psychedelist
Farmhand
Most of the professions are competitive but a few are really useless and one is OP, i hope to see balance changes to them in the future. I know most people are fine with some choices being by far more optimal, and other choices being "self challenge/variety" (e.g. Artisan vs everything else in the Farmer skill). But personally i'm a fan of the opposite, think it would be best if both alternatives in a branch were pretty similar in terms of money making.
- Artisan
Is there anybody who doesn't pick Artisan? With so many people agreeing that it's by far the best thing to use, there's no denying that it could use some nerfing. To avoid upsetting many people who enjoy it the way it is, there could be an advanced setting to let players choose the new multiplier. I think it should be +10% or 20 at most. It will still be great in the long run, but give more motivation to try to make the most out of the other branches.
- Coopmaster and Shepherd
If the Artisan nerf was applied, Shepherd would then be kind of reasonable, but Coopmaster would still seem pointless no matter what. What is the point of Coopmaster anyway? Reduced hatch time, so let's try hatching some duck eggs. I'll need to get rid of one animal first, so animal produce will be reduced while the new duck is still a baby. Petting it to the max still takes too long, and in the end when i try to sell it, it's just 1,560 (x1.3 of Marnie's price). I would have earned a lot more if i simply kept the adult happy duck producing iridium quality things, plus petting it everyday wouldn't have been required. So selling animals doesn't work at all from a profit point of view. But maybe the point of Coopmaster is filling your new coops with ducks and chickens by hatching them, rather than buying them? Again it doesn't work, because with Artisan, i can use the extra money to buy all the new animals right away, which means i'll have the coops running at max production capacity much sooner too. Am i missing something, or Coopmaster is flat out terrible?
My suggestions for these two professions are:
- Higher multiplier price of happiest animals compared to the market price (currently 1.3, could be 2.0)
- Much higher pregnancy chance (rabbits should have this ability too, by default, regardless of professions). High tier animals should have less chance than low tier ones, but rabbits should have the highest rate of all, to stay in line with the hatch reduction time idea of Coopmaster.
Shepherd:
- The sheep thing is very niche and implies i should be only using sheeps. Maybe also make goats give milk every day, and pigs have slightly higher chance of finding truffles?
- Tapper
No one sells those syrups, they are used for kegs and bees. And if i were to sell them still, the increase is ridiculously low, given the low price of the items. Either reduce the syrup production time a bit, or increase the price of the items.
- Tracker
I saw nothing but hate towards this profession, so it's not just me. No use for it other than completing the museum faster, and you can make a screenshot of the entire map anyway. Maybe increase the capacity and spawn rate of the worms and forageables. Increase spawn rate of the fishing bubbles and ores in water. Randomly make some trash cans guaranteed to drop a non-thrash item, and point at such trash cans. In cave/mine, indicate where the exit is after 20 in-game minutes, or increase the chance of an exist appearing after 20 in-game minutes spent on a floor. Edit: although admittedly, the trash cans and mines exit ideas don't really suit Foraging as a theme.
- Luremaster
No reason to ever pick it because Mariner is much better in every way. It could be made more desirable indirectly by increasing Willy's bait price by a lot on year 2+.
- Artisan
Is there anybody who doesn't pick Artisan? With so many people agreeing that it's by far the best thing to use, there's no denying that it could use some nerfing. To avoid upsetting many people who enjoy it the way it is, there could be an advanced setting to let players choose the new multiplier. I think it should be +10% or 20 at most. It will still be great in the long run, but give more motivation to try to make the most out of the other branches.
- Coopmaster and Shepherd
If the Artisan nerf was applied, Shepherd would then be kind of reasonable, but Coopmaster would still seem pointless no matter what. What is the point of Coopmaster anyway? Reduced hatch time, so let's try hatching some duck eggs. I'll need to get rid of one animal first, so animal produce will be reduced while the new duck is still a baby. Petting it to the max still takes too long, and in the end when i try to sell it, it's just 1,560 (x1.3 of Marnie's price). I would have earned a lot more if i simply kept the adult happy duck producing iridium quality things, plus petting it everyday wouldn't have been required. So selling animals doesn't work at all from a profit point of view. But maybe the point of Coopmaster is filling your new coops with ducks and chickens by hatching them, rather than buying them? Again it doesn't work, because with Artisan, i can use the extra money to buy all the new animals right away, which means i'll have the coops running at max production capacity much sooner too. Am i missing something, or Coopmaster is flat out terrible?
My suggestions for these two professions are:
- Higher multiplier price of happiest animals compared to the market price (currently 1.3, could be 2.0)
- Much higher pregnancy chance (rabbits should have this ability too, by default, regardless of professions). High tier animals should have less chance than low tier ones, but rabbits should have the highest rate of all, to stay in line with the hatch reduction time idea of Coopmaster.
Shepherd:
- The sheep thing is very niche and implies i should be only using sheeps. Maybe also make goats give milk every day, and pigs have slightly higher chance of finding truffles?
- Tapper
No one sells those syrups, they are used for kegs and bees. And if i were to sell them still, the increase is ridiculously low, given the low price of the items. Either reduce the syrup production time a bit, or increase the price of the items.
- Tracker
I saw nothing but hate towards this profession, so it's not just me. No use for it other than completing the museum faster, and you can make a screenshot of the entire map anyway. Maybe increase the capacity and spawn rate of the worms and forageables. Increase spawn rate of the fishing bubbles and ores in water. Randomly make some trash cans guaranteed to drop a non-thrash item, and point at such trash cans. In cave/mine, indicate where the exit is after 20 in-game minutes, or increase the chance of an exist appearing after 20 in-game minutes spent on a floor. Edit: although admittedly, the trash cans and mines exit ideas don't really suit Foraging as a theme.
- Luremaster
No reason to ever pick it because Mariner is much better in every way. It could be made more desirable indirectly by increasing Willy's bait price by a lot on year 2+.
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