000 sprays.
24,000 sprays x 52 weeks = 1,248,000 sprays in a year. Not even filling your stands to 1/3 of max capacity, even when harvesting every week for a year.
I do not agree with making goo farming any more difficult
I appreciate everyone’s input! I knew this would be controversial, but didn’t expect everyone to view it as such a harsh punishment.
I guess I’m looking at this as a reward! I get extra seeds/produce from it, as long as I play often enough. And given that I’m not a super regular player, I’m not suggesting an unforgiving withering window in which players lose their farm because they went on vacation for a week. The balance on this would have to be considered carefully!
The name of the post says Wither, but that’s just because its essentially a new mechanic for the crops I’m suggesting. Withering (as I am suggesting it) can’t be considered without seed yield increases.
The economic/price impact that I hope for is zero. That’s the reason for offsetting high seed yield with withering and vice versa. I’m suggesting a different farming/play style, not necessarily a better one
I get your intention. The issue is that as much as we like to get better rates at farming our crops it is paid by others losing their crops to keep it at overall 0 change to now.
In the end those additional seeds have to come from somewhere if you want to keep it neutral.
You’re absolutely right. This kind of change would probably disproportionately affect large goo farmers in a negative way by decreasing their ability to maintain maximum efficiency at large scales.
Unfortunately, though, that is, kind of, part of the intention. I don’t mean this to be targeting certain/big/goo players at all, I just recognize that it is a consequence of implementation. I think right now goo farming is balanced towards players who have the time/coin/plots/resources to manage a massive farm. I am suggesting a change that will probably move that balance towards smaller players, at least slightly. However I have full faith in this community & its notable players to rise to this challenge and not let it harm their yields
With 255 colors and <100% seed return, its extremely difficult to mutate to the color you want. Obviously that is the intention. To combat this, established players build massive farms and basically roll the RNG dice on mutations - with a large set up and thanks to the lack of withering, over time you’re basically guaranteed to get the color(s) you want. Sure, its hard and time consuming. But you can do it, if you have the means.
For smaller players that aren’t trying to run a shop/farm with all 255-sprays, have smaller ambitions, or otherwise limited resources like time, the goo growing seems unfairly balanced. Maybe that is the Dev’s intention! I get that this is an end-game thing and not every player will be able to take full advantage. But I’ve been playing for years and this is what I want to do now! I’d appreciate being able to do it on a smaller scale, but that just doesn’t seem feasible or meaningfully profitable given that kernels are so hard to acquire and don’t have a guaranteed return.
I’m sure plenty of people would be upset and probably abandon farm projects. But do you think it might encourage any new players (or established non-farming players) to give it a try?
Ultimately, this would hurt everyone. Even the ones buying the sprays. Because fewer plants can be farmed per farmer. Meaning less sprays for everyone. Meaning large inflation of pricing. The current price is already considered too high since it only gives 1 spray use per can. But it is that way because it takes so much time to harvest, gather and pay for the farm ability to continue. Again I do not think small farming should be encouraged for goo kernals, as there are 255 pigments and you need a massive farm unless you are pinpointing 1 or 2 colors. Which would be limiting or “bounding” people to small farms. I highly disagree with forcing small farms. If a person wants a big farm, they should be allowed to have a big farm.
If you want to farm small, then goo is probably not the best resource for you to pursue. As it takes a lot of time and effort to make a paint shop. It also is unfair to limit someone else’s farm size just because you want to farm small.
Edit: the current set up allows for small or large goo farms. It is up to the player on what they want to manage. And that is how it should be. You can still go a single color goo farm if you would like. For example white and just plant goo on rows of white gleam. But to limit how much goo you can plant and in turn limiting what you can do with farms, goes against the core nature of the game. I’m honestly not trying to be mean. I’m just concerned with this line of thinking, because it is a potential limitation that honestly isn’t needed. Anyone can have a paint shop. And of any size. But if you introduce withering. Now you are forcing people to only have small shops and small farms. Which is “binding or bounding” the players abilities. @Mythairon
I seriously doubt it.
With all the RNG that is currently involved in the farming mechanics. If you add the withering effect to all that. I really doubt new players would try to get into farming.
I like the idea of having crops all grown, ready for harvest for when I need them. I would probably stop farming entirely. Cause I would be very scared that when I come back to game after going to work, or even going to sleep for the night, I could come back to see half my crops have withered because I was very unlucky with the RNGs
I understand this hesitation, I’m not wild about it either. Do you think there is a way it could be balanced to be reasonable for your playstyle, though? I.e. is there any withering window that you think wouldn’t be too harsh?
I wouldn’t want withering to be based on RNG, I think the withering window should be a fixed time period, specifically to address this. If you plant it and know that it won’t wither for at least 1 week [or month, or whatever that time is], would you still be so deterred by such a change?
I don’t think this game does fixed time window. Lol
Not for something like crops anyway.
If my crops had the possibility to wither I would most likely stop farming. Completely.
Farming in this game is fun, because if I don’t feel like/or don’t need to be harvesting the crops, I don’t have to do it. They will stay there until I need them.
There are so many things to be done in this game, bringing in withering in farming would probably make it so that “farmers” would have to only be taking care of their farms all the time.
They would likely get burned out of doing it and either stop playing completely, or stop farming completely.
I think in the end, you have probably not convinced us that there is really a problem that needs solving. if you are increasing seed yield for withering in order to keep the same balance then why do it at all.
Don’t feel like I need to read the whole thing, just implication of withering crops has me saying hell no. Those who know the size of my farms, the time I’ve put into those farms would say I’d be the most punished person on this game. Just in inorganic crops I have over 100k planted so if this would be implemented I’d quit game without thinking about it twice.
Why do this? Exactly like you said, to keep the same balance. I would hope to limit the economic impact while making the system more playable for smaller farmers.
So adding more crops is not going to diminish the value of anything it is however going to add more farms and keep prices in a reasonable place. Prices have gone so far on some of this stuff because people just don’t want spend hours upon hours gathering for little return. Like kal-el said it turns into a job and thats not why you play games is it?
The input form you all is so greatly appreciated, I didn’t expect to get so many responses so quickly on this!
The Almighty Devs have balanced the game a certain way, and they are free to do so as they choose, update as they wish, and throw us all into fits of chaos as they please. I recognize that the current system is set up the way they intended, and that the consequences of the system may be intentional, also. If the goal for goo is to be the end-of-end crops that only the most dedicated players can meaningfully farm, then I think no changes are needed! For me, goo is fun and I’m excited to do some small-scale projects with funky colored trees and shrubberies. I like having a small farm that I can upkeep when I log in on weekends. But it just doesn’t feel feasible right now to farm goo at that small scale, with the constant resupplying at exos (or purchasing) necessary. I don’t have the coin necessary to keep warping to those planets, or time/coin necessary to get the resources needed to farm T6 hammers and such that I need there. Again, maybe the game is supposed to be balanced like this. I just hope not
I do acknowledge that allowing crops to wither would disproportionately affect the people who already have large farms set up. That’s not the reason I suggest this, but I recognize its an unavoidable consequence.
For the people who don’t already have a large farm set up, like me, I think such a change would be a meaningful way to encourage entering the market! It would allow smaller farmers the chance to grow their farm without having to simultaneously dump thousands of coin into more exo hunts.
I recognize it would be a big change. I know a lot of big players won’t love it. There is a trade off that is going to benefit some and hurt others. My hope is that long-term with such a change, you would see an overall benefit for the game, by making it a bit easier for smaller players.
I think economies of scale are great for business owners IRL, they create a competitive barrier for new market entrants that helps protect established business. But this is a game, I can’t make a profit off of goo/sprays IRL, so I don’t care for the market barriers, either. I just want to have fun with a small goo farm and specialized spray shop!
I just do not think this makes anything easier for the small player. Also I am not a big player and I find it punishing and do not like it so it is not just the big players that do not like the suggestion.
In any case, why do new players now need changes so they have advantages none of us had when farming was first introduced. . When it started the prices for seeds, resin, petroleum and some of the other needed items to farm was astronomical. You could not even buy some of these and had to get them yourself, if you could find them as the Exo’s were scrapped dry of some items. Now new player can buy or gather the items they need and if they buy it is at a much cheaper price. We managed to do it even with all the obstacles and players, over time to were able grow their farms. . why the need to punish them for their success?
The goal is not to intentionally hurt large farmers, but I do recognize that they would have a harder time keeping up with this change than smaller farmers. It is unfortunate, but all that I can say is I’m sorry and I’ll stop by your farm in my free time to help harvest and make sure you don’t lose anything to withering! Lol
I get it, not ideal for the big guy. But I don’t think this is unfairly giving an advantage to small farmers, either. I would argue that this just balances it a bit more evenly, so that the work necessary for any farm is directly proportional to its size, regardless of the player’s access to other resources like AOE tools or a mountain of coin to get things started.