Proposal for improving farming/livestock production

    • Proposal for improving farming/livestock production

      Hey, guys, here some story about a man whose name is fictitious, let's call him Brad. Brad is a farmer and animal breeder with experience, he knows a lot about his business, has learned to benefit from it and tries to optimize the process in such a way that at the minimum time cost, he gets the maximum benefit. And it would have been nothing, but at some point in time, brad noticed the amount of time spent on processing farms and pastures. It was huge! Here is an example to understand the situation: brad has 30 plots at his disposal, each of which is divided into 9 small plots, which makes 270 small plots. In each of these 270 small plots, brad has to do at least two things every day - harvest and plant the crop, just like with animals, take the animal that has grown and settle the baby animal, plus feed it. Even if we only consider the case of plants that do not need to be fed, the number of actions performed to collect/plant will result in the sum of 540 mouse clicks. In total, everything takes about 30 minutes, for brad this amount of time is an unacceptable luxury, so he asked me to pass on a request, an idea, to improve his productivity and make life easier for farmers. Add an option like "plant all", "collect all", " feed all (animals)". Brad even noted on the screenshots the intended location of these very useful, facilitating his difficult task buttons. I will leave these screenshots with marks in the message below, perhaps they will prompt developers to think about improving the functionality and in the coming patches, farmers will be able to breathe a sigh of relief. Thank you all for your time and attention, and I wish you good health and good mood ^^
      Images
      • Take all.jpg

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      • Take all_.jpg

        30.41 kB, 250×451, viewed 26 times
    • We have been asking for the 'Plant all', 'Water all', 'Take all' per plot for a couple of years, farming takes so much time as you get better at it that when you run a lot of econ it just becomes unwieldy and time consuming compared to other more lucrative methods like labourers. This suggestion would redress that balance.

      @Retroman any news on this, we were going to talk more about it 12 months ago, did that ever happen?
      Pre Patch 16 UO Player - Casual PK/Carebear Crafter - Now Old.
    • Barathorn wrote:

      We have been asking for the 'Plant all', 'Water all', 'Take all' per plot for a couple of years, farming takes so much time as you get better at it that when you run a lot of econ it just becomes unwieldy and time consuming compared to other more lucrative methods like labourers. This suggestion would redress that balance.

      @Retroman any news on this, we were going to talk more about it 12 months ago, did that ever happen?
      Thank you for your support, mate! Farming really takes a LOT of time :(
    • Fred_the_Barbarian wrote:

      If this is added, Brad will find that his profits shrink dramatically, because Brad's labor is a large part of what makes farming profitable.
      True Fred but only in base terms, because the time freed up by not clicking 27 million seeds can be used for other econ ventures, thus actually in real terms increasing his profits and not causing burn out.
      Pre Patch 16 UO Player - Casual PK/Carebear Crafter - Now Old.
    • SHARKY wrote:

      I agree with you all, but @Fred_the_Barbarian has a very valid point - make farming easier and many more people will do it, driving down profits.

      Maybe the way to address this is you have to earn the 'Take all' function via 100 specialisation for whatever crop or animal you want to use it on. 100 spec takes a bit of hard work and dedication to get to.
      This option is quite acceptable, I think, good idea
    • SHARKY wrote:

      I agree with you all, but @Fred_the_Barbarian has a very valid point - make farming easier and many more people will do it, driving down profits.

      Maybe the way to address this is you have to earn the 'Take all' function via 100 specialisation for whatever crop or animal you want to use it on. 100 spec takes a bit of hard work and dedication to get to.
      Agreed, it would make it worth something then.
      Pre Patch 16 UO Player - Casual PK/Carebear Crafter - Now Old.
    • Fred_the_Barbarian wrote:

      If this is added, Brad will find that his profits shrink dramatically, because Brad's labor is a large part of what makes farming profitable.
      BIG IF TRUE

      Barathorn wrote:

      Fred_the_Barbarian wrote:

      If this is added, Brad will find that his profits shrink dramatically, because Brad's labor is a large part of what makes farming profitable.
      True Fred but only in base terms, because the time freed up by not clicking 27 million seeds can be used for other econ ventures, thus actually in real terms increasing his profits and not causing burn out.
      If Brad saves time farming in order to spend more time crafting. Lisa, Frank and Mary are also allowed to make the same choice as well. All the other people saving time, and doing other things, will push the value of all the other things downwards.

      At the same time, people who may not have been interested in farming at the current labor values, may become interested in it at lower values. Giving up their time doing other things in order to do this thing, and pushing the value of those other activities upwards.

      So it's always a shove, theoretically. Which also supports the idea of lowering the time cost. So it's fine.
      Discord: Piddle#7413
      "The purpose of existence is simple: everything is fuel for the magmaw." —Jaji, magmaw worshipper
    • Piddle wrote:

      Fred_the_Barbarian wrote:

      If this is added, Brad will find that his profits shrink dramatically, because Brad's labor is a large part of what makes farming profitable.
      BIG IF TRUE

      Barathorn wrote:

      Fred_the_Barbarian wrote:

      If this is added, Brad will find that his profits shrink dramatically, because Brad's labor is a large part of what makes farming profitable.
      True Fred but only in base terms, because the time freed up by not clicking 27 million seeds can be used for other econ ventures, thus actually in real terms increasing his profits and not causing burn out.
      If Brad saves time farming in order to spend more time crafting. Lisa, Frank and Mary are also allowed to make the same choice as well. All the other people saving time, and doing other things, will push the value of all the other things downwards.
      At the same time, people who may not have been interested in farming at the current labor values, may become interested in it at lower values. Giving up their time doing other things in order to do this thing, and pushing the value of those other activities upwards.

      So it's always a shove, theoretically. Which also supports the idea of lowering the time cost. So it's fine.
      Completely agree clap
    • I'd like to see recipes altered and made better. Why does beef stew need fish sauce? IT should require carrots, potatoes, beef, etc.
      Make all the foods useful, with lower tier ones more used than high tier ones to keep demand for them up.

      At the same time, there is no reason a carrot should provide as much food as a pumpkin. The pumpkin is a LOT bigger, and should give more food.

      Same with animals.

      Currently, the system is backwards. 200% bonus for carrot seeds means you only have to water 1 field, buty reap the benefits of 2 which saves on focus. Pumpkins.. you have the
      lowest chance for an extra seed, yet they require the time invested to get to 100 farming. Doesn't make sense.

      Food animals are much the same. Why does a cow provide the same amount of food as a chicken. Give bnonuses to those farmers that put in the time to get to 100, but require
      lower tier stuff in higher tier recipes to balance out the need.
    • MysticDream wrote:

      I'd like to see recipes altered and made better. Why does beef stew need fish sauce? IT should require carrots, potatoes, beef, etc.
      Make all the foods useful, with lower tier ones more used than high tier ones to keep demand for them up.

      At the same time, there is no reason a carrot should provide as much food as a pumpkin. The pumpkin is a LOT bigger, and should give more food.

      Same with animals.

      Currently, the system is backwards. 200% bonus for carrot seeds means you only have to water 1 field, buty reap the benefits of 2 which saves on focus. Pumpkins.. you have the
      lowest chance for an extra seed, yet they require the time invested to get to 100 farming. Doesn't make sense.

      Food animals are much the same. Why does a cow provide the same amount of food as a chicken. Give bnonuses to those farmers that put in the time to get to 100, but require
      lower tier stuff in higher tier recipes to balance out the need.
      I agree with you, it is a little strange that absolutely all animals, regardless of the level, give only 20 units of meat, taking into account the different costs for these animals.