Feature Request

fishing / ponds / gameplay boredom
Going along my usual route, i visit around 20 ponds. I travel around farm number 3900 and higher. My rod broke and to get the buoy bucks is either ; a rush to grow food to create the amount of items within one day coin draining I can't speak for everyone but about 2 out of 20 ponds are being used and it occured to me, exactly WHAT was i fishing for? There's no benefit in fishing except for a high skill in fishing. Are there amazing energy benefits? That's the only benefit i can imagine. It would have to compete with wines to be worth the cost of getting the rod. But maybe i just need a new perspective or i am missing some information somewhere. Someone please share some info so i can understand the need for fishing. I understand going up in farming gets you access to better crops and better food. But the only use i see for fish is in the taskboard. You get access to getting an item for the union hearth thing. But that alone isn't even worth it either if you're not playing with the unions. Hard to be enthused when the hearths have no energy and you can't sabotage a hearth that doesn't have any energy. The flair has worn off on the union like it did with the neon zone, guilds, etc. I think this game needs some sort of unification of gameplay. Right now it's like how it was at the end of chapter one. Buying watermint seeds at 20 coins each to sell watermint back at the store for 40. Yes, we sold back to store, no market. Chapter one was nice because you were hit with missions to do and you had to pick which one you needed the reward more. Sometimes i had to stop one mission because i ran out of money and picked up in the middle of another mission i quit earlier to get the reward. Those were fun days. Now, i question what the goal is . Someone please change my thoughts into happier ones. I've been playing for over two years and it's a part of my day since, but i wonder why anymore. I'm sorry. EDIT : Out of the 50 lands that had ponds between 91 and 2878, 2 people removed their ponds and at time of checking, only 21 were being used. So it seems some people are still fishing. We will see what that is like after their rod breaks.
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Gameplay, Industries &…
Randomized Weather System - Enhanced Gameplay + Anti-bot
I propose a randomized weather system that includes: An added button to see a weekly forecast to help farmers strategize and keep an inventory of rotating crop types in storage. Weather effects include drought, freezing, heat waves, cloudy, rain, etc. Certain land types have a natural resistance to various weather effects. This adds benefit to guilds who have a variety of NFT Lands available. Certain crop types have natural resistance. (Crops with deep roots have immunity to drought. Crops that don't need much sunlight are resistant to cloudy weather, crops that grow in tropical climates are resistant to heat waves, crops that grow in the cold resistant to freezing, etc.) Add potion crafting of different types that can be applied to any crop to give them resistance to most of the weather effects.(If there is a drought for example, planting on a non-water land, or planting the wrong crop type or without a potion can result in your crop dying, or needing to be watered.) Guilds can work together to create an expensive/hard-to-acquire machine that can create a temporary immunity shield over a land, but must be replenished periodically with a fuel like vegetable oil. This randomized weather system could enhance gameplay by needing to strategize more and build up a surplus of seed types. (Seed banks for guilds?) This also introduces more $BERRY & item sinks, while providing a much greater difficulty for botters to have to deal with, as well as introducing more expenses for mass multi-accounters to have to deal with.
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Gameplay, Industries &…
Events hosting overhaul
Dragging AFK or Confused Players Out of Zones Problem: In games like “Colors,” players are required to step out of a colored zone before a winner is chosen. Many go AFK or don't understand, forcing hosts to wait or manually ask them to leave. Solution: 🛠 Player Picker Tool (Alternative Funny Name: Pixel Plucker) A host-only tool to click on a player and drag/pull them out of a designated area (like a box or square). Optional feature: Host can set a max range or specific area the tool works in. Could have a visual “whoosh” or beam effect to show the player is being moved for fun/clarity. Wheel of Luck Streaming Issue Problem: To determine winners, hosts stream a "Wheel of Luck" on Discord. But: Many players are on mobile and can’t easily alt-tab. Others prefer to stay in-game, not open a separate window. Solution: 🛠 In-Game Wheel of Luck UGC A host-activated UGC that spins visibly in-game for everyone. Only the host can click/spin, but all players see the spin and the result. Can support custom labels (colors, numbers, answers, etc.) for quiz use. Manually Blocking Color Squares Problem: When time is up, hosts must quickly place/remove blocks to seal zones, preventing late entries — which is messy and prone to errors. Solution: 🛠 Timed Gate Block A UGC block that auto-closes after a set timer. Host can click to set a countdown (e.g., 10 seconds), and the gate closes automatically. Variant: Manual Close Gate, which closes instantly when clicked — no building needed. Force-Removing Players from Zone with Button + Teleport Problem: Some players stay on color tiles even after results are announced, delaying the next round. Solution: 🛠 Teleport Floor + Button Combo Special UGC floor tiles for zones (color-coded). Host places a Teleport Button nearby. When clicked, all players standing on those tiles are teleported to a set location (e.g., lobby or waiting area). Efficient, clean solution for mass player management. Constant Trade Spam Problem: Hosts are constantly bombarded with trade requests during events, which is distracting and prevents smooth hosting. Solution: 🛠 “Disable Trades” Toggle Host-only setting to disable incoming trades. Could be a toggle in the event hosting tools menu. Optional: temporary "Do Not Disturb" mode that also blocks whispers or friend requests during events. Difficulty Identifying and Trading Winners Problem: In large crowds, it's hard to spot and trade with winners quickly. Solution: 🛠 Player Search Panel Host-only panel with a live list of all nearby/online players. Host can type in a name, click to highlight the player in-world, or send trade directly. Saves time digging through layers of avatars and clicking randomly. Bonus Suggestion – 🛎 Event Host Mode Consider bundling the above into a dedicated Event Host Mode, which when toggled on gives: Access to Player Picker, Wheel of Luck, Timed Gates, and Teleport Tools. UI lock to disable trade/DM spam. Quick access panel for common actions (start timer, remove players, pick winner, etc.).
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Gameplay, Industries &…
advice for C3 from a real farmer
I buy seeds and plant them in pots in my greenhouse. I plant in the garden when ready. I do all the gardening things, lets say to save all the details. When I plant a tomato, cucumber, or other fruit, i will get MANY fruit from one seed. I know reality is definately NOT your goal here but this could totally redo the farming process in Chapter 3. Plant a seed, water it , maybe water it again according to what tier it is. At the time of maturity and it's time to harvest, you'd get a random number of fruits. This would totally redo the whole farming aspect of the game. You would get more fruits with less soil, people would have to water their plants once or twice depending on the tier (maybe not as long as the blue grumpkins were) and you could charge more coin for different tiers of plants. People could put more percentage into other producing industries. There are SOOO many ways to redo farming. There are two varieties of nearly every plant. Obviously, you would charge different amount for each. For tomatoes it's determinate and indeterminate. Beans are bush beans or pole beans. Cucumbers are bush (for pickles) or climbing (slicing). One variety of each plant puts out it's fruits all at once and then dies off. Like the Roma style tomatoes used to make sauce or paste. Every tomato ripens at generally the same time and the plant dies off. You get a LOT at once and the plant dies. this could be tier 1 plants. Only one watering would be needed when you plant the seeds. The indeterminate tomatoe plants, like heirloom or sandwich slicing tomatoes put out a little bit every week until the weather kills off the plants. This aspect will determine how long someone has to maintain the soil they have. Maybe each plant in the game has a random amount of days in its cycle This could be tier two plants. You would have to water again after harvesting your fruits. Some plants will continue to put out fruits until the plant puts out a ripened fruit, like peppers. The plant believes it has put out a good seed and it's reproductive cycle is over. If you continue to pick underripened fruits, the plant will continue to put out more fruit, endlessly because it thinks it hasn't reproduced anything good to continue living on. Or until the weather kills it off. So, in the game, the plant could display 'time until fruit ripen'. If you don't pick fruit before then, you get a few fruits and the plant dies. If you pick BEFORE that time, you get some fruit, the timer resets and you will continue to get more fruits until you are late picking and you miss the 'ripened' window. These could be tier 3 plants. You would have to water after every fruit picking. These are just some ideas that come close to reality that you might be able to implement into the game if you are interested. I have more but this is enough to see if you are interested.
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Gameplay, Industries &…
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