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DB KILLER

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Type of feedback: Suggestion

Title: Allow +right farming in the same way you're allowed to do +attack when mining, Make it allowed as long as you're not AFK. Farming is so tedious and I believe majority of the community that actually farm stuff frequently would agree and would like this change if implemented.

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The Cool Boy

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yeah nah im not going to be farming like 20 stacks of leaves by going back and forth on my keyboard that requires my full attention, Id rathr have the ability to go on my phone or watch netflix. I dont know how you expected it to work in the first place
 

Tye

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Make it allowed as long as you're not AFK.
The issue with this and +attack mining is that staff will deliberately just spam flashlight instead of moving you or talking to try and catch ppl out, + supp tho.
 

rxsm

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Type of feedback: Suggestion

Title: Allow +right farming in the same way you're allowed to do +attack when mining, Make it allowed as long as you're not AFK. Farming is so tedious and I believe majority of the community that actually farm stuff frequently would agree and would like this change if implemented.

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+1 cant be arsed to do coke anymore without it
 

WhiteTiger

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Just remove watering plants already man wtf is the problem, if i farm my fucking crops afk and i get raided i lose all my shit cause i cant defend it cuz im obviously afk so its my risk if i do so or not also its fucking boring too, either lower water drain significantly across all plants or increase the amount of fruit/leaf you get at level 99 idk

why am i even writing this shit anymore
 

SKuLLzSKiLLz

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why not allow it, +right makes me feel dizzy asf anyway so doesn't affect me
 

SpacedSloth

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It's not so much profit as it is lack of input without cost. +right isn't even more efficient, as water level has no control on growth speed. It's the fact that you can set it and forget it for 15 mins. It allows you to, without putting any input on the server or even being tabbed into Gmod, make a batch of farming every 15 mins at no extra cost. It's AFK (even if not 'afk') money.

Without +right you have to actively move your character or your mouse at the least, requiring you to be tabbed in or make some form of active input during the farming time, making it so you can't just mindlessly 'afk' with sound on waiting for an admin to check you while you're watching YT or Netflix on some other monitor. It requires you to actually 'play' or grind.

I feel a better solution rather than having a bunch of people mindlessly spinning in circles all over the map would be to implement an automatic system that's more inline with roleplay, and would have a cost to balance the fact you're removing your active input, like the watering system in the grow tent but for dirt plots. Two slightly variated ideas I've come up with since discussing this issue a few days ago were these:

Idea 1: On rented property you can pay X dollars extra every rent cycle to use the 'sprinklers' which would auto water any dirt plots on the property like how it currently provides green thumb to those without. Wouldn't need any modeling or animations just a little toggle slider on the property menu to enable/disable the sprinklers and a bit of code to add the watering function and extra water bill charge, something that wouldn't be development heavy so it could be implemented quicker. Could also be shared with others on the property that have keys, and the water bill would scale with # of plots placed on said property by authorized players (the renter and those with keys stopping people from minging by running up to a house and placing empty plots to cost them $) this also incentivizes players to remember to replace the seeds/harvest/remove the empty plot or pay extra on the water bill for no reason adding an additional aspect of balancing the afk issue.

Idea 2: Add a connector of some sort to the outside of a house (that appears when rented like the electric sockets) that you can attach the existing water barrels that are used in the grow tents to. This would give the item another use and make it so you'd have to run to the store/storage to get more water adding another smaller step to the automation process. This would also have the effect of making it so you can't have a group of 8+ people farming coke automatically at the same house, as if too many plots are placed it would drain the water barrel too quickly to be worth it/you'd need a lot of barrels, adding another balancing aspect to it. This also would have the key/rent requirement to the automatic watering to avoid (the previously mentioned in idea 1) dirt plot minging that would otherwise certainly occur.
 

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The issue with this and +attack mining is that staff will deliberately just spam flashlight instead of moving you or talking to try and catch ppl out, + supp tho.
Who does this?
 

DB KILLER

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It's not so much profit as it is lack of input without cost. +right isn't even more efficient, as water level has no control on growth speed. It's the fact that you can set it and forget it for 15 mins. It allows you to, without putting any input on the server or even being tabbed into Gmod, make a batch of farming every 15 mins at no extra cost. It's AFK (even if not 'afk') money.

Without +right you have to actively move your character or your mouse at the least, requiring you to be tabbed in or make some form of active input during the farming time, making it so you can't just mindlessly 'afk' with sound on waiting for an admin to check you while you're watching YT or Netflix on some other monitor. It requires you to actually 'play' or grind.

I feel a better solution rather than having a bunch of people mindlessly spinning in circles all over the map would be to implement an automatic system that's more inline with roleplay, and would have a cost to balance the fact you're removing your active input, like the watering system in the grow tent but for dirt plots. Two slightly variated ideas I've come up with since discussing this issue a few days ago were these:

Idea 1: On rented property you can pay X dollars extra every rent cycle to use the 'sprinklers' which would auto water any dirt plots on the property like how it currently provides green thumb to those without. Wouldn't need any modeling or animations just a little toggle slider on the property menu to enable/disable the sprinklers and a bit of code to add the watering function and extra water bill charge, something that wouldn't be development heavy so it could be implemented quicker. Could also be shared with others on the property that have keys, and the water bill would scale with # of plots placed on said property by authorized players (the renter and those with keys stopping people from minging by running up to a house and placing empty plots to cost them $) this also incentivizes players to remember to replace the seeds/harvest/remove the empty plot or pay extra on the water bill for no reason adding an additional aspect of balancing the afk issue.

Idea 2: Add a connector of some sort to the outside of a house (that appears when rented like the electric sockets) that you can attach the existing water barrels that are used in the grow tents to. This would give the item another use and make it so you'd have to run to the store/storage to get more water adding another smaller step to the automation process. This would also have the effect of making it so you can't have a group of 8+ people farming coke automatically at the same house, as if too many plots are placed it would drain the water barrel too quickly to be worth it/you'd need a lot of barrels, adding another balancing aspect to it. This also would have the key/rent requirement to the automatic watering to avoid (the previously mentioned in idea 1) dirt plot minging that would otherwise certainly occur.
I get what you mean and I like your ideas but you can say the same thing for +attack with mining you can just mine and tab out and as soon as you hear staff tab in that's why I don't see it being an issue much. People do this currently anyway as no one wants to sit and farm coca leaves for a hour straight just to be able to do a few batches and repeat so whether this gets accepted or not it's gonna happen was just thinking this way it was will be less shit for staff to deal with and better for the players.
 

SpacedSloth

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I get what you mean and I like your ideas but you can say the same thing for +attack with mining you can just mine and tab out and as soon as you hear staff tab in...
I was under the impression that if you +attack mine in front of the same node hitting it at 0% stops it from regenerating %, if that's not the case, it should be and is an easy fix to the afk mining. You'd try to afk in front of a node, problem is the time to finish a node is like 20-30 seconds so there's no point. As you have to go node to node until the first node you started at has completely regened, making you path the nodes rather than afk in front of one with +attack.
People do this currently anyway as no one wants to sit and farm coca leaves for a hour straight just to be able to do a few batches and repeat so whether this gets accepted or not it's gonna happen was just thinking this way it was will be less shit for staff to deal with and better for the players.
If we added a system to automatically farm via ideas 1 or 2, I doubt we'd see people doing +right anymore as we'd now have an allowed system around it so there would be no point in breaking the rules for something you can do legitimately at a minor cost. We'd probably restructure how we'd handle +right punishments as, if either of the ideas above were implemented, at that point it's closer to avoiding ingame fees/failrp spinning and less of an afk printing money thing.


Edit: Ideas 1 & 2 are community focused as they solve the issue by giving players the ability to do such automatically while balancing it with a cost. There could have been a very anti-player (imo) option of making plots not able to be placed within a radius of each other, forcing distance and making +right circles impossible. It would be even easier developmentally and would solve +right farming but just upset people. It'd be very anti-qol.
 
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Tye

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JucaMais

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It's not so much profit as it is lack of input without cost. +right isn't even more efficient, as water level has no control on growth speed. It's the fact that you can set it and forget it for 15 mins. It allows you to, without putting any input on the server or even being tabbed into Gmod, make a batch of farming every 15 mins at no extra cost. It's AFK (even if not 'afk') money.

Without +right you have to actively move your character or your mouse at the least, requiring you to be tabbed in or make some form of active input during the farming time, making it so you can't just mindlessly 'afk' with sound on waiting for an admin to check you while you're watching YT or Netflix on some other monitor. It requires you to actually 'play' or grind.

I feel a better solution rather than having a bunch of people mindlessly spinning in circles all over the map would be to implement an automatic system that's more inline with roleplay, and would have a cost to balance the fact you're removing your active input, like the watering system in the grow tent but for dirt plots. Two slightly variated ideas I've come up with since discussing this issue a few days ago were these:

Idea 1: On rented property you can pay X dollars extra every rent cycle to use the 'sprinklers' which would auto water any dirt plots on the property like how it currently provides green thumb to those without. Wouldn't need any modeling or animations just a little toggle slider on the property menu to enable/disable the sprinklers and a bit of code to add the watering function and extra water bill charge, something that wouldn't be development heavy so it could be implemented quicker. Could also be shared with others on the property that have keys, and the water bill would scale with # of plots placed on said property by authorized players (the renter and those with keys stopping people from minging by running up to a house and placing empty plots to cost them $) this also incentivizes players to remember to replace the seeds/harvest/remove the empty plot or pay extra on the water bill for no reason adding an additional aspect of balancing the afk issue.

Idea 2: Add a connector of some sort to the outside of a house (that appears when rented like the electric sockets) that you can attach the existing water barrels that are used in the grow tents to. This would give the item another use and make it so you'd have to run to the store/storage to get more water adding another smaller step to the automation process. This would also have the effect of making it so you can't have a group of 8+ people farming coke automatically at the same house, as if too many plots are placed it would drain the water barrel too quickly to be worth it/you'd need a lot of barrels, adding another balancing aspect to it. This also would have the key/rent requirement to the automatic watering to avoid (the previously mentioned in idea 1) dirt plot minging that would otherwise certainly occur.
^ when you just view things from admin's stand point and not player's
 

JucaMais

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It's not so much profit as it is lack of input without cost. +right isn't even more efficient, as water level has no control on growth speed. It's the fact that you can set it and forget it for 15 mins. It allows you to, without putting any input on the server or even being tabbed into Gmod, make a batch of farming every 15 mins at no extra cost. It's AFK (even if not 'afk') money.

Without +right you have to actively move your character or your mouse at the least, requiring you to be tabbed in or make some form of active input during the farming time, making it so you can't just mindlessly 'afk' with sound on waiting for an admin to check you while you're watching YT or Netflix on some other monitor. It requires you to actually 'play' or grind.


It doesn't matter if you're giving real time inputs or +right afk, it takes the exact same time for a crop to grow up. It also isn't like you are having an unintended advantage by using +right, you're still converting your playtime into game money in the same amount not using +right does.
The difference is that in one method you aren't getting forced to endure the poor developed boring part of farming, but in the method allowed by the rules you are.

That said, i think your whole point is just that you still want people getting forced to be in pointless part of the game for no actual reason. This a game, not supposed to be like a job at all, we're already giving up our time waiting for the plot to grow up irregardless of using +right or not.
 
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SpacedSloth

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That said, i think your whole point is just that you still want people getting forced to be in pointless part of the game for no actual reason. This a game, not supposed to be like a job at all, we're already giving up our time waiting for the plot to grow up irregardless of using +right or not.
I've stated what could be done to completely erase +right farming as an issue, by forcing space in-between the plots. I stated that this solution is one that is very anti-player and one I strongly disagree with. If I was backing that solution you may have had a point, but both of the solutions that I've posed to the problem are roleplay ways of allowing players to automate farming. Rather than ignoring the issue you, myself and others have which is that we'd like a way to automate the process, I devised ideas that could both provide that in a roleplay manner along with balance preventing a bunch of spinning zombies breaking a base level of immersion and devs/CMs worrying about messing with the economy.

The notion that I "want people getting forced to be in pointless part of the game for no actual reason" is just not valid. I want there to be a cost to automation and a scale of progression. While you could walk to work, you could also drive your car, both achieve the same thing but one is free and the other is more convenient with underlying costs (fuel, insurance etc).

So just like you can grow weed in pots by themselves, you could also invest in the grow tent, watering kit and barrels to automate the process. Both achieve the same thing except one is balanced by cost/convenience. What I've suggested is quite the opposite of wanting people to be forced into a monotonous grind, it's saying that I want you and I to be able to automate the process in a reasonable way.
 

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I've stated what could be done to completely erase +right farming as an issue, by forcing space in-between the plots. I stated that this solution is one that is very anti-player and one I strongly disagree with. If I was backing that solution you may have had a point, but both of the solutions that I've posed to the problem are roleplay ways of allowing players to automate farming. Rather than ignoring the issue you, myself and others have which is that we'd like a way to automate the process, I devised ideas that could both provide that in a roleplay manner along with balance preventing a bunch of spinning zombies breaking a base level of immersion and devs/CMs worrying about messing with the economy.

The notion that I "want people getting forced to be in pointless part of the game for no actual reason" is just not valid. I want there to be a cost to automation and a scale of progression. While you could walk to work, you could also drive your car, both achieve the same thing but one is free and the other is more convenient with underlying costs (fuel, insurance etc).

So just like you can grow weed in pots by themselves, you could also invest in the grow tent, watering kit and barrels to automate the process. Both achieve the same thing except one is balanced by cost/convenience. What I've suggested is quite the opposite of wanting people to be forced into a monotonous grind, it's saying that I want you and I to be able to automate the process in a reasonable way.
I dont know why you think +right allows you to just magically "afk farm" you know every ~10 (~3 with coca)minutes you have to replant your seeds immediately preventing any kind of true afk farming because you have to harvest/replant every so often
 

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I dont know why you think +right allows you to just magically "afk farm" you know every ~10 (~3 with coca)minutes you have to replant your seeds immediately preventing any kind of true afk farming because you have to harvest/replant every so often
People could script it, but as staff we can just keep doing what we already do when it comes to AFK Farming/Mining... just check in on them.
 

JucaMais

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I've stated what could be done to completely erase +right farming as an issue, by forcing space in-between the plots. I stated that this solution is one that is very anti-player and one I strongly disagree with. If I was backing that solution you may have had a point, but both of the solutions that I've posed to the problem are roleplay ways of allowing players to automate farming. Rather than ignoring the issue you, myself and others have which is that we'd like a way to automate the process, I devised ideas that could both provide that in a roleplay manner along with balance preventing a bunch of spinning zombies breaking a base level of immersion and devs/CMs worrying about messing with the economy.

The notion that I "want people getting forced to be in pointless part of the game for no actual reason" is just not valid. I want there to be a cost to automation and a scale of progression. While you could walk to work, you could also drive your car, both achieve the same thing but one is free and the other is more convenient with underlying costs (fuel, insurance etc).

So just like you can grow weed in pots by themselves, you could also invest in the grow tent, watering kit and barrels to automate the process. Both achieve the same thing except one is balanced by cost/convenience. What I've suggested is quite the opposite of wanting people to be forced into a monotonous grind, it's saying that I want you and I to be able to automate the process in a reasonable way.
Not to be mean but i don't give damn to the solutions you said to have presented, im just trying to criticize your stand point that +right to farm is unfair "AFK money" and people should be active in that fifteen minutes. The 15min growing time is punitive and worth enough the money you'l profit at the end.

The system is good as it's, just allow people to +right and do whatever between that 15min and please don't "update" it, turning into a multiple steps garbage like they did with cooking.
 
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SpacedSloth

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Not to be mean but i don't give damn to the solutions you said to have presented, im just trying to criticize your stand point that +right to farm is unfair "AFK money" and people should be active in that fifteen minutes. The 15min growing time is punitive and worth enough the money you'l profit at the end.

The system is good as it's, just allow people to +right and do whatever between that 15min and please don't "update" it, turning into a multiple steps garbage like they did with cooking.

My main point seems to have been missed. If my concern was about the 15 minutes of activity then I wouldn't support any ideas of automation, because while automated, you can still go afk regardless of the system be it +right or otherwise, as that's the point of automation.

My suggestions do not add extra time to the process (except going to store for barrels on idea #2 but you could argue the same for getting seeds) they imply a simple to develop system to automate watering. To try and help explain, I pose a rhetorical question, does purchasing the watering extension kit for the grow tent make the plants inside take longer to grow? It's not at all comparative to the cooking update, it's not adding tedium or 'extra steps'/time for balancing, it's the opposite, it's adding what you, I, other players want in a reasonable manner that has been tried and tested with an already existing system.

Another example would be, instead of allowing afk fishing, we'd create a 'crab trap' item of some sort, a cage that you can deploy, leave in the water for 15 minutes come back and collect X amount of fish at the cost of the crab box being more than bait and giving slightly less fish than could be fished in that time. Balanced by the aspect that it could be stolen, could only be deployed X amount of places, and it's not as profitable to price as fishing is. Sacrificing a % of potential profits for the added benefit of free time to do with what you will.

It's a matter of balance. Not a matter of forcing people to be here holding left click and shifting arrow keys, I cannot express enough that I agree that's annoying and shouldn't be the only way. But just like I want you and I to be able to automate, I want that tedium system to be in place for anyone who wants to actively do the grindy aspects and in exchange for their time spent grinding they save a little extra money to squeeze out maximum profit. Just like someone saves the money by not getting a watering extension kit, both systems are in place to allow the option for those who choose to put the time factor in rather than the money.
 

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bro sloth not trying to be a dick here but the playercount is drying up faster than lake mead, actions must be taken quick and now, balanced or not who the fuck cares anymore just do what the small part of the playerbase thats left and even bothers arguing on here wants, and see what happens its not like theres much left to lose anymore even long time CM/Devs fucking ditched this sinking ship lmfao.

dont get me wrong your ideas are good but i have witnessed the CAPACITY the "monolith" "developers" have over the span of the last 2 years and i have to say it aint it chief, by the time that shit is done and developed we probably reached playercount of -20

just take the existing shit remove all the cancer and slap a bandaid solution ontop of it until the Devs can manage to do something better, it doesnt need to be fancy or good lore, heck in fiveM servers we get fucking GEMSTONES from fishing, does anyone question it? no, does anyone question why eating fries gives you armor? nope

Fun>gameplay realism

something the people in charge clearly forgotten over the past few years but its no wonder if those people arent even playing their own server.
 
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