The Planting "bug"
Moderator: Game Masters
The Planting "bug"
Firstly, I would like to say I knew this day was coming. It was only a matter of time until this was finally figured out by most players that sought to plant fields. I don't necessarily agree with the move, but I'll respectfully discuss it here.
Secondly, IMO, this is not a "bug". I would like Neon's official word on the scripting on this from the beginning, wasn't it scripted this way?
I always thought it was a challenge to the farming system of Pangaea, and was certainly something that wasn't an "error in the system" by definition of a bug. I believe once it became more widely known, there was a change that needed to occur.
What I do hope is that the time it takes to harvest, convert and make into anything was taken into account with this change. The time that it takes to do all of a large substantial field, is the same time frame of 2-3 large hunts. Meaning the hunts would produce more, naturally.
I do appreciate the current fields not being touched however, at least the older more original ones. I don't understand this possible "touching in the future" though. What's done is done with the current system I would say.
Secondly, IMO, this is not a "bug". I would like Neon's official word on the scripting on this from the beginning, wasn't it scripted this way?
I always thought it was a challenge to the farming system of Pangaea, and was certainly something that wasn't an "error in the system" by definition of a bug. I believe once it became more widely known, there was a change that needed to occur.
What I do hope is that the time it takes to harvest, convert and make into anything was taken into account with this change. The time that it takes to do all of a large substantial field, is the same time frame of 2-3 large hunts. Meaning the hunts would produce more, naturally.
I do appreciate the current fields not being touched however, at least the older more original ones. I don't understand this possible "touching in the future" though. What's done is done with the current system I would say.
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Re: The Planting "bug"
i see so many fields planted full. so why not allow it for the rest of fields. just a thought
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Re: The Planting "bug"
I see it as a "We don't like how that is done, it's considered a bug and we'll prevent more from being done. Enjoy your fields while you can because one of these days we'll have time and patience to .destroy them".Vaux27 wrote:I do appreciate the current fields not being touched however, at least the older more original ones. I don't understand this possible "touching in the future" though. What's done is done with the current system I would say.
Or something along those lines.
Re: The Planting "bug"
This was actually fixed by Neon without any discussion (and much to my initial dismay, as I thought he had also instantly forced a fix to all existing fields! *whinestorm*)Vaux27 wrote: Secondly, IMO, this is not a "bug". I would like Neon's official word on the scripting on this from the beginning, wasn't it scripted this way?
As far as considering how to go forward, certainly we will keep the rate-of-return in mind vs. lack-of-risk, etc.Neon wrote:The script was made like that, but players found a way around this and abused it.
This was announced / posted about 10 years ago by Repsak.
Then it is a bug in the script.
- Neon
Re: The Planting "bug"
Repsak also famously said that the shard shouldn't change too much if I recall. If said "planting bug" has been part of Pangaea for over 10 years without hurting anything or upsetting the economy why change it now?
As to risk vs. return....how about this? I risked everything I had to buy my fields, spent alll my gold on fertile dirt and land...spent 6 months farming for dirts, in some cases farming for a 35% share of the crops hoping to get dirt. Spent weeks trying to figure out how to plant the field. I am so glad you haven't destroyed my fields. Please consider how much effort some of us have put into getting those fields before you decide anything.
I feel like wow, if I manage to do anything, or get anywhere on this server it's just going to get macrochecked, nerfed, etc.
As to risk vs. return....how about this? I risked everything I had to buy my fields, spent alll my gold on fertile dirt and land...spent 6 months farming for dirts, in some cases farming for a 35% share of the crops hoping to get dirt. Spent weeks trying to figure out how to plant the field. I am so glad you haven't destroyed my fields. Please consider how much effort some of us have put into getting those fields before you decide anything.
I feel like wow, if I manage to do anything, or get anywhere on this server it's just going to get macrochecked, nerfed, etc.
Last edited by Elsabet on Tue Nov 26, 2013 8:59 pm, edited 1 time in total.
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Re: The Planting "bug"
Should be some kind of compensation for the people that have had it for over a year plus when the admins/co-admins/gms have seen them with it and planting it and said nothing to them.
Re: The Planting "bug"
Iktomi wrote:This was actually fixed by Neon without any discussion (and much to my initial dismay, as I thought he had also instantly forced a fix to all existing fields! *whinestorm*Vaux27 wrote: Secondly, IMO, this is not a "bug". I would like Neon's official word on the scripting on this from the beginning, wasn't it scripted this way?
As far as considering how to go forward, certainly we will keep the rate-of-return in mind vs. lack-of-risk, etc.Neon wrote:The script was made like that, but players found a way around this and abused it.
This was announced / posted about 10 years ago by Repsak.
Then it is a bug in the script.
- Neon
It's one thing to say players went around it, but to say abused, that's farfetched. If this was so well known, why was it permitted for years before I and others figured it out?
It's clear that there was a 3 tile rotation scripted into the farming system, that's not abuse that's just a smart way of keeping the planting in rows instead of side by side. So of course a more advance planting could be done, which gives the farming system a challenge.
If the old fields that are fully planted are touched, I hope there will be a major reasoning. There will be a major fall out, as I put many hours into this game as a loyal dedicated player. It's been around for 10 years, apparently known at one time, and now that's it available to people that figured it out...it's a bug or abuse?
Seems fishy to me guys, we should be up front on what this really presents, a danger to the economy in your minds.
Cruxis and Elisabeth nailed it as well.
Last edited by Vaux27 on Tue Nov 26, 2013 9:00 pm, edited 1 time in total.
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Re: The Planting "bug"
Ya, we never changed it because we never really thought about it to much and weren't too bothered by it (although we recognized that it wasn't necessarily great). It was irking Neon though, so he fixed it.
It just looks bad. If we decide that the current take from fields is fine, then we can always just double the gains per plant. So reduce plants by half and double take per plant. (This isn't an unrealistic option)
It just looks bad. If we decide that the current take from fields is fine, then we can always just double the gains per plant. So reduce plants by half and double take per plant. (This isn't an unrealistic option)
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Re: The Planting "bug"
Still if it irked you and it was a known bug you should have told the people who planted it to stop and that it would be taken care of instead of letting them go on thinking nothings wrong for over a year plus. That is kind of messed up considering how long it takes to plant one of those.
Re: The Planting "bug"
We need to be more clear on if this is a visual problem like Neon is suggesting, or this is a "you're getting too much flax/cotton" thing, possibly.
With the time and effort needed to produce gold, I don't see the problem. Of course, if you're against an income instead of hunting in dungeons, I could see the problem.
With the time and effort needed to produce gold, I don't see the problem. Of course, if you're against an income instead of hunting in dungeons, I could see the problem.
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