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MagicShootingStar
  Post subject: Re: Traditional?
Post Posted: Jun 15, 2012 11:24 am 
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Overall, I prefer the traditional farming, but I understand why ToD changed the formula.
It would be really hard to balance farming and traveling the ocean, without greatly minimizing one of them, I would think.

As for the runey system, it wasn't really that complicated, it was just tedious and not fun.
It was easy to take care of, if you stayed on top of things though.
Just make sure each area doesn't have any runeys below 25 or something.
/can't remember the best amount, because it's been a while since I played

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Garlic!
  Post subject: Re: Traditional?
Post Posted: Jun 18, 2012 7:36 am 
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rainydaze wrote:
i would tend to agree. the levels of items and the runey system are annoying me... i still don't understand the runey system fully, so i may be speaking out of turn.



That's just it. The runey system is actually complex enough that it is really hard TO understand. I'm not going to explain it as there's a perfectly good guide stickied in this forum. But, how to put this?

Sorry here comes a very long anti-runey rant:

Spoiler:
The runey system is a guide-dang-it kind of thing. It's a puzzle, and by itself it may even be a fun puzzle. But! You have to do certain things in your first week so that certain villagers arrive in the village. WITHOUT those villagers, you cannot begin to solve the runey puzzle.

You have to devote about 4 hours each game day to the runey puzzle until you have solved it- and you MAY be able to solve it before the end of spring (22 game days). So, Imagine trying to play the game, without knowing the nature of the runey system. Even if you try blindly to solve the puzzle, it presents a kind of "Gotcha!" to your gameplay. And by the time you realize you've hurt yourself, you've already invested 20+ hours into the game. At which point people say, sorry, best advice to give you is START OVER.

I actually like math, but I was not about to waste 20 hours trying to solve the puzzle for myself. I suppose I could have done something less extreme by preserving save file on day 8 at beginning of solving the puzzle, then spent two hours doing NOTHING BUT solve the runey puzzle(sleeping after making adjustments), then once I got it figured out going back to day 8 and weaving runey management into a daily routine.

But who would think to do that at the beginning of starting a game???

So, instead of even attempting to solve the puzzle for myself(which might have been fun had the penalties for failure not been so high), I went STRAIGHT to the guides.

It's one thing if you need to solve a puzzle to move on in a game. It's quite another when failing to solve a puzzle means you've wasted 20+ hours of play.

And after the puzzle is solved? Well, then comes the *almost* daily maintenence. Which is not hard, just incredibly tedious. Does "do this tedious thing or you'll be punished" sound like a game to you, or more like a crummy job? Yeah, not even a nice job, but the kind of job you feel forced to take so that things don't get even worse.
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rainydaze
  Post subject: Re: Traditional?
Post Posted: Jun 18, 2012 10:05 am 
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if somebody actually feels like explaining the runey system, i would love it. i still don't understand much about it... and garlic, i didn't realize that this system was that tedious!

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MagicShootingStar
  Post subject: Re: Traditional?
Post Posted: Jun 18, 2012 10:27 am 
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The best advice I can give for the Runey system, if you're not determined to do it perfectly and grow your crops in a day, is to keep the runey population of each runey above 25, in each section.

The way the Runey system works is like a food chain.
It was something like Water Runeys eat Rock Runeys, Rock Runeys eat Tree Runeys, and Tree Runeys eat Grass Runeys.


So, it's not even a cycle, because Grass Runeys don't eat any other Runeys, which helps add to its brokenness.
Which makes it difficult to have less amounts of Water Runeys, because they're at the top of the chain.
Water Runeys are also often abundant because rain causes more of them to appear.

Yeah, the game really didn't do an adequate job of explaining them on its own, and barely even lets you know that you have to take care of them.

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rainydaze
  Post subject: Re: Traditional?
Post Posted: Jun 18, 2012 10:57 am 
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how do you produce more runeys?

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MagicShootingStar
  Post subject: Re: Traditional?
Post Posted: Jun 18, 2012 11:04 am 
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Runeys reproduce on their own.

Grass Runeys produce the fastest, Tree the second fastest, then Water, then Rock.
To stabilize the amount of a certain kind of Runey, you'd have to remove a few of their natural predator.

For example, if you have a ton of tree Runeys, but are struggling to keep a good amount of Grass Runeys, try taking some Tree Runeys out of the environment.
Not too many, or then the amount of Tree Runeys will become unbalanced.

It's also probably worth mentioning, that certain Runeys prefer certain environments, so they're more inclined to be fruitful in that area.
Such as Water Runeys in areas such as the lake and beach and Rock Runeys in the business district.

I hope that helps.
There's some information in the manual about the Runeys as well.

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rainydaze
  Post subject: Re: Traditional?
Post Posted: Jun 18, 2012 12:19 pm 
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thanks magic. that helps a lot. i was wondering why in certain sections there was a color square. also, i will look for the manual. i bought this game used the other day last week, but i think it came with the manual, although the disc is a bit scratched ;A;

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Garlic!
  Post subject: Re: Traditional?
Post Posted: Jun 21, 2012 8:48 am 
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rainydaze wrote:
if somebody actually feels like explaining the runey system, i would love it. i still don't understand much about it... and garlic, i didn't realize that this system was that tedious!


You've posted in the guide so I assume you know a little. Here's some things the guide doesn't seem to hit you over the head with(read the guide first! consider these tips an OPTIONAL supplment to the guide):

*turnips are largely impervious to runey bonuses(and fertilizers). Plus, they are cheap as heck(10g-bag). For spring of year 1 it is not a bad strategy to plant almost nothing but turnips at your homestead, and maybe just a little fodder(or whatever monster feed is called) at your homestead. other spring crops like the strawberry, cucumber, etc you may want to plant exclusively in the spring dungeon.

*The most important factor to bringing runeys into prosperity ASAP is getting Candy to the village ASAP-- DAY 8 spring. If you don't have Candy by Day 8, you'll feel some pain.(if you fail to talk to Kanno often enough Candy will be late)

*what I like do to for runey management is
1. talk to candy/visit clock tower--write down the runey counts of everywhere.(mute TV while viewing map ARGH!)
2.Then I prepare 8 (whimper) inventory slots.
3. the top row is my "quota row". The bottom row is my "spare row".
4.When I enter a zone, I decide how many runeys I want to leave there of each kind. Then I set my quota row accordingly so that when I've managed the zone properly, there will be exactly ten or exactly twenty in all rows.
5. Then I suck runeys in with abandon, usually targeting the specific type I want to deplete the most.
6. Once I've sucked in enough, I check my quota row. If I decided my quota row should have 10 each, I release runeys until 10 are left in the row.

*a grass runey factory, in addition to the classic 60-0-0-10 setup (60 water, 0 rock, 0 tree 10 grass), can be done 60-10-0-10. (add ten rock runeys). This is if you have a large surplus of rock runeys and not enough water runeys.
Sometimes when setting up you grass runey factory for the first time, it's hard to hunt down the last few tree runeys. Releasing a massive surplus of rock runeys will get the job done. 30-60-5-10, for example, should evolve into a factory.
Once it's going, in a pinch, you even do 45-10-0-10 but I believe that's not peak efficiency. If you do 60-30-0-10, I think the problem there is you'll have a much higher rate of rock runeys dying than grass runeys produced. On DAY one of every month, make sure you have at least 1 rock runey in your grass rune factory. That way you'll milk the +1/day bonus for all it is worth.



*prosperity is at least 35-35-35-35. but there is a middle ground between prosperity and despair:
12-13-14-15 or 15-16-17-18(always have at least 1 grass runey more than your # of tree runeys) are generic moderately healthy food chain, you can modify accordingly:
Tree dominant: Increase rock, decrease tree, increase grass. Stay above 12 everywhere if possible. Don't have 25% more rock over tree, ie, max 15 rock if you have 12 tree.
rock dominant: increase water, decrease rock, increase tree. don't have more than 25% more water over rock, ie, max 15 water if you have 12 rock.
water dominant: decrease water, but stay above 12.

*zoning in and out reshuffles runey distribtuions. this is especially important at the lake. you may want to suck in runeys, zone in&out, then suck more to get the runeys you need removed.

Let me know if anything there is helpful/confusing.
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Animiam
  Post subject: Re: Traditional?
Post Posted: Jun 26, 2012 12:05 pm 
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"I use my here magic stick to wave around and them crops just sprout like magik! That be the way ye plant yer crops, I tell you what."

D: Never again, please. No harems either.

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rainydaze
  Post subject: Re: Traditional?
Post Posted: Jul 02, 2012 11:20 am 
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garlic, i appreciate the long explaination, but i would like to know the mechanism behind producing runeys. i need to know the "why" these things happen, otherwise i donut get it >.<

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Garlic!
  Post subject: Re: Traditional?
Post Posted: Jul 02, 2012 1:38 pm 
Growing Garden Gnome
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There's no good answer to "why" other than that's the way the developers programmed it.

If you ask a more specific question, I can give you a more specific answer.

in additional to reading the guide stickied on this forum, this may also help a tiny little bit:

http://www.youtube.com/watch?v=E0fAYIX8qMw
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