I think your point makes sense for solo games. In Minecraft you can get one wheat and make a whole farm eventually.
Since Boundless is an MMO I would compare it to there MMO farming systems which depreciate and need influxes of new materials.
Even the wow farms in MoP required new seeds and questing to keep it going riding back to the core gameplay mechanics.
I think slow depreciation of resources makes sense. This game requires us to be using materials and going out to get more.
This farming system supports that. Depending on the depreciation rate.
So you can go gather exotic earthyams, and grab the plants too then farm them up and multiply your yield. Or you can buy the seeds from people and just raise them yourself.
It is not a slow depreciation of seeds, 1 harvest and your down to less than half of your field in returns. Meaning you have to gather for EVERY crop. So what does this add other than a built in wait timer?
I read your other post and see the wider issues you are bringing up.
The idea of depreciated seeds…I am on board with.
However, I see how you tied that issue to the removal of Regen farming for these items and how this creates a larger time sink to get effectively less.
I think we should offer feedback on :
yield ratios of the crop
And
Number of seed drops from wild plants
Regen bombing for resource gathering has its problems…tool requirements, forged components ect…
I would rather grow plants then dig the same hole 30 times.
But farming needs to be worth it. Wild plants dropping a lot of seeds and when grown yeilding many of an item would be great balance points while keeping the seed piece.
What if you could either make a seed farm, or a produce farm. Seed configuration of soils and irrigation etc. gives you >1 seed per plant but abysmal produce. Produce configuration gives you abysmal seeds but good produce. Then it’s your job to decide where in that gradient you want the farm to be, or have both versions of the farms, so you’re able to continue the cycle without gathering more.
I fully agree with all you posted. As i wrote further up, beeing forced to Play Content for Contents sake without Alternate way is not the way it should go. I fully agree that this patch and the work the Dev Team does is cool, but not if we are forced to do the Content because it is there.
Wild plants not dropping anymore, fine then, but make it at least 1 seed i fully agree. Else, what is the Point? Oh, the economy angle? I honestly i dont care?
Yes, mud only drops mud in in testing atm. Clay drops only clay, peat drops peat, silty drops silty. Ash still drops suplhur and gravel drops saltpetre and cobalt, sand drops olivine and cobalt.
The wild plants will still have their drops. It’s the soil etc that won’t have them is what I understood from the notes. And @Mayumichi confirmed the soil/mud aspect