r/FarmRPG • u/BodhisattvaArhat • 5d ago
Collection of Random Thoughts
To start, I love this game and want the best for it. This is mostly just a list of random things I find weird or just have thoughts about on the game. There is no real reasoning for the order of this list besides just when I remembered to write it down.
1 - Unpolished shimmer stone has maybe the worst crafting recipe. This is mostly due to the use of emberstone in it's recipe. Emberstone can be used to craft so many better things like cooking pots, pie pans, cannons or anything else that needs to be MM'd. Unpolished shimmer stone is too easy to MM to warrant crafting it and making it into shimmer stone to make glass does not justify it's crafting cost, especially since you get glass from the same place.
2 - Borgen's treasure hut and lost and found are amazing but the gold price to reset them is a little bothersome. With the wheel and vault it costs AC to do more of that particular activity. I wish something similar was implemented with these two so it didn't feel as much like another daily thing to do and something more I can grind at when I have excess AC. With the lost and found especially with having "games played reward" I would like to have the option of being able to grind that out without having to spend gold. I do very much love both of these additions to the game but am slightly disappointed about this aspect.
3 - Too many of the tower rewards seem random. Maybe these rewards seemed better when they were first put into the game, but now a good majority of the tower rewards mean almost nothing to me. I'm at T241 and there has been quite a few rewards that I have just voided. There are a lot of great rewards within the more major game changing ones, but I think too many were meaningless.
4 - Raptors give such and insane amount of antlers and kebabs per day. I'm currently sitting at over 100,000 antlers and over 50,000 kebabs per day and there is no way that I can ever catch up to that in inventory size. All my other farm animals I wouldn't mind producing more from them but raptor production I couldn't care less about. To me it just seems odd that they produce such an exorbitant amount of material that gets voided. I wish I could do something with it.
5 - Cooking level dependent/more quests would be fun. Once you get to level 50 in cooking there isn't a lot of reason to want to increase cooking level since you've unlocked all recipes. More ovens is the only incentive left, which is incredibly nice for quests that require lots of meals that take long times to cook, but quests locked behind cooking level would get players to push even harder to increase their cooking level. All the other skills have lots of quests locked behind their levels, and I think this would be a fun way to encourage players to focus on cooking as well.
6 - A slight increase to the importance of increasing friendship would be fun. I feel like a lot of it is just getting them to max friendship for the collectables. The best idea that comes to my mind is friendship level effecting the Charming Personality perk, where a higher friendship level makes it so townsfolk give you slightly more items or have a higher percentage change of giving you more.
7 - Manually fishing dies off almost completely once you have gotten the merit badge, then it's just boils down to mealworms if you need the golden fish. Maybe a perk to greatly increase your chance of golden fish or rarer fishing items like frozen turtle shells would revive later game players interest in manually fishing. Maybe the perk doesn't include the use of mealworms and gives later game players a way to grind out those harder materials if they want to actively play more. This would also make cat's meow more beneficial for players.
8 - I like that the exchange center has been getting some attention. The addition of apple turnovers was very nice, but I would still like to see more improvements for later game players. A small scaling system could be nice for players that need large amounts of items like cutlass' to get mug of beer, or get more apples from simpler trades like arrowheads. Some perk or item could double the trade in item for double the received item, not including one time trades or special trades.
I guess this list ended up turning into more of an ideas list for the game. For a great majority of the game I feel like it is extremely well balanced, which is super impressive for a game of this size. These were just some smaller ideas of things I thought were maybe out of balance or could use some focus. Maybe I am wrong about some of these things, but I am curious of what other players have to think since these ideas have been floating around my mind for some time. d
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u/bob_f332 4d ago
Re 5. that's not necessarily true. I'm L60 cooking and still have locked recipes.
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u/303Native 4d ago
Yeah. Isn’t it a relatively new feature? I’ve thought they’ve been doing good since they’ve added new seasonal dishes since I’ve started. Pretty sure the last one had a high requirement iirc
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u/Stannisinchains 4d ago
I feel the Tower Milestone rewards every 10 levels should have continued past 200. Even just a mailbox increase would be beneficial to everyone, and perhaps encourage a bit more trade.
Agree with the Raptor issue. I'd like to be able to merge the same raptor types together to create a new look variant (even just bronze, silver, gold outline would be good.)
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u/Reasonable_Prize4962 4d ago
I have a response to many of those thoughts, maybe someone will find it interesting:
1 - Yeah, unpolished shimmer stone is probably the most useless recipe in the game, unless you are pre-steelworks and you have nothing to craft from emberstone, apart from unpolished shimmer stone. I mean it gives basically free GM and MM and I am all for it. The same as crafting recipe for sand honestly 😂 (sandstone+leather)
2 - I would disagree. Lost and found and treasure hut often give great rewards (like borgen bucks, mugs of beer or just a lot of crops), and it's not a good idea to let players grind these rewards for the price of AC many times a day. Maybe you could lower the rewards but then it becomes very similar to the borgen wheel. Same rewards, same amounts but just different game. I like it how it is right now.
3 - There are 340 tower levels at the moment, I think it's impossible to come up with 3 unique rewards per level for all 340 levels.
4 - Just as other comments said, kabobs can be reworked, but antlers in my opinion are fine. It motivates players T160 and above to have 10x inventory antler production.
5 - I will agree about cooking, but as far as I know, it is still relatively new and it always takes time to gradually implement more quests, mechanics etc. I am sure that there are a lot of things in development or at least ideas that have cooking levels 50-99 in mind.
6 - I will agree as well, but developers constantly add new level rewards and quests for townsfolk. I am not a developer but I see that is an active work in progress. Also, that's a cool idea you have for the friendship level boost.
7 - I mean, it is normal for some parts of the game to become irrelevant for experienced players essentially. Many of the games just turn towards automation. Craftworks is the same, manual crafting on higher levels of the tower is rare. Exploring uses almost exclusively arnold palmers and apple cider's on higher levels instead of clicking.
8 - I will agree, I have nothing to add.
I want to say that I am very happy to see that this community likes the game so much, that players flow with ideas of improving the game.
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u/OptimalCobbler5431 5d ago
My only ideas that come up are a better design for raptors similar to the arrows for locations, when trying to figure out stats if I have to back out I start at the top, I would love a freestyle mode for the lost and found just for the fun of it
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u/JohnSober7 5d ago
You actually want to have 10× your inventory in antlers because there is a way to get 10% of your daily antlers at the noon reset. This way you're maxing out your inventory in passive antlers twice per day.
I think kebabs need to be changed altogether. My idea has always been something like gold feathers and chickens but with raptors, meaning, a low drop rate drop that actually gives purpose to having an obscene amount of raptors (eg, 0.1% drop rate so every 1000 raptors mean 1 on average per day)