Lightyear Frontier

Lightyear Frontier

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Psych Cow Dec 1, 2024 @ 11:47am
I dont understand the point of mutated crops
I spend 5 seeds to get a spliced seed, and then theres a 1 in 5 chance i get a mutant, and I trade those for stuff like tree sprouts? Why do i care???
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Showing 1-13 of 13 comments
Psych Cow Dec 1, 2024 @ 12:00pm 
If thats it, i gotta say thats kind of bad writing. The botanist talks about how we're mutating these seeds to get better yields, but the only actual result is a glorified trading item? That's objectively stupid. I should be getting mutated seeds that have a better yield or something, you know... like the botanist literally said.
weirdee Dec 1, 2024 @ 5:03pm 
You can't even like, use the mutated crops to breed better seeds with higher value or output or anything, they're just one off creations that take an enormous amount of time and seeds to gamble on. I'm not really sure what the point is, it doesn't seem to benefit anybody on the planet. Presumably this system would have provided more depth to gameplay, but it's essentially a dead end that you can do for some decoration items that I didn't engage with, and soon after decided to stop playing altogether after partially clearing the last area.
Last edited by weirdee; Dec 1, 2024 @ 5:05pm
kiitteh Dec 2, 2024 @ 9:01am 
Thank you for bringing this up, I will bring this feedback to the team. Do you have any specific suggestions or ideas you'd like to see with seeds, mutated seeds, and splicing seeds?
Never_Midnight Dec 2, 2024 @ 4:58pm 
Originally posted by kiitteh:
Thank you for bringing this up, I will bring this feedback to the team. Do you have any specific suggestions or ideas you'd like to see with seeds, mutated seeds, and splicing seeds?
I think the main thing is that the rarity of the spliced crops, don't yield any incentives for us to cultivate.

For example
5 Polyberry seeds = 1 Spliced Polyberry seed
1 Spliced Polyberry had a maybe 1/5 chance of being a mutated Polyberry
Harvesting gives 1 Mutated Polyberry and 1 Polyberry seed
The payout is not worth the investment, maybe if we got more seeds back it might be worth it.
Elf On A Hook Dec 3, 2024 @ 9:24am 
Originally posted by kiitteh:
Thank you for bringing this up, I will bring this feedback to the team. Do you have any specific suggestions or ideas you'd like to see with seeds, mutated seeds, and splicing seeds?
you could always use seeds in an incentive way (not sure which country of origin your from devs but - for example in US terms ($ not cents ) ) 1<5<10<20<50<100 $ so what if the poly seed mutated could be crossed with another giving it a value instead 1 mutated poly (2xpoly crossed ) made it worth 5$ then if crossed those made it worth 20$ so forth so the currency would increase with time spent crossing . and the return if failed was only lost time ?
Psych Cow Dec 3, 2024 @ 12:51pm 
Originally posted by kiitteh:
Thank you for bringing this up, I will bring this feedback to the team. Do you have any specific suggestions or ideas you'd like to see with seeds, mutated seeds, and splicing seeds?
I'm going to separate my feedback into two categories for simplicity

Category one: rewards for turning in the first mutated crop. I was so surprised when I turned in the last mutated crop and got nothing. I think every other mutated crop you turn in should grant a decoration or something, and turning in the last one should reward you with something meaningful. I would be a fan of this game rewarding you with more speed boosts. It could be in the form of faster attachment swapping, it caould be that your boost on the car making you go faster or boosts for longer. Currently this game really suffers from your mech being unpleasantly slow/clunky for quite a while. Stuff to mitigate "slowness" would be HUGE in general.

Similarly it would be cool if we could get meaningful rewards for turning in the rare animals.

Category two: rewards for mutating the crops. I think this part of the game can rightfully be used as a time sink, but it needs to feel like its worth it. Currently you don't even get mutated seeds back, that's a problem because for me it makes the experience feel like so much more of an unfun black hole.

A suggestion for this could be that maybe 1 in 5 mutated crops yields a "true seed" or something (name it whatever) but those true seeds could let you get a mutated crop and a true seed back every time. I think that's enough of a thing to work for, thats approximately 25 seeds per true seed. Given how much the mutants sell for having a steady flow of those is probably enough of a reward, but you could also have the botanist give you cool stuff in exchange for true seeds.

After that you're definitely going to need a few money sinks. Solid gold mech plating? Golden paint so the body matches???

Love you're game! Excited to see it be its best self.
exavier00 Dec 4, 2024 @ 10:28pm 
First of all love the game.

I hope the seed mechanic goes similar to this
-Ordinary seeds have a very small chance of the regular seed becoming a mutated seed.
-Mutated seeds have a very good chance of the regular seed becoming a mutated seed.

Kinda like having a crit when farming lots of plants.
Although for balancing the mutated fruit/vegetable drop might need to be lowered or with in game setting.

And please add more items to buy and customize :)
When u get the mansion you do go + in seeds and u can buy seeds from merchant u will get a okay amount enough for the trophies.
Personaly i dont sell them for money for that i just use wheat it gets the job done
Last edited by Rocheforte; Jan 12 @ 8:02pm
Would be a good improvement to let us put the mutated crops into the press and they yield double. At least there is a point to them then.
Kkat Feb 16 @ 8:11am 
Having the mutated crops reliably give mutated seeds would make it feel useful. I like the idea above of 1 in 5 giving a "true seed" that you can use and will always give you a mutated crop and "true seed" back on harvest.

You would then have a drive to do this enough to get a plot worth of mutated seeds so you can start truly farming mutated crops. That's rather the point of mutations according to your buddy, isn't it?

Right now, it's just a grindy time sink with no real sense of reward.
I basically use the seed splicer as a way to cut down my seed count when I have produced basically all I need of the crop, since you only need 1 of each mutation for Ulf's quest, the mutated fruits can't be used in the same recipes as the standard fruits, the decorations with the mutations take way too many mutated fruits to be worth it, and I just set the extra mutations aside to sell to the merchant when the price is above average.

As it stands, the mutated fruit would need to reward at least ~20/21 seeds just to break even (5 seeds per attempt, only 1/5 attempts actually mutates, each failed mutation gives a standard 1 seed). Anything less, and it's a net seed loss with each rotation, while anything more, and the player will slowly overload themselves with seeds.
Originally posted by gg.nadrewod:
I basically use the seed splicer as a way to cut down my seed count when I have produced basically all I need of the crop, since you only need 1 of each mutation for Ulf's quest, the mutated fruits can't be used in the same recipes as the standard fruits, the decorations with the mutations take way too many mutated fruits to be worth it, and I just set the extra mutations aside to sell to the merchant when the price is above average.

As it stands, the mutated fruit would need to reward at least ~20/21 seeds just to break even (5 seeds per attempt, only 1/5 attempts actually mutates, each failed mutation gives a standard 1 seed). Anything less, and it's a net seed loss with each rotation, while anything more, and the player will slowly overload themselves with seeds.
Also, I really don't like the fact that Ulf's seed splicer is linked to his outpost in such a way that we can't put a chest in front of the seed splicer to hold all the mutated seeds. If it's all a big gamble and we're supposed to be throwing large quantities of seeds in there in hopes of getting mutations, why can't we place a container in front of the machine like we can with every other machine in the game? I haven't been able to check Diane's machine yet because I can't figure out how to unlock the Furnace or whatever lets me turn iron ore into iron bars, which is also preventing me from making the lens needed to clear the last two areas of the mainland.
Gellert Feb 19 @ 1:00pm 
Originally posted by kiitteh:
Thank you for bringing this up, I will bring this feedback to the team. Do you have any specific suggestions or ideas you'd like to see with seeds, mutated seeds, and splicing seeds?

I'd suggest having them act differently when planted with fertiliser or in their preferred locations. So for example:

Planting a mutated seed with water in non-preferred location ignoring bonus nets 1 plant with a low chance of mutation and 1 seed.

With fertiliser or preferred location nets 1 plant with a medium chance of mutation and 3-5 seeds.

With fertiliser and preferred location nets high chance of mutation and 4-6 seeds.
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