1313e
Sodbuster
Hey everyone,
I have posted a few ideas before, and have had this one for a while, but unlike the other ones, it is rather big and impactful.
I wasn't entirely sure if I should post it back then, but as I have been thinking about it more and more, I have figured out most of the details.
So, I guess I will be posting it now.
Motivation
There are many different items/products in Stardew Valley.
Some of them, like cooking, are there to be used by the player (as cooking was made specifically to not be massively profitable), while most others are meant to be sold.
Because of this, many players (myself included) will attempt to find out the absolute most profitable way of growing crops (I, for example, actually have a file where I list the best crops to grow on a tile, taking into account seasons; skill levels; professions; money; seed availability; etc.).
Now, while I like doing math to figure that out, it doesn't make a lot of sense realistically speaking, that one is capable of focusing on a single crop (or other product, but I guess crops are mainly used for profits, so I will focus on them) and make tons of money from it.
After all, you would flood the market with the same product, greatly exceeding the demand for that product.
Additionally, crops sold during the season in which they grow would normally not fetch as much as when sold during a different season, for the same reason.
Therefore, I had the idea of introducing something like a market economy, which would be a very high impact game setting.
Proposal
Players have the option when creating a new farm, to enable the use of a 'market economy' (optionally, one could maybe toggle this in Lewis' house in an existing save file? However, this could be abused, so some limitation to how many times it can be changed should be applied. I also have the feeling that would be way too hard to implement.).
In other words, selling prices for products are no longer static (as they are right now), but are determined by supply and demand.
Selling too many of the same product will lower its selling price (to a minimum) for a certain amount of time.
Not selling a product for a long time will drive up the price, potentially exceeding its usual static price, giving players an incentive to focus on this product.
Maximizing your profits with this system would require much more careful planning of the player, having to focus on multiple crops (or just products in general, like artisan goods), which I think would be a very nice added challenge (I, personally, would really enjoy such a thing).
Proposed details are as follows, which might be a bit technical (note that I use an 'X' to indicate a flat rate/number, but this value differs per occurrence and can also differ per product):
Below are a few definitions of terms I use:
Taking it into account will reduce its value by quite a lot, while ignoring it could make it even more profitable.
I know the above is quite technical and would involve an incredibly large amount of work, which is why I hesitated for a long time before posting it.
I therefore spent a lot of time working out the details myself and hoping that there are others that can provide feedback.
Let me know what you think.
EDIT: Apparently, someone else already proposed this a few weeks before I posted this, which I didn't see (Demand mechanic).
My apologies for that.
I have posted a few ideas before, and have had this one for a while, but unlike the other ones, it is rather big and impactful.
I wasn't entirely sure if I should post it back then, but as I have been thinking about it more and more, I have figured out most of the details.
So, I guess I will be posting it now.
Motivation
There are many different items/products in Stardew Valley.
Some of them, like cooking, are there to be used by the player (as cooking was made specifically to not be massively profitable), while most others are meant to be sold.
Because of this, many players (myself included) will attempt to find out the absolute most profitable way of growing crops (I, for example, actually have a file where I list the best crops to grow on a tile, taking into account seasons; skill levels; professions; money; seed availability; etc.).
Now, while I like doing math to figure that out, it doesn't make a lot of sense realistically speaking, that one is capable of focusing on a single crop (or other product, but I guess crops are mainly used for profits, so I will focus on them) and make tons of money from it.
After all, you would flood the market with the same product, greatly exceeding the demand for that product.
Additionally, crops sold during the season in which they grow would normally not fetch as much as when sold during a different season, for the same reason.
Therefore, I had the idea of introducing something like a market economy, which would be a very high impact game setting.
Proposal
Players have the option when creating a new farm, to enable the use of a 'market economy' (optionally, one could maybe toggle this in Lewis' house in an existing save file? However, this could be abused, so some limitation to how many times it can be changed should be applied. I also have the feeling that would be way too hard to implement.).
In other words, selling prices for products are no longer static (as they are right now), but are determined by supply and demand.
Selling too many of the same product will lower its selling price (to a minimum) for a certain amount of time.
Not selling a product for a long time will drive up the price, potentially exceeding its usual static price, giving players an incentive to focus on this product.
Maximizing your profits with this system would require much more careful planning of the player, having to focus on multiple crops (or just products in general, like artisan goods), which I think would be a very nice added challenge (I, personally, would really enjoy such a thing).
Proposed details are as follows, which might be a bit technical (note that I use an 'X' to indicate a flat rate/number, but this value differs per occurrence and can also differ per product):
- When creating a new farm, players have the option to enable a 'market economy';
- When enabled, selling prices of all products are no longer static, but instead are a specific percentage of their usual selling price (the current selling price becomes the default basically);
- For every product, the game stores a variable (let's call it 'V') with a default value of zero, that is increased by one every time that product is sold;
- Once V reaches above a value X (V > X) for a product, the market will become flooded, decreasing the selling price by X% for every additional X beyond the upper limit of that product, up to a minimum of X%;
- Similarly, once V reaches below a value X (V < X, with X being negative), that product becomes in high demand, increasing the selling price by X% for every additional X below the lower limit;
- Every day, any product that currently has a value of V that is above zero, will have X deducted from it, after which selling prices are adjusted accordingly.
This does not happen when this product has been sold in the past X days; - Every day, any seasonal product that is not in season, has its value of V reduced by X;
- Every day, any non-seasonal product that has not been sold in the past X days, has its value of V reduced by X;
- Every day, there is a chance for an event that adds or removes X to/from the value of V of a specific product/type of product (for example, it can apply to a specific crop, or it can apply to all artisan goods).
This is to somewhat simulate realistic events, like that the player isn't the only one in the world selling products; or that a specific product is just massively popular right now; etc.; - All vendors in the game (like, Pierre; Willy; and Clint) have a limit of X of how many they are willing to buy of a product (potentially this limit applies to a type of product instead), with the amount sold to them being stored in a variable 'W'.
The player cannot sell products to a vendor beyond this limit, and must use a shipping bin; - Every day, the value of W is reduced by X (this may or may not depend on the season and such, like it is for the international market);
- The selling limit of a vendor increases by X every season, up to a maximum value of X;
- Products sold to vendors increase V at a slower rate (for example, V is increased by 0.7 for every product sold to them).
This is to simulate boosting local businesses.
Optionally, V could increase faster than usual if the player sells to JojaMart while not having a Joja Membership, or even slower than other vendors when the player does have it; - The player will sometimes receive mail from either a Pelican Town vendor or the international market, requesting a certain amount of a specific product.
Selling this product to the associated buyer (vendor or shipping bin) within a specific time limit will net the player X extra gold for every unit sold, up to the amount requested; - A "Market & Trade" TV channel is added that can be watched every day, that provides the player with the 3 most profitable and 3 least profitable products right now (with profitability being the percentage of the default price).
This could maybe be changed such that the player can check the profitability of any product (like, the TV channel shows them all, but the player focuses on a specific product while watching).
Below are a few definitions of terms I use:
- Seasonal product: Any product that cannot be logically obtained during at least one season.
This applies to all crops (as no crop can be obtained during all seasons I believe); most fish; all crafted/cooked/artisan products whose ingredients cannot be logically obtained.
For example, a Cheese Cauliflower would be a Spring product, as Cauliflowers can only be obtained normally during Spring and Cheese can be obtained during any season.
Similarly, Truffle and Truffle Oil would be Spring/Summer/Fall products, as the former cannot be obtained during Winter, and thus the latter cannot either.
On the other hand, a Lucky Lunch would be a seasonal product during no season (I know, sounds weird), as all of its ingredients cannot be obtained during any season (Sea Cucumber is Fall/Winter, whereas a Blue Jazz is Spring and Tortilla is Summer/Fall).
A Lucky Lunch would therefore always be out-of-season.
An exception to this rule would be if the Greenhouse has been unlocked: Any seasonal product that can be obtained from the Greenhouse (like crops) become non-seasonal products once it is unlocked.
This might make things too difficult though or too unbalanced, as it would make the Greenhouse quite a bit less profitable; - Non-seasonal product: Any product that can be obtained during all seasons, taking the Greenhouse and Garden Pots into account.
This would apply to most animal products (except Truffles, but they are not classified as animal products I believe); some fish; all artifacts (I believe); all minerals; all crafted/cooked/artisan products whose ingredients are non-seasonal (like cheese; gold bars; or omelets).
Taking it into account will reduce its value by quite a lot, while ignoring it could make it even more profitable.
I know the above is quite technical and would involve an incredibly large amount of work, which is why I hesitated for a long time before posting it.
I therefore spent a lot of time working out the details myself and hoping that there are others that can provide feedback.
Let me know what you think.
EDIT: Apparently, someone else already proposed this a few weeks before I posted this, which I didn't see (Demand mechanic).
My apologies for that.
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