Improving Crop Management: Pausing Growth Instead of Punishment for Inactivity
I recently lost nine crops in my upper plots and two public plots after missing a day of activity, which felt unnecessarily punishing. The current system, where crops dry out and die after 24 hours of inactivity, seems more like a harsh consequence rather than a natural progression, particularly for players who might need to step away due to real-life obligations.
To maintain engagement without penalizing players for short breaks, I suggest adjusting the system so that crop growth pauses after 24 hours of inactivity rather than crops dying. This approach would make the game feel more fun and realistic, allowing players to return without facing unnecessary setbacks. I believe this change would reduce frustration while still retaining the challenge of managing resources effectively.
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Comments1
dimon.13.1.1
Oct 7, 2024
I partially agree with you, but this will prevent public zones from decaying like they did before, and they will overcrowd the areas if not harvested or if you forget about them. In my opinion, the decay function should remain, but perhaps more time should be added for crops that take longer than usual to grow.