![]() I didn't say you had to stay there and complete the whole thing from start to finish or not get payed. I'll have to set down and do some experiments to be certain of this.Īlso, I think you misinterpreted what I said. It's more like the worker would cost about 300 for that same job. It does not cost 800 to hire a worker to work a field that I'd make 1000 from in a contracting job. I work for a farm that over 3500 acre and if my boss sends us out to help a fellow farmer its definately for more than he paying us.Įxcept those numbers aren't accurate. Time for ppl to stop complaining its to much and do some actual research, or better yet got get a job on real farm. So do the math hired worker 800, mission with time bonus 1000 sounds pretty vlose to real life. Reality is the game mimicks reality, no farmer in real life would ever considering doing a job for another farmer with the condition stipulated ingame for anything less that what he pays his own men and most likely want more. Now lastly add to that the fact that farmer your working is in a BIND AND NEEDS you again up goes the price. Being told that he himself has to do the job anf he can not leave until the job is complete or lose all payment, well that just drastically increases the price boe add to the fact that your using thier erquipment that your not familar with and a time limit, up goes the price again. Firstly any farmer worth his salt would send a hired worker first. Originally posted by Caribcanuk:Guess none of you actually work on a farm. High demand is an absolutely useless feature, it's only good for the one or two roleplayers out there who pretend that they are good samaritans and always sell to the ones in need. It's like they didn't even consider any of the many scenarios where a player don't want to sell to someone having a high demand. It's bad enough we have the constantly blinking markers when there's a high demand, which there is very often and for a very long time. Nobody wants to have 100 markers clutter the minimap. Speaking of free money, I would also like to have the option to play Goldcrest without the silly gold nuggets the game forces you to pick up if you also want to pick chicken eggs or explore the map. ![]() I would like to see the mission rewards nerfed to the ground so that I don't have to skip what is a major part of the content. On my first save before I learned the ropes I did them, and naturally it took away the rewarding feeling of working your own land and selling your own produced stuff, making the whole game boring to me. I don't do them anymore because I don't get a sense of accomplishment when I get things for free. I work for a farm that over 3500 acre and if my boss sends us out to help a fellow farmer its definately for more than he paying us. ![]() Guess none of you actually work on a farm. The incentive for doing them is the availablility (what else are you going to do with your free time?) and discounts on field purchase price. This would bring it into a more reasonable and believable range (why is the owner paying me 3x what their crop is worth to harvest it using their own equipment?) while still providing a constant source of income. If you only havest the field (didn't plow/plant/fertilize), then you'll only get something like a quarter of the nominal value of the harvest. I think the contracting jobs should net you about half the value that working the field yourself would, and that should be spread over all of the stages. I haven't run the numbers yet, but I think I can probably make easily 5x or more money doing contracting work on a field than I will buying it and farming it myself, especially given the huge time investment in working the field myself. My problem is the missions pay so much that it isn't worth the effort to sell your own crops. I agree that the missions are way overpaying, but at the same time, it is nice to have a solid source of large amounts of income given the rest of the economy.
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