[Dev-Blog] Improved Farm Creation

Peter Griffin
Posts: 416
Joined: Fri Jan 20, 2017 9:56 pm

Re: [Dev-Blog] Improved Farm Creation

Post by Peter Griffin » Tue Jul 24, 2018 9:41 pm

RODHA wrote:
Tue Jul 24, 2018 9:18 pm
I mean, think about real life locations. They would never work with "build your own farm" logic.
It would if the map maker would make the farm and give you that block of land to start with. Then you could buy land and build a farm your way elsewhere or stick with the original
XBOX/ FS19

User avatar
this_is_gav
Posts: 922
Joined: Wed Sep 20, 2017 11:36 pm

Re: [Dev-Blog] Improved Farm Creation

Post by this_is_gav » Tue Jul 24, 2018 9:59 pm

Robbh6 wrote:
Tue Jul 24, 2018 8:35 pm
I don't know. I can see maps being very bland and boring set up with nothing on it. Especially compared with maps like Oakfield Farm and Lone Oak Farm. Considering the incredible amount of detail put into these maps.
I have my reservations, but New Farmer mode will allow you to keep existing farms.

My reservations revolve around how maps will be received by the community. If, for example, BulletBill remakes The West Coast for FS19, how will the community react if they can't remove hedges and various buildings? The clutter around farm yards on European maps (I assume elsewhere too) - will they have to be part of a building, so if a shed is removed the clutter around it is removed too? There's no use removing a shed if there is still a ghostly outline of tyres and old broken down vehicles!

If the system divides users (if maps are voted down because they don't offer as much flexibility or this or that) then I can't see it helping the modding community one bit - if it's done really poorly (and I can't for a minute believe that will be the case) then it could dissuade top-class mappers from releasing maps at all.

Rahkiin put most of my fears to rest when I chatted to him (to the extent I pre-ordered it straight after our chat), but until I see for myself how the system works and how players react it's in my nature to still have some reservations (comes from years of experience of not getting hopes up for all things in life!).

Ultimately I like the feature and if it's done well (and Giants don't tend to do things half-hearted) it should offer a lot of possibilities to both modders and users alike.



The graphics system looks better and better each time I see a screenshot. The new light-sources casting shadows look especially good, and I can't wait to see them come to life in some gameplay footage!

User avatar
W1der
Posts: 3684
Joined: Wed Jan 13, 2016 7:53 pm
Location: SWEDEN

Re: [Dev-Blog] Improved Farm Creation

Post by W1der » Tue Jul 24, 2018 10:11 pm

Map makers with a good imagination and high skill level will find ways to work with this ... I am sure!

We will probably see maps designed with "open sandbox" in mind ... but for maps based on realistic locations, most objects will probably not be possible to "sell", which is perfectly fine in that case!
[Win10] Intel i7-6700K 4.0GHz / GTX1070 Dual OC 8GB GDDR5 / 32GB 2133MHz DDR4 SDRAM

User avatar
this_is_gav
Posts: 922
Joined: Wed Sep 20, 2017 11:36 pm

Re: [Dev-Blog] Improved Farm Creation

Post by this_is_gav » Tue Jul 24, 2018 10:21 pm

W1der wrote:
Tue Jul 24, 2018 10:11 pm
Map makers with a good imagination and high skill level will find ways to work with this ... I am sure!

We will probably see maps designed with "open sandbox" in mind ... but for maps based on realistic locations, most objects will probably not be possible to "sell", which is perfectly fine in that case!
Like I said though, it's not the maps themselves I'm worried about, mappers have many more tools at their disposal by the sounds of things to have even more detail, but the community reaction to them.

Mods below 4 stars are already a contentious issue (I think modders get half the rewards for 3.9* and below as they do for 4.0* or above) and if sudden falls happen like it appeared at times in FS17 (dozens of people voting for mods seconds after they've been released, and trends of down-voting based on what a mod-group or Youtuber says) then it's going to put a lot of mappers off. Many are already unhappy with the current system.

dimmub
Posts: 5
Joined: Wed Dec 27, 2017 12:44 pm

Re: [Dev-Blog] Improved Farm Creation

Post by dimmub » Tue Jul 24, 2018 10:31 pm

This building thing, are they the only things to play the game? Or are there complete playable maps also as in 17?

User avatar
W1der
Posts: 3684
Joined: Wed Jan 13, 2016 7:53 pm
Location: SWEDEN

Re: [Dev-Blog] Improved Farm Creation

Post by W1der » Tue Jul 24, 2018 10:43 pm

gav ...

This "issue" is a completely different thing ...

People are voting a mod down based on that it is "irrelevant" for them ... they probably never even used it ... :confusednew:
I do not think GIANTS will ever be able to keep idiots from having access to this game and the community will be "divided" no matter what you throw at them ... :lol:
[Win10] Intel i7-6700K 4.0GHz / GTX1070 Dual OC 8GB GDDR5 / 32GB 2133MHz DDR4 SDRAM

FarmingRemasterd
Posts: 393
Joined: Thu Oct 05, 2017 3:50 am
Location: Missori

Re: [Dev-Blog] Improved Farm Creation

Post by FarmingRemasterd » Tue Jul 24, 2018 11:01 pm

guys....ive analyized bith photos and ive come to the conclusion that is is the same area taken from 2 diffrent angles....took me an hour to figure that out
Massey Ferguson For Life. If it ain't red, leave it in the shed.
Rules for yall...viewtopic.php?f=893&t=74799
Manure is for the fields...not the forum.

User avatar
Smith Modding
Posts: 2996
Joined: Sat May 14, 2016 12:42 pm
Location: Harris County, Georgia

Re: [Dev-Blog] Improved Farm Creation

Post by Smith Modding » Wed Jul 25, 2018 12:07 am

It looks good! Question though, can I preorder it through the GIANTS website yet because if so I can't find it. And if you can does it include the mahindra UTV steam is offering as a DLC?
Smith Modding Co.
Christian Based Modding
Isaiah 30:23- He will also send you rain for the seed you sow in the ground, and the food that comes from the land will be rich and plentiful. In that day your cattle will graze in broad meadows.:
Playing FS15-19 on PC
Playing too much FS19 :mrgreen:
Specs-
i5-7300HQ|NVIDIA GTX 1050ti|16GB DDR4 RAM|1TB/500GB SSD/256GB M.2|Windows 10

lefe1
Posts: 1997
Joined: Wed Jan 04, 2017 12:21 am

Re: [Dev-Blog] Improved Farm Creation

Post by lefe1 » Wed Jul 25, 2018 12:13 am

RODHA wrote:
Tue Jul 24, 2018 9:18 pm
I mean, think about real life locations. They would never work with "build your own farm" logic.
Why wouldn't it.... every farm was built to what the farmer wanted just like this farm a couple of miles up the road from us. everything was built by the farmer that still lives and farms it.. The more equipment he purchased the more shed/barns he built over time...

Image

44mfarmall
Posts: 180
Joined: Thu Jun 14, 2018 10:32 am
Location: Minnesota

Re: [Dev-Blog] Improved Farm Creation

Post by 44mfarmall » Wed Jul 25, 2018 1:07 am

It sounds so awesome. I have been hoping for this for along time. GIANTS YOU GUYS ARE THE BEST. *thumbsup* *thumbsup* *thumbsup*
The Men,
The Myths,
The Legendary teams
we all know them as
the Modders and Developers
of this awesome franchise
we call Farming Simulator :this:
Heroes : All Modders
PS4 player

Matthaiis91
Posts: 2
Joined: Wed Nov 26, 2014 4:30 am

Re: [Dev-Blog] Improved Farm Creation

Post by Matthaiis91 » Wed Jul 25, 2018 4:50 am

This sounds amazing. I cant wait to hear what else is in the game.

BigC92
Posts: 4831
Joined: Tue Mar 17, 2015 5:25 pm

Re: [Dev-Blog] Improved Farm Creation

Post by BigC92 » Wed Jul 25, 2018 5:52 am

lefe1 wrote:
Wed Jul 25, 2018 12:13 am
RODHA wrote:
Tue Jul 24, 2018 9:18 pm
I mean, think about real life locations. They would never work with "build your own farm" logic.
Why wouldn't it.... every farm was built to what the farmer wanted just like this farm a couple of miles up the road from us. everything was built by the farmer that still lives and farms it.. The more equipment he purchased the more shed/barns he built over time...

Image
RODHA but there's quite a few farmers who built buildings ect ect on there farms, like lefe1 said every farm was built to what the farmers wanted, I've even seen some demolished and a new building taking its place, so its way more common than you think, idk about where you live RODHA, but around here people customize there farms to what they have dreamed of.

VMB-TAN
Posts: 363
Joined: Mon Dec 18, 2017 5:52 pm

Re: [Dev-Blog] Improved Farm Creation

Post by VMB-TAN » Wed Jul 25, 2018 7:44 am

Sounds like a great overhaul of the game, total new approach :)

User avatar
Manfi
Posts: 27
Joined: Mon Aug 28, 2017 2:18 pm
Contact:

Re: [Dev-Blog] Improved Farm Creation

Post by Manfi » Wed Jul 25, 2018 7:56 am

Image
Image
Image
Image
Image
Image

BigC92
Posts: 4831
Joined: Tue Mar 17, 2015 5:25 pm

Re: [Dev-Blog] Improved Farm Creation

Post by BigC92 » Wed Jul 25, 2018 9:02 am

If someone were to make those buildings with operating doors, it'll be awesome!

Post Reply