Many seeds are acquired passively through drops, so there’s little opportunity cost to gathering the main material for farming. Despite many low level farming products having “free” methods of acquisition, a potato from an allotment patch is worth more than a potato from a random field because it’s harvested faster and has a nearby tool leprechaun to note it. Tool leprechauns also do a lot to prevent farming from being just another production skill that’s bottlenecked entirely by inventory space. Everything produced via farming has some kind of use. Mostly due to the crop protection mechanic, and a little due to composting. If the protection price on a crop is too expensive to be worth it, that just means something upstream is keeping its primary value, so it’s a win either way. It has a sort of upgradescape spirit of keeping lower tier materials relevant, but it’s optional and can be disregarded in cases where the money/effort required doesn’t shake out, so it’s not a tedious loop of having to engage with the whole space of content for everything. None of these features are necessarily related to farming being a time gated skill, either. Any gathering or production skill could easily borrow from farming. submitted by /u/DriveCtor
Originally posted by u/DriveCtor on r/2007scape
