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Whyherro123

Agriculture

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So, with the beginning stages of Agriculture in Experimental .50 right now, what would you like to see with regards to this topic as the concept further evolves?

 

Plant?

Methods?

Fertilization?

 

I, for one, would like to see the Holy Trifecta (literally) of Native American agriculture: Corn, Beans, and Pumpkins. They support each other, and add nitrogen to the soil as well. Couple those crops with potatoes (a hardy and easy-to-grow crop, as well), and you have all the nutrients you really need, alongside an "easy-to-access" energy source in the form of starch. The corn can be made into ethanol, to power diesel engines, fuel lamps and stoves, clean water, disinfect wounds and medical equipment, and..well, drink. The beans provide protein, as well as nitrogenize the soil, and the pumpkins add nutrients to the soil, as well as providing Vitamin A and a high level of food energy as well.

 

Couple all this with apples (found growing EVERYWHERE in Chernarus), and milk and meat from domesticated animals (goats, pigs mainly. Cows require too much food to be viable), and you are all set.

 

The best part of Native American-style agriculture is that it really requires no advanced machinery, only a hoe and some elbow grease. The potatoes probably have to be planted in rows, but that can be accomplished with a hoe as well.

 

http://www.reneesgarden.com/articles/3sisters.html

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I like the idea of those three.

From what we already have (food-wise) the only other things I think might grow up in Chenarus would be Bell pepper, Zucchini, and potatoes (we have tomato plants already).  They could also add in pumpkins and sunflower seeds as well as other squashes (they have patches of pumpkins in gardens as well as sunflowers).  If we could plant berries as well (both the poisonous and non poisonous) that would be great, though a moot point since they are already abundant.  Apple trees wouldn't be that realistic since they take years to grow before they even start to bear fruit (unless you clone and graph them from existing trees)

Something I would like to see would be beekeeping, or at the very least being able to harvest wild honey/honeycomb.  That would give wax for various things (candles) and honey for a high nutrient food (and something to slather on wounds)

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Incorrect whyherro...all u said is wrong...because yea

 

lol

 

 

I wonder if they're planning to get so in depth with agriculture that you hve to worry about things like how much nitrogen is in the soil (crop rotations?) soil and water PH, about things like weather and season and other such stuff. I don't think they will, and I would rather they not get them too complicated. I'm no farmer.

 

In the first place, food would have to be pretty scarce for someone to want to seriously start a farm if the growing system were overly complex.

 

 

On the flip side of that, I think farming, if food is scarce, is a pretty cool idea, chopping yourself out an area in the middle of the woods, far away from everyone and subsisting, because its dangerous to go to cities to squable over what little canned goods are left. I'm pretty sure they're adding nutrition in too, which means you don't want to live off canned foods that much anyway. Even more interesting would be the people wandering the map in search of farms to pillage, just so they can keep from going hungry.

 

I actually think DayZ could be pretty interesting, if food outside of fishing/farming/hunting/trapping was scarce. It would make it a valuable commodity to fight over. But there would have to be a lot of tweaks. Like, how is a newspawn going to live if he has a tough time even finding a can of beans? Will hunting be just as effective, or more effective than farming? What will the balance be like for the different food sources?

 

I think dramatically lowering the time it takes to get hungry, and starting off on a full stomache. But making food much rarer and harder to obtain, would make things rather interesting, making people have to plan ways to get food, rather than being reactionary when they get low on it.

 

But I'm rambling on.

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lol

 

 

I wonder if they're planning to get so in depth with agriculture that you hve to worry about things like how much nitrogen is in the soil (crop rotations?) soil and water PH, about things like weather and season and other such stuff. I don't think they will, and I would rather they not get them too complicated. I'm no farmer.

 

In the first place, food would have to be pretty scarce for someone to want to seriously start a farm if the growing system were overly complex.

 

 

On the flip side of that, I think farming, if food is scarce, is a pretty cool idea, chopping yourself out an area in the middle of the woods, far away from everyone and subsisting, because its dangerous to go to cities to squable over what little canned goods are left. I'm pretty sure they're adding nutrition in too, which means you don't want to live off canned foods that much anyway. Even more interesting would be the people wandering the map in search of farms to pillage, just so they can keep from going hungry.

 

I actually think DayZ could be pretty interesting, if food outside of fishing/farming/hunting/trapping was scarce. It would make it a valuable commodity to fight over. But there would have to be a lot of tweaks. Like, how is a newspawn going to live if he has a tough time even finding a can of beans? Will hunting be just as effective, or more effective than farming? What will the balance be like for the different food sources?

 

I think dramatically lowering the time it takes to get hungry, and starting off on a full stomache. But making food much rarer and harder to obtain, would make things rather interesting, making people have to plan ways to get food, rather than being reactionary when they get low on it.

 

But I'm rambling on.

Oh man, come play experimental! You.....will probably starve to death, no lie. Canned food is pretty scarce (found 2 cans within Solnichny and Nizhnoye, was still hungry after eating both). Relatedly, you can now eat until you are stuffed, and still be hungry, which is a dangerous thing. Makes you think long-term!

 

And, in order to plant anything currently, you first need to till the soil (with a hoe or a shovel), then fertilize it with one of the thousands of bags of Lime laying about. If you kept animals, you could use animal dung, or build a compost heap.

 

You can also only currently till the soil inside a greenhouse. A little restrictive, perhaps, but it works.

I, too, am interested in what agriculture and animal husbandry can offer the game. Make it have a sense of continuity, rather than just "static Chernarus"

Edited by Whyherro123

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I like the idea of those three.

From what we already have (food-wise) the only other things I think might grow up in Chenarus would be Bell pepper, Zucchini, and potatoes (we have tomato plants already).  They could also add in pumpkins and sunflower seeds as well as other squashes (they have patches of pumpkins in gardens as well as sunflowers).  If we could plant berries as well (both the poisonous and non poisonous) that would be great, though a moot point since they are already abundant.  Apple trees wouldn't be that realistic since they take years to grow before they even start to bear fruit (unless you clone and graph them from existing trees)

Something I would like to see would be beekeeping, or at the very least being able to harvest wild honey/honeycomb.  That would give wax for various things (candles) and honey for a high nutrient food (and something to slather on wounds)

Really, pretty much any crop that would grow in temperate climates would grow in Chernarus. Various squash, peppers, onions, carrots, all that. Temperate climates are not all that restrictive, especially when they have coastal/maritime climates. 

 

If you could move the berry bushes (Use a shovel to dig up the root ball, then replant in an organized cluster), it would be a more effective use of your time than running around foraging in the wild.

 

Finally, a greenhouse, properly implemented, would let you pretty much grow whatever you wanted.

Edited by Whyherro123

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I do play experimental ^^ I havent had much problem finding canned food, though I have had problems starving with a full tummy xD (Drank too much water, didn't realize I didn't have two stomaches anymore)

 

I think I read in a dev report or something like that, that they're eventually going to let you plant your crops anywhere you want, they just haven't done it yet, I really do look forward to roaming around trying to find peoples farms. Maybe setting one up of my own, with a tent and fireplace, maybe a barbecue and a lawnchair =D

 

 

I like the idea of moving berry bushes, although it depends on the size. The root ball can be -really- heavy, and to properly transplant large plants and tree's you need a LOT of water. But having your own little thing of berry bushes would be nice. Especially when they're containers instead of things you have to pick.

 

Also, that greenhouse idea is pretty interesting, Repair it with some glass or plastic, and you get to grow plants faster and more reliably than out in the woods somewhere?

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If we could actually catch animals (small and large) and lead/control them that would be nice as well.  I'm assuming that those are either rabbit hutches or chicken coops in certain backyards.  Say you grab a chicken (hen) and take it to the house you're barricading and making into your base, you put it into a chicken coop and it'll nest, providing egg(s) daily.  A rooster would provide fertilized eggs which would allow eggs that haven't been harvested to hatch into chicks, and so forth.  Animals like goats and cows, as well as pigs (not boars) could be rounded up and 'saved' for later or to harvest their milk.

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If we could actually catch animals (small and large) and lead/control them that would be nice as well.  I'm assuming that those are either rabbit hutches or chicken coops in certain backyards.  Say you grab a chicken (hen) and take it to the house you're barricading and making into your base, you put it into a chicken coop and it'll nest, providing egg(s) daily.  A rooster would provide fertilized eggs which would allow eggs that haven't been harvested to hatch into chicks, and so forth.  Animals like goats and cows, as well as pigs (not boars) could be rounded up and 'saved' for later or to harvest their milk.

The big racks look to be rabbit hutches, the chicken coops are the little sheds with ramps going up into them. Relatedly, you can now find arrows in those coops, making the improvised bow a very viable weapon for almost all levels of play : ). Killed several zombies with it in Experimental today, and nailed a player who wouldn't leave me alone. Took him out like a pro

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Ive not had a chance to find ashwood (or even tell the difference between other trees and an ashwood tree, pictures don't help me much).  Might have to start looking in coops now.

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Whatever else they do with agriculture, they need to dramatically increase the time it takes for seeds to grow into mature plants that supply edible foodstuff.

 

You should absolutely not be able to plant some seeds and then harvest a crop in the same play-session. Once persistence is working properly, there's no reason not to extend this timing - people will be leaving gear and setting up camps on a server after they log out with the expectation (hope) that it'll still be there when they return, so that should apply to horticulture as well.

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Yes I can't wait until horticulture/farming is expanded , all of chernarus should be plantable , the cows should be "milkable", chickens popping out those eggs .... But in my opinion like everyone else has said the timer for growing plants and chickens laying eggs should be increased , but I don't believe it should be any more than let's say 12 real hours to grow a full plant , and I'm not even sure if 12 sounds like too much or too little but well see soon . Also I would love to eventually see somehow , solar (gas? If it's safe for plants) heaters and grow lights so we can grow indoors just in case our base is smack dab in the middle of the city and it's too dangerous to be farming outside all the time ... It sounds far fetched so I wonder if it would fit in the world of dayz lol... Also I hope we eventually can get animals we've domesticated to mate and have more animals ... Imagine nursing a pregnant cow for 2 weeks straight lol , logging on 2-3 times a day and spending a few hours with old Bessie to see if she needs anything haha so awesome .

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If you have nothing constructive to add, don't post at all.

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Whatever else they do with agriculture, they need to dramatically increase the time it takes for seeds to grow into mature plants that supply edible foodstuff.

 

You should absolutely not be able to plant some seeds and then harvest a crop in the same play-session. Once persistence is working properly, there's no reason not to extend this timing - people will be leaving gear and setting up camps on a server after they log out with the expectation (hope) that it'll still be there when they return, so that should apply to horticulture as well.

 

 

Yes I can't wait until horticulture/farming is expanded , all of chernarus should be plantable , the cows should be "milkable", chickens popping out those eggs .... But in my opinion like everyone else has said the timer for growing plants and chickens laying eggs should be increased , but I don't believe it should be any more than let's say 12 real hours to grow a full plant , and I'm not even sure if 12 sounds like too much or too little but well see soon . Also I would love to eventually see somehow , solar (gas? If it's safe for plants) heaters and grow lights so we can grow indoors just in case our base is smack dab in the middle of the city and it's too dangerous to be farming outside all the time ... It sounds far fetched so I wonder if it would fit in the world of dayz lol... Also I hope we eventually can get animals we've domesticated to mate and have more animals ... Imagine nursing a pregnant cow for 2 weeks straight lol , logging on 2-3 times a day and spending a few hours with old Bessie to see if she needs anything haha so awesome .

Oh, I definitely agree. It has to be long enough to be meaningful, but "fast" enough so that people won't willingly tough it out. I am thinking about "1 week real-world time" as a decent starting figure. That way, people don't have to play every day just to grow some beans.

 

However, there should also definitely be some sort of "maintenance" included: weeding, chasing away animals, etc. Maybe if you don't weed the rows, you get severely lessened return, if you don't feed animals, they run away/die, or if you don't milk certain animals regularly, they get pissy and produce less.

 

What sort of animals would people want to see? I am thinking:

1) Goats. Stupidly useful, with meat, hide, hair (a type of wool, or at least, usable like wool), milk (which can also be made into cheese), bone, dung (fertilizer), etc

2) Chickens. Eggs, meat and feathers

3) Rabbits. Meat, hide, fur and young (reproduce fast)

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Raising animals would be cool but you're going to log on to all dead animals pretty much every day.

 

To a lesser extent, the same thing is gonna happen to crops if you can harvest/destroy them sooner than they're ready.

 

I think this stuff needs to go hand in hand with proper base building for it to be worth while.  If you can't protect it, people are just going to destroy it.  This map isn't big enough to keep these things hidden.

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I expected at some stage to have fields of vegetables but never really expected that we would be able to grow them. I dont like this at all, it might add to realism but it just takes away so much from survival aspect of the game. This game is too easy as it is when it comes to hunger already. I really wanted "the road" feeling when playing this game, but it looks like i will be getting "the sims" feeling.

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I expected at some stage to have fields of vegetables but never really expected that we would be able to grow them. I dont like this at all, it might add to realism but it just takes away so much from survival aspect of the game. This game is too easy as it is when it comes to hunger already. I really wanted "the road" feeling when playing this game, but it looks like i will be getting "the sims" feeling.

I don't really understand the love for "staticism" in Day Z.  It gets boring playing in an unchanging world.

 

How does it take away from survival? Do you think suddenly there will be an abundance of food everywhere, and things will be all peaches and butterflies, and we will frolic through Berezino, wind blowing through our hair?

 

Nope. Try growing a garden sometime. Now picture growing enough to feed you through the winter.

 

Agriculture is hard. Humanity industrialized it for a reason. In Day Z, we (probably) won't have powered tools, nor never-ending supplies of artificial fertilizer. Instead, we will have backbreaking labor to scrape some plants from the dirt.

 

People will actually have to grow the food first, and nobody ever said they had to share. Someone might have enough, but others will not. So, they raid the farm for food. The farmer fights back. Both parties kill each other, and the food rots in the field. Boom, neutral balance of food.

 

Realistically, without agriculture of some sort, all the players would die during the winter from starvation/malnutrition. The canned food would run out sooner or later, and the animals would leave for better pastures. Starving to death sounds like such great fun.

 

I'll take agriculture, you can keep your "arbitrary survival".

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I expected at some stage to have fields of vegetables but never really expected that we would be able to grow them. I dont like this at all, it might add to realism but it just takes away so much from survival aspect of the game. This game is too easy as it is when it comes to hunger already. I really wanted "the road" feeling when playing this game, but it looks like i will be getting "the sims" feeling.

 

I can understand where you're coming from, but if done right I think farming has a part to play. If canned food is made scarce it's a decent option for someone with a small food supply to make more for themselves.

 

The thing I don't like about farming, is that if it was done wrong it could be so boring. If crops need to be tended often, or take a long time to plant, you're stuck in one small area of the map for the next who knows how long until they grow. If they don't take very long to grow, then a bandit has to be very lucky to raid a farm. If they don't take many supplies then there is nothing to get at the farms but food and if they take too many supplies they'll be an absolute pain to set up.

 

In short, I don't want dayZ to become farmville lol.

 

Looking at the time to grow in particular, there are a lot of things to consider. If the time was twelve hours, the crops would be done before your next play session, meaning there would be a large window of six to twelve hours that someone could probably steal them. 

 

I actually like twenty-twenty four hours, since they would be done growing your next play session. The problem with this though, if someone found them, not done growing, would they go and destroy them, just be be a jerk? (Probably).

 

Time to grow is gonna be quite a balance issue, if the devs are thinking of people building a base with a farm. Maybe its only going to be clans, who'll actually have people to defend, who'll do all the farming. The rest of us lone wolves would have to either hunt deer or steal. I really don't know.

 

From my previous post you can tell I like the idea of farming. But in order to get larger scale farming to work, and be fun, the devs are really going to have to outdo themselves. 

 

I really do hope they get it right.

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Requiring particular tools to harvest is probably a good way to help curve griefing crops.  If you need to have a sickle to do it, most people who aren't actively farming aren't going to be carrying one around.  Time to harvest could be also fairly time consuming, so you can't just mow through some one's field if you do decide to be a cock and carry one with you for that purpose.

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I can understand where you're coming from, but if done right I think farming has a part to play. If canned food is made scarce it's a decent option for someone with a small food supply to make more for themselves.

 

The thing I don't like about farming, is that if it was done wrong it could be so boring. If crops need to be tended often, or take a long time to plant, you're stuck in one small area of the map for the next who knows how long until they grow. If they don't take very long to grow, then a bandit has to be very lucky to raid a farm. If they don't take many supplies then there is nothing to get at the farms but food and if they take too many supplies they'll be an absolute pain to set up.

 

In short, I don't want dayZ to become farmville lol.

 

Looking at the time to grow in particular, there are a lot of things to consider. If the time was twelve hours, the crops would be done before your next play session, meaning there would be a large window of six to twelve hours that someone could probably steal them. 

 

I actually like twenty-twenty four hours, since they would be done growing your next play session. The problem with this though, if someone found them, not done growing, would they go and destroy them, just be be a jerk? (Probably).

 

Time to grow is gonna be quite a balance issue, if the devs are thinking of people building a base with a farm. Maybe its only going to be clans, who'll actually have people to defend, who'll do all the farming. The rest of us lone wolves would have to either hunt deer or steal. I really don't know.

 

From my previous post you can tell I like the idea of farming. But in order to get larger scale farming to work, and be fun, the devs are really going to have to outdo themselves. 

 

I really do hope they get it right.

In all honesty, what do you think the overwhelming majority of survivors would be occupied with in a real-life TSC event? Food production.

 

A lifestyle where the majority of a population wasn't involved in food production has only really become common in the last 150-200 years, with the industrialization of agriculture, and of society as a whole. This left more people able (and needed to) move to the cities to support industry. Without industrialized agriculture (AKA Day Z), if you want to live, you will be involved in food production. There is not enough food otherwise to survive off of.

 

Yes, farming should take a decent amount of time to work. 24 hours is ridiculous, the game becomes trivial at that point. A week is more effective; it requires some planning ahead. With a week-long growing time, if you mess up and there is little other food available, you will feel the pinch. And, you won't need to constantly check on the crops, either. Pop in, do some weeding, then go loot/faff off for the rest of your play-session. In real life, once the planting was done, there would be a lot of time for hunting, artisan crafts, etc while the farmers waited for the harvest.

 

Lone wolves could try to steal crops, or they could, I dunno, work for their food. Go to that farm, offer to plant/weed/pick crops for a part of the produce. Hell, that is quintessential sharecropping at the heart of it. Work at on farm, then move to the next. It is what hundreds of thousands of people did in the 30s and 40s in the US. 

 

Finally, agriculture in Day Z doesn't necessarily have to be "large-scale". You can be a subsistence farmer (http://en.wikipedia.org/wiki/Subsistence_agriculture), living hand-to-mouth, while a clan might have a plantation with a bunch of feudal-style sharecropper tenants, or even captured slaves. These clans might try to push out smaller farmers, or pressure them into joining the enclave. There is safety in numbers, after all. The farmers provide food, and the clan provides protection from raiders and bandits.

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I don't really understand the love for "staticism" in Day Z.  It gets boring playing in an unchanging world.

 

How does it take away from survival? Do you think suddenly there will be an abundance of food everywhere, and things will be all peaches and butterflies, and we will frolic through Berezino, wind blowing through our hair?

 

Nope. Try growing a garden sometime. Now picture growing enough to feed you through the winter.

 

Agriculture is hard. Humanity industrialized it for a reason. In Day Z, we (probably) won't have powered tools, nor never-ending supplies of artificial fertilizer. Instead, we will have backbreaking labor to scrape some plants from the dirt.

 

People will actually have to grow the food first, and nobody ever said they had to share. Someone might have enough, but others will not. So, they raid the farm for food. The farmer fights back. Both parties kill each other, and the food rots in the field. Boom, neutral balance of food.

 

Realistically, without agriculture of some sort, all the players would die during the winter from starvation/malnutrition. The canned food would run out sooner or later, and the animals would leave for better pastures. Starving to death sounds like such great fun.

 

I'll take agriculture, you can keep your "arbitrary survival".

I expected to be locked in a small shack, counting my food supplies and counting my 3 bullets that i have left, deciding whether to risk my life looting zvezda food store tommorow or dying of starvation, while hundreds of infected are outside pounding at my door, and not growing a vegie patch at hershel's farm.

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I expected to be locked in a small shack, counting my food supplies and counting my 3 bullets that i have left, deciding whether to risk my life looting zvezda food store tommorow or dying of starvation, while hundreds of infected are outside pounding at my door, and not growing a vegie patch at hershel's farm.

Again, you are thinking statically. Add some continuity, and the game becomes much deeper.

 

Realistically, why would there still be food at that store? All of the produce (whatever that was left, that is, after the thousands of other previous residents of Chernarus got to it) would've rotted, and it would be a VERY unhealthy place to be. Enjoy breathing in mold spores and dying from a lung infection.

 

You also don't die of starvation in a single day (not sure if you meant this as hyperbole). It takes weeks, and you are degenerating all the time. However, the environment Chernarus is in would (and does, in real life) support more than enough food to support you (wild plants and animals), even without taking into account the backyard gardens and agricultural fields. Food would not be a problem, you just have to know what you are looking for.

 

Also, why would you lock yourself into a shack when there was hundreds of infected outside? You are only asking to be surrounded and killed. RUN, it is easier for one person to find 10, than for 10 to find one. And, where are these infected getting food from? Really, the threat of infected individuals would be gone after a month or so, as they all starve to death or die from exposure.

 

In real-world, actual survival, exposure to the elements and dehydration are the real killers. Long term? Yes, food becomes an issue, but again, not really with the environment and ecosystem the game takes place in. 

 

Arbitrary difficulty (which is what a static Day Z is, essentially), to me, is little more than poor game design.

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In all honesty, what do you think the overwhelming majority of survivors would be occupied with in a real-life TSC event? Food production.

 

A lifestyle where the majority of a population wasn't involved in food production has only really become common in the last 150-200 years, with the industrialization of agriculture, and of society as a whole. This left more people able (and needed to) move to the cities to support industry. Without industrialized agriculture (AKA Day Z), if you want to live, you will be involved in food production. There is not enough food otherwise to survive off of.

 

Yes, farming should take a decent amount of time to work. 24 hours is ridiculous, the game becomes trivial at that point. A week is more effective; it requires some planning ahead. With a week-long growing time, if you mess up and there is little other food available, you will feel the pinch. And, you won't need to constantly check on the crops, either. Pop in, do some weeding, then go loot/faff off for the rest of your play-session. In real life, once the planting was done, there would be a lot of time for hunting, artisan crafts, etc while the farmers waited for the harvest.

 

Lone wolves could try to steal crops, or they could, I dunno, work for their food. Go to that farm, offer to plant/weed/pick crops for a part of the produce. Hell, that is quintessential sharecropping at the heart of it. Work at on farm, then move to the next. It is what hundreds of thousands of people did in the 30s and 40s in the US. 

 

Finally, agriculture in Day Z doesn't necessarily have to be "large-scale". You can be a subsistence farmer (http://en.wikipedia.org/wiki/Subsistence_agriculture), living hand-to-mouth, while a clan might have a plantation with a bunch of feudal-style sharecropper tenants, or even captured slaves. These clans might try to push out smaller farmers, or pressure them into joining the enclave. There is safety in numbers, after all. The farmers provide food, and the clan provides protection from raiders and bandits.

 

The thing is, I very much doubt anyone wants to play as a slave or a sharecropper. And I doubt everyone wants to farm either. If dayZ became a game where you HAVE to farm to be able to keep on playing, then farming becomes a chore, actual work so you can play your game.  Which gets into another point, if farming is the primary way of getting food then the size and security of your farm dictates how much you can play. Let's use your number here, one week for crops. Well, your farm size would dictate how much you could play in a week. Assuming you don't go raiding other peoples farms, then you only have the calories that you grow. If you only have a small farm, you might only be able to log on a few days a week,since otherwise your character will starve to death before his next bumper crop is in. The flip side of this coin is that if plants give enough food to play for most of the week that you're growing them, then many people will have a massive overabundance of food.

 

What I'm saying is that I like farming, it has a lot of exciting possibilities. But from a  gameplay standpoint having a farm isn't and shouldn't be the only sustainable source of food. That's crushing far too many playstyles and forcing players to adopt one that they may not find enjoyable.

 

Now onward. When I said large scale farming, I didn't mean something like a Co-Op, a plantation or anything like that. I meant better than what we have in exp. .50 today. More than people planting a few tomato plants for the fun of it. I meant people setting up a tent and fireplace in the woods with some rows of potato plants. I know exactly what subsistence living is, it's quite  common lifestyle where I live, though most of it is fishing and hunting, not farming.

 

I'm also going to maintain that people having to join into groups, especially sharecropping,feudal or slavery, is not a good direction for the game. I bet a lot of people would love to set up their own private farm, maybe even with a few friends. And I bet a lot of clans would love to have a large scale operation.

 

But I bet not many people would want to be a slave, or want to be forced to seek  the protection of a clan. It doesn't really sound like much fun.

 

 

 

also on the note of realism. I love realism, its great. But I don't like it when it actually makes things less fun or less interesting or too complex. It's true that after not too long, most canned food would be gone, making farming necessary. But at the same time, could you survive an infection after getting sliced by a zombie, and then bandaging it with a diry old t-shirt? Could you run from one side of the map to another practically non-stop? Could you carry a backpack filled to the brim with guns and canned food while sprinting? This game makes a lot of sacrifices to realism for gameplay, farming is no different. I want it to be fun, not a chore.

 

 

Anyway, you're free to disagree with me. That's something bound to happen on the internet after all. I'm just giving my thoughts on agriculture. And I know you're giving your thoughts on my thoughts. Don't think I'm taking it personal or anything.

Edited by snwh

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chopping yourself out an area in the middle of the woods, far away from everyone and subsisting,

 

Unfortunately, there are no "far away" places anymore since they went mental with adding cities for some reason.

 

I love the idea of growing crops but I'm not fussed about making it overly complicated. What I'm more interested in is forcing people to have a balanced diet which I believe it's what they're aiming for. Rocket did say something about that at the start of development. I'd much prefer they make the farming simple but the food/health/survival complicated.

 

This would affect everything. How strong your bones were to how quickly you healed to more chance of getting knocked out / infected to how far and fast you could run,m etc.

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Whatever else they do with horticulture, they have to significantly build the time it takes for seeds to develop into adult plants that supply eatable foodstuff. 

 

You ought to in no way, shape or form have the capacity to plant a few seeds and afterward collect a harvest in the same play-session. When ingenuity is working appropriately, there's no reason not to develop this timing - individuals will be leaving apparatus and setting up camps on a server after they log out with the desire (trust) that despite everything it'll be there when they return, so that ought to apply to agriculture too. Aeon Grow Lights can help indoor plants to have good and increase in their growth.

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