tomaO2
Planter
I checked the search for threads about silos but there doesn't seem to be one, so let me make the suggestion.
I played this a few years ago, and I decided to play it again this month. I forgot quite a bit of how the game went at the time, so I probably repeated original mistakes. One bit that annoyed me was that after I had gotten the chicken coop, I realized I needed a silo. Later on, I started watching other playthroughs and guides, and they all say the same thing. Build the silo FIRST. Therefore, it seems to make a lot of sense to have the quest be to build a silo initially, then have the coop quest pop up afterwards.
Now, a silo actually requires a surprising amount of of rare-ish resources, including copper bars and clay, rather than the more common stone and wood like a coop does. I would say it's actually a bit more difficult to get it first. Plus that copper is needed for tool upgrades. Therefore, it might not be super intuitive to get that right away (although I definitely think it should be first, regardless).
As an alternative idea, why not have a broken down silo somewhere on the farm. This isn't a quest, you just happen to find a broken down silo while looking around the farm and text says that it requires X amount of wood/rocks to repair, much like the broken beach bridge. Once the player spends the resources to fix the silo (or buys a new one. Not like you have to repair it), the coop quest is triggered.
I think this would be a minor change that helps guides newbies in an unobtrusive way early on and prevents a very common mistake. Plus, it allows a good chance for the silo to be repaired when there is the largest amount of grass on the farm. Location doesn't matter too much, as it can be easily moved later on. I would think it would be more interesting to have it a ways from the farm, so it becomes a surprise for players that are clearing out the location.
Speaking of grass, why is there no proper grass that can regrow? Kinda annoying to have to do all this replanting. You could have wild grass and grass as two seperate things. The second grass doesn't grow as high, so you can see the small animals easier, and doesn't disappear when eaten. It's a basic harvest moon thing, I don't understand why it doesn't seem to be implemented here. I assume the developer specifically did not want it, but I cannot imagine why.
Anyway, even if the broken silo doesn't work, I feel like "build a silo" should be listed as a quest before "build a coop". That is such a universal tip that it really needs to be codified into the game.
Other ideas:
(May get its own thread later)
-Only have re-run be written if you have watched it. I didn't watch every episode so I'm missing recepies, but I don't remember which ones I didn't watch, so I have to watch them all.
-A toggle to switch from the top NPC being either the one with the most or least hearts. There is a lot of scrolling when checking on the final few people you are trying befriend.
-colour fridges like chests.
I played this a few years ago, and I decided to play it again this month. I forgot quite a bit of how the game went at the time, so I probably repeated original mistakes. One bit that annoyed me was that after I had gotten the chicken coop, I realized I needed a silo. Later on, I started watching other playthroughs and guides, and they all say the same thing. Build the silo FIRST. Therefore, it seems to make a lot of sense to have the quest be to build a silo initially, then have the coop quest pop up afterwards.
Now, a silo actually requires a surprising amount of of rare-ish resources, including copper bars and clay, rather than the more common stone and wood like a coop does. I would say it's actually a bit more difficult to get it first. Plus that copper is needed for tool upgrades. Therefore, it might not be super intuitive to get that right away (although I definitely think it should be first, regardless).
As an alternative idea, why not have a broken down silo somewhere on the farm. This isn't a quest, you just happen to find a broken down silo while looking around the farm and text says that it requires X amount of wood/rocks to repair, much like the broken beach bridge. Once the player spends the resources to fix the silo (or buys a new one. Not like you have to repair it), the coop quest is triggered.
I think this would be a minor change that helps guides newbies in an unobtrusive way early on and prevents a very common mistake. Plus, it allows a good chance for the silo to be repaired when there is the largest amount of grass on the farm. Location doesn't matter too much, as it can be easily moved later on. I would think it would be more interesting to have it a ways from the farm, so it becomes a surprise for players that are clearing out the location.
Speaking of grass, why is there no proper grass that can regrow? Kinda annoying to have to do all this replanting. You could have wild grass and grass as two seperate things. The second grass doesn't grow as high, so you can see the small animals easier, and doesn't disappear when eaten. It's a basic harvest moon thing, I don't understand why it doesn't seem to be implemented here. I assume the developer specifically did not want it, but I cannot imagine why.
Anyway, even if the broken silo doesn't work, I feel like "build a silo" should be listed as a quest before "build a coop". That is such a universal tip that it really needs to be codified into the game.
Other ideas:
(May get its own thread later)
-Only have re-run be written if you have watched it. I didn't watch every episode so I'm missing recepies, but I don't remember which ones I didn't watch, so I have to watch them all.
-A toggle to switch from the top NPC being either the one with the most or least hearts. There is a lot of scrolling when checking on the final few people you are trying befriend.
-colour fridges like chests.
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