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We used to just sell the rubies before the last update, so between rubies and catching a few creatures you could make a ton of money from the mine.
The amount is meant to serve as a deterrent to those who haven't hit the level of development to reasonably survive and thrive in the mine.
Once you hit the level of income where 25k isn't a big deal, then you're likely to survive and thrive down there.
Let's face it, that mine pass is just a gold sink to make the game longer, it does not serve any other purpose.
Did you see the players complaining how the mine was so hard and all they took was a basic spear and pickaxe, along with some uncooked fruit? They went in completely unprepared and got unsurprisingly mauled. The 25,000 serves as a subtle method of slowing down people who are not ready for the mine.
I can't say it's the dev's goal as I'm not the dev, but it does serve as a good method of preventing people who are not teched up to regularly go into the mines. Furthermore, based on that logic, no one would go into the undergrowth mine as getting mobbed by 3-4 poison frillies will take down even the most hardcore combat oriented players. No one is prepared for that. A mob of 3-4 will take down a player with max health and full combat buffs should they choose to fight. But I think that's a design choice to remind players that no matter how far you are along in the game, there is always something that will kill you.
It's not about paying every time, it's the amount. If you struggle to generate 25,000 dink, that says a lot about how far you are in the game.
Can you though? If you're struggling to generate 25,000 dink, do you really have the means to prepare? Again, it's not about the each time pass, it's about how much it costs. The mine isn't meant to be an very early game activity but lots of players are treating it like it is and having bad experiences with their basic spear and first level pick axe.
Yes and no. The high cost is meant to serve as a goal, but also as a barrier from easy access to lots of ore. If the mine pass was free, the game would be a lot easier as ore would be plentiful early on. It's also a terrible money sink late game as my 308k in daily interest easily makes that a rounding error. It's sort of a money sink early to mid game, but 25k end game is irrelevant. The cost to prepare is actually much higher than the cost of the pass. I got four additional alpha hammers just for the undergrowth mine and eight additional battle shovels. That cost me 4.4 million dink.
You can create your own mangrove farm by transplanting mud. Give it time and mangroves will grow on their own. I made my own mangrove farm with no deep water making it super easy to harvest those.
So what if some people go to the mine unprepared once? They'll fail and come back better prepared later. And let's not even talk about the fact that you have then to repeat the exact same bs for the lower level by having to farm rubies this time (so that's 25k+the money you lose by not selling 2 rubies+25k again to access the lower level this time).
Generating money does not train you for the mine at all, you can make money by fishing all day... What trains you for the mine is going to the mine.
Stardew Valley was so much more better balanced about it, the mines were a fun adventure that make you feel like you actually progressed. First level are easy, and then it gets progressively harder. That's fun play.
It's not a matter of it being hard to make money, it's a matter of *fun*. Farming money to unlock new things is fine, farming money just to access something I already paid for, not fine.
I agree with your ruby point, as that is just a mechanism to slow players down. Which is somewhat annoying as the undergrowth's rare stuff is already very rare. It's not like we're coming up every run with loads of berkonium. Player are lucky to get one or two and the improved tools require a whopping 50. That's a 100 ruby shards. The ruby thing is slowing down players with fully developed towns, which is probably why the dev did it.
And that without taking account that one single ruby is worth more than 25k. And if you are lucky you can get 5+ rubies on a run.
So no. It's not a problem. It's a bother, maybe, because I have to keep some mine pass in a chest if I want to go deep mine on sundays, but not a real problem.
BTW, One of the first mods made on nexus was the 'one mine pass for all'. So your problem was solved long long ago by modders and I don't think the devs will actually take away one of the FEW things that make you re-currently use money on the game. It's a INTENTIONAL method to keep new players from being overwhelmed by the hard level of the deep mines and undergrove
It annoys me not from a gameplay standpoint, but story immersion instead.
I'm starting to see the villagers as lazy, greedy parasites and i don't want to interact with them anymore.
I'm losing hearts now if i don't suck up to them every day? Screw that, i don't like them anyway.
It's also annoying that you can only buy 1 pass per day. Money is not the problem, just let us "charge" the pass for multiple uses.
We understand just fine, we just don't think it's fun.
I do think the whole key system is kind of silly though, yes. What with keys being found entirely at random, there's no real way to consistently gain them without mostly luck, which is then compounded by the luck of whatever you get in the chests themselves.