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money isn't an issue (just need time). I don't mind waiting and stuff but it just really sucks that I'm literally saving all my high quality produce, not using quality fertilizer and just speed growth, and only aiming for low quality produce for machines. Like what's the point of high quality crops anyway. IT DOES NOTHING.
Now if they did, then aging wine could potentially be a bit odd, but then you could just make it so Ageing wine has its own exclusive quality levels, or just increases the quality of wines to its maximum over time.
It's really depressinvg that my finest strawberries don't produce my finest strawberry Jam.
Not just crops, either. Animal products, too. Gold Star mayonnaise is obtained from large eggs, which feels wrong. There should be Mayonnaise and Large Mayonnaise (same with cheeses), each of which have quality based on the ingredient.
Reward us for growing quality crops!
Pretty sure that's how it works. You can actually interrupt the aging process in wine by hitting the cask with a pickaxe, as I understand it, so you can test how that works yourself if you've got the notion. Or you can just test it with cheese. Casks age cheese, too. And you can start the cheese on a higher star quality by using a large milk, as I'm sure you know. I don't see how this should make aging wine any odder than it already is...
Well maybe cask can just multiple the quality value of the item, instead of the base non-quality item. And the dev will have to do something about chest/fridge space though.
It sucks. I don't understand why ConcernedApe introduced item qualities when those qualities are useless (unless you gift . .or eat raw or ship raw . .which uhh no one does that). Like it's normal and common sense for farmers to save their best produce to create better products and such.
Oh yeah I forgot about animals, I kinda pretty much ignore animals because well . . it's not like their quality matters (again). And it is weird for the whole large eggs and large milk for gold items. I just focus on crops all the way--which is why it really really bothers me.
I'm pretty sure this has been brought up to ConcernedApe but he hasn't do anything to it. The 1.3 beta is umm. . .there's not much "content" add to it either aside multiplayer I supposed.
High money barrier to entry, bugged out happiness preventing them getting happy and thus better products, their products even at high qualityt or in artisan form are worth less than a season of crops, and one of them (Pigs) is completely useless in winter.
Ultimately they serve no useful purpose when you could instead work towards a Starfruit Winery.
A basic, tier 1 chicken coop with 4 chickens costs like... what, 5k to make? And it makes over 80k profit per year? If a chicken coop takes up 18 spaces, that's still 4.7k profit per tile over the course of a year.
Growing 18 potatoes at 6g/day is comparable to that with 21k for the season.
It gets more complicated when you get later in the game, because you're more likely to grow different crops and have different tools, such as kegs and jars. These take additional resources, time, and place on the ground. These are comparable to the "High money barrier" - instead you'll need tons of coal or ore, along with resin for kegs. Late game, animals definitely fall behind, but they don't "serve no useful purpose".
The worst thing in the game is either Clint or crab pots. Both serve their use, but neither is very nice to make use of.
In regards to the OP: I wish they'd change it. I'd be perfectly fine with them lowering the worth of normal crop prices by a decent amount (20%?) if it meant it gave more incentive to use fertilizer and casks.
Making fertilizer more useful would also give the crab pot skill tree a LOT more of a use, since right now it's... one of the worst moneymakers in the game, and fertilizer becomes useless once you've got a ton of kegs and casks... Sashimi also becomes less useful once you've got other sources of food, such as high foraging or hops.
There are some things where it's fine for the game to not have it, but somethings, it SHOULD. This is just one of the thing that it should have instead of having to need mods for it. You know this game is inspired by Harvest Moon/Rune Factory in some or most aspect, and ConcernedApe introduced the whole crop qualities system to Stardew Valley. Like why the heck would you introduced a quality system if there's no incentive whatsoever for the players to even use it.
As far as I read, jellies/pickles (and wines/juices) will always be more profitable than the base product, even if they are gold/silver quality. It's because they both multiply the value of a crop by a certain amount (Wine: 3x the fruit. Juice: 2.25x the vegetable. Jelly/pickle: 2x + 50 the crop value). Because of the bonus 50 value for preserve jar, it's almost always more profitable to put vegetables into that instead of trying to juice it, despite the higher multiplier for juices.
But since it takes AGES to juice/wine something, it's better gold PER DAY to simply preserve everything and get rid of it. So if you have so many crops that your machines are always working, that is wasted money since you have to let crops idle for a long process to complete. You either need a ton of kegs, or a smaller amount of preserve jars. It depends on how many crops you pull in in a day.
And to be fair, I'm fairly certain that this mimics real life. Most cider mills will make cider from most of the crop. But if they have extra apples, they don't leave out the small ones or the discolored ones or the ones that have scars. They leave out the big beautiful red ones that someone will see in the store and say "Aw man, I haven't had an apple in a while, but that looks amazing." Because let's be honest, you can't tell whether most fruit is going to taste exceptional or just alright by looking at it, but people are more likely to buy the prettier looking produce. So that should equate to the gold or iridium star stuff, as opposed to the apples that never quite got orange, or the ears of corn with some kernals on the end that never quite grew in, which would be no-star quality, but probably tastes just as good as the rest of the harvest. And those no-stars are the things that farms would want to process into canned goods or jams or jellies, because the appearance of the fruit or veggie doesn't matter once it's been cut up or mushed and boiled down.
So, for game mechanics, yeah. It seems silly and arbitraty. But it also makes perfect sense real-world to me.
I'm not talking about the apple thing or whatever the best looking apple is in the whole real world scenario. I'm talking about the game mechanics. And still in real life, if there's no incentive to do something, then it just won't happen. You're not providing any answers to my question, but just what is acceptable for you. What's the incentive for high quality crops/animal produces? Why should I care about the silly qualities if there's NOTHING in it to aim for?
And when I think of high qualities, I think of levels, tiers, whatever that is. You know how gingsen has different tiers of qualities and the top tier is called heaven grade--best medicinal properties for body to absorbs and such and very expensive in pill forms. That's what I'm talking about. not appearance looking quality.
That's my real-world thing whatever.
And I don't know much about ginseng. But the thing is, you're not growing medicinal plants. You're growing crops. Produce. You're growing apples. You're growing corn. You're growing things to turn into tasty foods, not medicines or medicinal teas. So while I can see your perspective in the real-world comparison, here, I don't think it's as relevant.
But I have already agreed that from a gameplay mechanics perspective, yes, the current method is a little silly. But I'm also fairly certain that ConcernedApe tends to prefer this game being made for a casual playstyle, which is probably why he didn't want to do it your way. He likely didn't want people trying to race to the finish line. That doesn't mean he's right, or that his way is any better. But it's why I think that he probably won't change this.