[PROPOSAL] Resource Utilities #5690
Replies: 31 comments 54 replies
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I think adding more utility to these items is very important, something I've brought up several times. I do feel like they should be organic and not necessarily being input into places where they don't make sense. I'm not saying these do or don't make sense, but I just want to make sure they do. When I hear oil drill, I don't necessarily think leather applies. |
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branch of games that use the resources produced in the game as an RPG game, war game, etc... for example, collectible exploration cards, creating potions and different items to explore the forest in search of something like animal or mineral cards in caves or exploration on the high seas for historical sea monsters. The potions can have different types of uses and new ones can be easily created, such as luck, stamina, life, intelligence, strength, each one increasing the chance of getting a specific group of cards and the chance of increasing the rarity according to how old and well equipped you are for that exploration, common, uncommon, rare, epic potions can be made, etc. each one will increase or define the rarity level of the card, for example, common, epic, legendary, etc... allows you to create a sticker album to show your friends all your incredible cards when they visit you. things that make your farm's production more productive |
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If there was no Green Amulet, players wouldn't have so many junk resources lying around. |
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Suggestion: Resource Recycling Building to Combat Surpluses in the Economy Most successful games have recycling systems that allow players to burn excess items in exchange for something potentially more valuable. In Sunflower Land, we had the Goblin Exchange (GE) filling this role, but it was removed due to impact of emitting more $FLOWER. Here's an idea I’d like to propose: a new building (either public or individually built by each player) where we could deposit, for example, 200 crops of a specific tier (basic, medium, advanced) and receive back fewer units (maybe 50) of another crop (excluding the one deposited), or other types of rewards such as seeds, gems, cosmetics, etc. Public vs. Private Building: PROS AND CONS Private Building: Requires resources to build, but gives better rewards, adds long-term utility and gives players a reason to progress and spend resources trying to meet the criteria to discover the building. Public Building: Available to everyone, encouraging broader usage and more burning, but with more limited or less powerful rewards. The building could also have a cooldown system, with improved rewards and reduced cooldown as the building levels up (e.g., Level 1 in Petal Paradise, Level 2 in Desert Island, Level 3 in Volcano). This would incentivize progression and island upgrades. Key Concept: You could even add ultra-rare exclusive rewards with a very low drop rate as an extra incentive. Of course, the numbers and mechanics can be balanced later. If you're interested, I can prepare a more detailed proposal or prototype. There are also many variants to explore: Letting players recycle a combination of multiple resources, not just one. The resource eligible for recycling could change daily, and be unique per player. This is just the starting point... ’d love to hear your thoughts and iterate from here if you're interested! |
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update food and recipe balance, today milk is exchanged directly for gems, cheese is completely broken, it is slowly destroying the economy, it should not be possible to buy resources with gems in the game |
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There could be a rotating weekly recipe that gets bonus XP (maybe not a ton, but just enough to be appealing...maybe it could scale by percentage of level to appeal to everyone versus one level group?). Newer recipes added every couple months could be sourced by community contests for ideas and art. Tweaking the rotating weekly recipe thought, maybe a mystery recipe versus an existing one so the crop requirement could be whatever you would want it to be. Not refined ideas, just off the top of my head if anyone wants to modify and/or expand. I saw someone suggest the Woodlands becoming a "country fair" -- you could have a game similar to the potion house except instead of using potions, it could be crop combinations and they could be burnt for each guess to receive Fair Tickets (under the idea that the potion house could possibly be grouped into the fair of mini-games). |
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Part of introducing new plants is to introduce direct consumption recipes for them. This needs to be a tenet of game design going forward, and needs to be addressed for existing underserved crops as well. |
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Building on your idea of using animal produce for crafting tools, how about a whole new set of craftable tools and weapons that are strictly for factions, donations reward marks. Basic Sword - Wood/Leather Add another cooking building that specialises in fish recipes, a You could then add SFTs that improve the XP value or cooking time of these meals, be good additions for low level items in Stella or codex related. Craft the pods (wood/wool) and use different baits to catch different varieties. |
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Adding some more ideas on Recipes and how we can increase utility + diversity of what is being cooked.
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Two ideas, both very unpolished. First I've been kicking around for a long while: foods like rhubarb tarts are harder for higher level players to consider at least partly because they take so much effort to cook. The cooking queue could be opened up to more players (single slot for all, VIP for extras) and then get skills to increase the utility. Then categorize foods similar to crops into basic, medium, and advanced. A skill to cook 10x or 100x rhubarb tarts per cooking slot suddenly makes them appealing, at least if they are roughly cost competitive. So: lean more into cooking queue. And revamp recipes to help scale with this and allow targeted skills. Second idea is that bumpkins get sick of foods. See how using gems to speed up cooking scales up with use. Eat all those cheesecakes you want, but the XP per cheesecake decreases after a few and resets per day. Could even combine with the basic, medium, and advanced to set different thresholds for them and skills to increase the threshold. |
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Similar to recipes , which burn food . We can have Expeditions . Where our bumkin will go on adventures, for X-mount of time . For the expedition he will need some weapons , clothes , which will be crafted with wool , feathers etc . After return he will earn some EXP and maybe bring back some items ( lore items , Cosmetics , maybe a rare SFT Sword that gives boost on Expeditions , or a walking cane that lowers speed , those can be extremely difficult to find on harder expeditions only ) . Hard expeditions will need many resources or even many bumkins but will give more EXP. This way we can burn other materials for EXP as well . And this can be dynamic . the resources change depended of statistics of items that are not used . And bumkins will need some food as well to eat in the Expeditions . But the foods will change each time . So people will have to cook all recipes. |
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I think the leather and feathers make sense and would be good burns but sheep in general with wool/merino are severely lacking whereas at least eggs and milk have a use for the other two. The other thing was the lava pits. We currently asking for gold/crimstone/iron/merino wool/oil plus some odds and ends. If we change to a focus of just collection items it could have adverse effects on those. I think if we add these collection items (fish/flowers/insects it should be in tandem with these core base items) |
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Utility of ressources is a big topic! I'm glad you are looking for ideas to tackle the inflation of all supplies. With what's already ingame I would suggest 2 ideas: 2/ Changing Seasonnal events to have one each day but:
One of the issue, like said in the proposal, is that burn is often a one time thing before getting a full time boost (collectibles). Except for totems/hourglasses/food/... those could be the reward. In that idea I would propose a "Exploring" mechanic: You get a new "slow paced" mechanic that players have to build over time (4 real weeks/1 ingame year) that burns stuff but with rewards that should be appealing (totems and stuff like that), and soon almost mendatory to be able to compete for top items in the chapters. You also get food (who says no to that?) and I honestly like magic bean drop in it as magic beans are also a possible drop of a something valuable (well magic beans or something similar, it's the idea). Big text, sorry! Hope you can scrap some things out of all that ;) |
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The easiest way to add utility is through PVE. Utilizing an advanced crafting station users should be able to produce gear that will help them in raids. This would allow feathers for arrows, which require wood and a little bit of iron for the tip of the arrow. This would also allow wool for cloth armor and things like that, boots etc. not to mention you can allow for the use of gold and iron to craft specialized weapons that also assist in Boss raids for shielding and damage items. you can use fish for bait to catch different animals. These animals can be used to turn them in for bounties. You can also use fish if your HP is low to restore a little bit of health depending on the type of fish you eat. Now if you go into a PVP model. You can repeat this model but the stats would be different of the gear and you would have PVE gear and PVP gear.. by splitting this model into two gear section classes you will have massive amounts of eco-diversity. Including but not limited to gear that specific to roles AKA tanks DPS healers controllers. This works well for people who are looking to buy Elite level gear from players who earn it aka the grinders. Or they can also sell components for crafting that gear. Creating a true sustainable long-term ecosystem. My current recommendation. Start with PVE first. Cheers. 🍻 |
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@adamhannigan Why not keep a star system. If a player cooks 1000 dishes, the quality of the result has increased to the bonus to experience for quality. But to cook 2 star food Mashed Potato you need to burn a lot of resources (Each resource gives a certain point, the more expensive the more points). Like progress how much food you are ready to burn and progress fills, for example, I am ready to burn 1000 sunflowers (each sunflower gives 1 point) to achieve 2 star food you need 1000 points. P.S. This is just an idea, but it's up to you to decide how to do it better =) |
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@adamhannigan The second idea of converting resources into stones. Like in compost but rune stones. It is necessary to build 3 different types of rune pillars
All these pillars are similar to the composter but include all resources for burning.
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Add a brew house / wine bottling building. 1 sand creates a glass, craft glass into bottles and give a purpose to the antique bottles caught in finishing and digging. Beer/wine/alcohol can then be brewed with grapes, barley, wheat, all new seasonal crops, etc. Have recipes be unknown. Let players try to mix different ingredients to brew something. But the result every time will have RNG. For example, players will have 3 slots (ingredients) to make a recipe. They can use a combination of any 3 of the following (no duplicates)
have the market price of all items used have a multiplier, whereas the more expensive items you use, the better chance you’ll get a stronger drink (benefits of drinking in next section below). Drinks made as a result of the above will be classified as the following categories:
Some drink results could be seasonal as well. Drinking these beverages will give a one time bonus use (1+ fish your next cast, 1+ crop on the next single crop you harvest, +1 gold on next gold mined, etc.). Bonus would be based on rarity of the categories above. For example, epic drink could mine 5 iron without a pickaxe. You wouldn’t know what boost you get until after you drink it. That way you can just stack the 5 different categories. Once you drink it, RNG will impact the boost. But you can also only have one boost activated at a time. For example, if I drink and Epic drink that gives me +20 sand on my next sand dig, and before I dig, I drink another drink, say a Great drink, that epic boost will go away since it wasn’t used before the next drank was drunk. |
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I believe we could use Calendar events to turn the game more dynamic. Calendar events should have a section of its own, imo. Here are some suggestions: "Food Hype": A recipe is trending in Sunflower Land. A specific dish will be available as a gift to every NPC in the game during the entire day, for extra friendship points. (crops sink) "Shrimp wave": A specific fishing event where players can catch shrimp. Increased chance Chum: crabs (wood / stone / crabs sink) "Greedy Metabolism": Potion house tickets cost 9x more, but rewards are 10x better. (coins sink) "Highlander Dimension": Portal goals get extremely difficult, but also gives extra rewards such as keys or more faction points. It would be a great way to fund Portals Builders. (FLOWER sink) "Charity": Donate crops, clothes and toys to people in need for extra reputation points. Homeless guy comeback? We could track reputation points through friendship points with Homeless Guy (crops and craft box items sink) - we can even link them to the real world if we use SFL from treasury to "buy" the donations, so we would have a dollar fund. "Tailor visit": A world wide famous Tailor is in Town! Visit him, deliver the resources needed and craft an exclusive wearable for your Bumpkin! (could use arts made by community for this). Sunflower Land Players Community could fund artists this way "Artisan Lessons": A great Bumpkin Artisan is in Town! Visit him, deliver the resources needed and craft an exclusive decoration for your farm! Or even better, a new and exclusive craftbox recipe! (could use arts made by community for this). Sunflower Land Players Community could fund artists this way "Bumpkin Monument": From time to time, players need to donate resources (and craft box stuff) to contribute to a new city building. This could act as a cooperative goal for the entire server. Once the goal is achieved (should last for days to be engaging), a new city building would be added to Plaza - it could be either decorative or have an utility. (craft box resources / minerals sink) By adding a "friendship bar" to Mayor, it could be also a way to earn reputation level. The narrative would be great. Example: City Fountain Regarding the "Tailor visit" and "Artisan Lessons", the idea is to use collectibles that were designed by community artists during monthly competitions. Players would need to spend resources and flower in order to mint the collectible. The flower could be used to "pay" the creator, meaning the community would fund them (something similar to what happens to Portals). |
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I also believe the "friendship system" could be better explored by adding other possibilities of gifts, such as favorite food and craft box items. A dynamic system where the requirements changes (from only flower to flower / food / craft box) or the ability to gift more than once a day could add a new sink. Opening chests is funny and also a great content to share during live streams. To compensate the "key inflation", we could add more items to it to make it harder to collect the rarest items. I would also add more decorations and reduce the "free resource" list from chests, in order to protect the economy and change the culture of the community. Nowadays, I feel like our community is too "ROI oriented". With the revamp of landscape and co-op addition, we can incentivize players to collect decorations by adding more of them in chests, including some "chest exclusive items" that we had in the past (ex: elf potion). Adding a feature like this one would also help: #2262 |
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I wouldn’t mess with the way current cooking and XP works. Just add more variety of foods to faction pet feeding |
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More recipes for meals! |
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There is many how to solve the problem with food or resources consumption. But is it necessary to know what is the goal and what is the means? Problem nr. 1: MILK->Cheese... If Im in the middle and late game and I want to make some bigger XP. I have only one chance: Food from cheese: Pizza, Spagetti, cheddar, Cheescake ... all is chepeast was and all have bigger amount of XP per day. 1A) Cheese must cost more milks... For example 4 or 5 milk per cheese: + Bigger milk burning, price going up. + Players will find another options. - Little slow down game progress (leveling of bumpkin)
If there is interest, I can elaborate on any proposal further, but for better targeting it would be necessary to know the exact production, consumption figures and intentions, by how much % the intention is to increase the given burning and under what circumstances (for example, maintaining the current leveling speed, or is it possible to accelerate it, or is it the intention to slow down the entire economy - for example, by extending the growth period of all crops by 10%). Sorry for my english, Im not native EN speaker. |
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Would also be nice to see new foods that can be cooked using existing cooked meals, similar to how bumpkin roast requires mashed potatoes and roasted veggies. |
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To make all meals have a high impact you will see a small solution, x days of the week x meals you will have +20% XP and thus rotate every 3 or 4 days |
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I have an idea for a cooking change, it could increase the crops burn. |
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Daily Cooking Streak RewardsTo make cooking more engaging, you could introduce a daily streak reward system. Each day, players receive a specific recipe to cook—for example, “Mashed Potatoes.” If the player cooks only that recipe and reaches certain milestones without switching to other dishes, they build up a streak and earn rewards:
If the player tries to cook a different recipe, the streak resets. The featured recipe changes every day—today it might be Mashed Potatoes, tomorrow Carrot Stew, and so on. Each recipe can have its own streak requirements, with more difficult dishes requiring fewer to complete the streak. Cakes and other complex recipes might only appear once a week, giving players extra time to work toward those goals. This system encourages variety, rewards dedication, and highlights different foods throughout the week! |
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Is there any data on how many greenhouse crops are used outside of the faction stuff, chores, and deliveries? Because my guess is that's like 95% of the burn of the greenhouse stuff. They're kind of an end game resource as you only get them once you get to desert and they require oil, but I don't find any of their recipes to be very competitive compared to other foods. |
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Every crops and resource price stooped so low, there needs to be some adjustment. even with NFTs items are selling at a loss. |
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Introduce seasonal halving or tiered pricing for crops: Why this matters:
Proposed food categories: Budget Recipes: Premium Recipes: Time-Efficient Recipes: Why this matters:
Benefits: Encourages players to level up more purposefully. Adds strategic depth by allowing players to become experts in chosen domains. Boosts player interaction and market activity, as specialized roles lead to increased trade and cooperation. Why this matters:
No major overhaul or large-scale rework is necessary. Most changes are scalable and can be introduced in phases. These updates can be tested quickly and rolled out progressively. Conclusion: |
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I'm just placing this here so I don't lose my train of thought. Will edit them once I am fully awake. Food Recipes for new crops ( i remember Adam was checking for ideas but I can't find the thread for it ): Gochujang - Deli Chopsuey - Fire Pit Kimchi - Deli Butter - Kitchen Baked Yam - Bakery Olive Oil - Kitchen Artichoke notes: Needs a grill Lo Bak Go - Kitchen Tiering: Note: |
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Howdy all 👋 As our game grows, we must ensure that every resource has a given purpose + utility in the game. We don't want to saturate our game with 'use-less' mechanics. The purpose this discussion is to explore some bonus utilities and seek ideas for sustainable gameplay.
Primary & secondary use cases
For every resource inside of our game, we want there to be a direct purposeful use case for it. These essentially allow players to continually burn the resource with little restrictions. Primary resources are seen as high utility. Examples include:
Once a resource has a clear primary use - we introduce it into other areas of the game for robust gameplay & an interconnected economy. These secondary use cases have fluctuating burns amounts, they include:
For the purpose of this discussion, we will focus on Primary use cases. We've got plenty of secondary use case sinks that we can plug the resources into.
Traps
There are a few traps we are wary of when introducing a new resource & designing utility.
Under utilised resources
The following are resources which currently do not have a primary use case:
Proposed Changes
The following changes can be made currently:
The following changes can be made with upcoming feature work:
Lava Pit
We have numerous collect-them-all aspects of our current game (fish & flowers) and more coming in the future - insects #5658 & crafting box.
Utilities the lava pit to seek combinations of these items to produce Obsidian. For instance 20 x Anchovy, 10 x Butterflyfish, 5 x Seahorse...
On a 3 week cycle, request different collection items:
Week 1 - Combination of Fish
Week 2 - Combination of Flowers
Week 3 - Combination of Dolls
The requested items should be resource specific. I.e. don't request fish you can't catch in that weeks season.
Produce & Recipe Saturation Challenge
We currently have a lot of crops/fruits/produce required for plenty of different resources. However, players are only cooking the most optimal resources for XP.
Looking for suggestions how we can ensure more produce gets utility in the cooking system, not just certain items 🤗
Ideas: #5690 (comment)
Notable ideas
Collating a few ongoing ideas from the discussion below:
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