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If it'll be worth it, we will see. Atm for sure it isn't. Its faster to farm money and just buy the items from shops :/
Are you cooking with the stuff you farm up or making the health things (herbs and cotton)
There's a crystal tree and nitre(?) tree - both of which are used in crafting a fair amount.
Am not that much into cooking so far. Was about to get the blender soon but yea I will check that out, thx.
The blender though is required to make the fertilizer to increase the ammount you get out of the planter boxes. And some seeds are easily found when picking up the animal feces. So that also some free resources you don't have to buy from shops.
Also this is the very first implementation of farming and it will be revised and made better over time. So don't forget to put constructive feedback in what way you would see it improved and not just yell useless mechanic.
The Farming system is really new. I trust they will make it more fun and/or worth doing more.
later on mid to endgame (for me it began at end of spring), you dont need stamina or health food or something, because there are some mechanics which are so broken/out of place and i dont believe they work as intended, that it makes no sense using food..and selling those things not worth the crafting time
why is stamina/health useless later on?
(spoiler because i explain mechanics, which can destroy the fun in this game, because the health/stamina mechanics makes no meaning anymore if you do it this way)
health:
you dont have to skill it or refresh it.. theres no place where you need it, outside of dungeons there come never the case where you drop nearly too low.. because monster are way to weak against your levels + gear and inside of dungeons you have continues, which fill up your health back up and theres no reason to dont do it that way, because you dont lose anything, no time/items etc if you die inside a dungeon, only continues of which you have 2 per round and on a new round it goes back to 2..
stamina:
if you farm dungeons, you skill that talent with getting more damage but no stamina cost on attacks... otherwise for mass farm you use the farming skilltree, which consumption that much that you have the feeling the day is too short. and massage chair or eating in the inn on top.. you have no problems at all
and reskilling is not that expensive later on(the cost increases so it dont cost only 1k later), so you grind 1-2 weeks dungeons like hazard ruins lvl 2/3 (4 is not worth it, except for the chips for the table from mysterios man, otherwise you get so less loot than in lower levels, because less chests/monster, because more jumping/runnning around parts) until 22-23 and then until 1:30 you go mining with your full attack skilltree to spend rest of stamina and after that you run home, sleep, wake up, sort+refill and again.. so 1-2 weeks with attack skilltree and then respec back on farm or social...(and at that point you have a massive amount of loot from the dungeon)
so yes, games need alot of balancing stuff in future ^^
You can chain sleep in Stardew and only plant/harvest for the same "gamebreaking" effect. No one cared because chain sleeping is the player's choice and abusing it will result in very boring gameplay.
These games are not designed with min/maxer mindsets. You have to throw that out the window.
but "why" are those games are not designed for min/max?
i mean, if they wouldnt be, i think there would be a limit for the amount of machines etc and no regain mechanics for anything and the game would be way more linear and would have less things which you can use in your daily routine. i mean: finding out those stuff, then decide which way you want to go or better expressed: how you want to design your day is the main part of those games in this genre...
and in games/situations with choices is always room for min/max stuff