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other player as the host has 5 in farming and fishing.
I can say combat and mining +ore only affects me, and I gain zero benefit from his fishing, although I'm honestly not sure on the extra cash from selling crops bit if it's done via the bin on the farm vs shopkeepers.
This makes sense and I already assumed it worked this way but I'm more wondering about the effects of skills on the server as a whole, mainly referring to skills that could alter how the game works for everyone and not just an individual. Crafting is an individual task and not something I expect to be altered by the other player's level.
Good to hear and get some clarification on this.
My big thing is I want to know, when I do my coop run with my friend, is do we have to have the same skill choice in order for things to affect us the same way and avoid headaches (as described below shortly) or would diversifying our skills in some way end up potentially being more effecient and ultimately allow you to be more productive with your farms?
I just think it would be an uncessesary hassle if, say, the player that chooses Artisan HAS to be the only one who actually sells anything otherwise you lose out on the cash bonus from the skill. Skills like that I think should be server wide just to be less of a micromanaging headache.
In contrast stuff like Pirate for fishing skill would only affect that single player who chose that skill.
Exactly. Questions like this are what need clarifying from the dev since there are so many variables on how this could play out.
That's pretty neat ^ ^
So people can really specialize themselves in several profession and never touch some
From the example you gave, bonuses like extra ore from mining(including using bombs) or extra foraging, yes, those work on a per user basis. The amount is calculated on trigger.
The currency bonuses are a bit more.. well I'm still doing testing on that one.
That is interesting to hear. If you find out anything from the currency bonuses I would love to hear it. Thanks.
I don't get the +1 ore per vein, and my partner doesn't get the chance at double gems. She gets more bars, and I get more gems.
Later on, if I select the perk that makes gems sell for more, I'm not sure how that works. I know if I sell the gems to Clint, I get the bonus and she doesn't. I'm not sure if the shipping bin counts MY perks, since I'm a farmhand, and I put it in the bin - or if it goes off the host's perks, or just whoever's highest. For example, if the host doesn't have the perk and sells gems, do they get "my" perk? I would hope so, since otherwise we'd just be able to workaround it by trading the gems to me...
That said, I still think the best perks for multiplayer is:
Foraging: double + iridum-star forage for everyone
Fishing: one person with the crab pot skill tree, by preference, and the rest in the fisher profession
Combat: personal preference, I'd personally go for dagger or maul as a farmhand and let the host have a sword, since monsters seem a bit laggier to me... So I'm more likely to want to shove them back or KO them than slice and dice.
Farming: Artisan on at least one, animal perks only if using animals, obviously. If Artisan perk is only needed for one person, then I suppose the other people could focus on faster crops or animals...
Mining: At least one +1 ore and one +gems. If it's a 4-person farm, I'd go for 3 with +ore and 1 with +gems.
I have tested. For increased payout related skills, ONLY the hosts' skills are taken into account if the items are dropped in the shipping box. This is unintentional. And a bug. and will likely be fixed. There is already a mod that fixes it too.
Farmhand would see the payout screen totally what they expect with bonuses, but when the new day starts, the value will be different because the host chose rancher instead of tiller, and you've just lost out on all those huge Artisan bonuses.
Workaround is to sell your goods directly to the NPC. This will then sell instantly, for the correct price.
TL;DR : If you have Artisan and you are not the host, sell directly to the NPC for the maximum profit.
PS: This applies to other skill related price bonuses too.
So for now the host should get skills involving selling for more then everyone can just throw things in the bin right?
There is 2 things I want to know the most.
If one person has the skill that makes crops grow faster does that apply for everyone?
Also with the crap pot skills do you think if one person gets the no longer requires bait and someone gets the no longer gets trash would it just apply both skills always?
It does not. My partner has "no trash" skill, we still get trash on them if I am the one placing the baits