What I think should be rebalanced

delray

Greenhorn
I hear there's a new patch coming soon. Here are a few thoughts on things that I think could use a balancing pass in terms of gameplay and income.

- Desert Trader. He allows to buy too many complicated items way too easily and cheaply since you can just replicate endless amounts of gems in Crystalariums (and gems in general are very easy to farm even without those). You basically are freed from interacting with multiple game systems (like cooking), thanks to this shortcut. It's just too much. Infinite amounts of stock in this store should be done away with. Just think about it, endless spicy eel, endless staircases, endless bombs, cheese, coffee. Too good to be true.

- Pigs. Just too much income. Every time someone asks how to get rich quickly, someone else writes pigs, pigs, pigs. Especially combined with Botanist and Artisan, they just bring way too much dough. They make other animals look completely unattractive and make them function as decor instead. They should be toned down to the level of other animal produce. Make them make 25% more than sheep make and it'll still be plenty.

- Cooking. Such wasted potential here, an entire module with dozens of cooking recipes that you almost never have to interact with. Why aren't ready meals more profitable than the sum of their ingredients? Prices for every recipe should be audited and boosted depending on how rare and how hard to get the ingredients are. Straight up things like fried egg where you turn a single thing into another thing shouldn't offer any extra income. But complicated things that'd require getting ingredients from multiple different sources, fishing, foraging, animals, farming, especially in different seasons, they should make you big bucks. This way we could have entire farms specialized in producing specific foodstuffs, rather than just churning out truffle oil and wine. Imagine a farm that'd be focused on making fish tacos for example, planting wheat and red cabbage when in season, fish ponds producing tuna, chicken coops to turn eggs into mayo. To combine all those multiple sources of produce into fish tacos to get a much larger income than you'd get on any single ingredient. Or imagine accumulating cheese all year so you can combine it with hot peppers into pepper poppers, or waiting with your apples from your orchard until the cranberry season to make cranberry candy for sale. I think that'd be so much more fun and require some good long-term planning from the player to get the best rewards. It'd also make a lot of things that aren't otherwise very attractive to farm (apples, tomatoes) to become some of top earners. Only benefits in doing this.

- Fishing. Compare fishing to pigs. You have to work very hard in the mini-game, spend your entire rainy day at the river and you still are going to make only 1/10 of what your pigs just dug out of the grass on the same day. The amount of money you make from fishing holds up only in the very early game. Past that it's no longer an activity of any value or interest. I think fish that we catch early game should remain as they are, call them normal and silver fish, while late game and best equipment/skill level should give access to gold/iridium fish that'd sell for much more than now, just so it remains competitive to other sources of income. Just gatekeep those very expensive late game fish behind much stronger fishing rods, tackles and baits that player can't get before the 2nd or 3rd year.

- Crab pots. Again, in the early game they make sense, but later on it's just a spam of items you don't really need, cheapest sealife and outright garbage. You could make crab pots far more appealing by making them on a very rare occasion able to catch items from the treasure pool. Not a big chance, just a tiny one.

- Fish ponds. I think their collection "buckets" should function like autograbbers do, so we don't have to go check on them every day, just go there every once in a while to collect accumulated produce. If they didn't require daily attention, their income and the bonus items they generate would be quite okay. And if cooking was made more important in the game, reproducing actual fish in fishponds could also become a thing, especially if fish inside the ponds had quality better than normal.

- Slime Hutch. It's very difficult to figure out what that's for. The income is so minuscule it's not even worth wasting space on one. I think it'd be beneficial if this building was reworked to host all sorts of monsters, not just slimes, so we can farm their drops from the farm. Add cages (like the villagers use at the halloween to host the captive skeletons), add ways to replicate other monsters.

- Silo, it's just too small for its purposes and takes up so much space you have to spam so many of them to support having all kinds of animals on your farm. I'd bump it to a few hundred hay at least. You shouldn't need that many of them.

- Artisan vs all other farming perks. Artisan boosts literally everything, you turn animal products into artisan goods, you turn your plants into artisan products, honey is an artisan product, even fish roe turned into jars is an artisan product. This should be the skill that offers the least of the boost of all of them, while more specific and more focused skills like shepherd would allow to outcompete the generalist artisan in terms of income.

Some smaller rapid fire things:
- Wine. I'd extend the time it takes to mature it in kegs to a couple weeks, to tone it down compared to other goods. Too much income in wine currently.
- Crystalarium. It should require some input, rather than just replicating crystals forever once they are put inside. Could be using coal to power them up, for example.
- Secret Woods. Can we graduate slimes here to higher levels after the first year has passed? One-shot monsters are moot in late game.
- Levels and XP. Why not let player go to level 20 and unlock all the skills from all paths eventually. Of course at a much smaller pace. At the moment we just max all skils in year one and then there's no character progress whatsoever.
- Weapons. Allow Clint to work on low level weapons to improve their damage and upgrade them to higher levels, so we can have a wider variety of them than just the three galaxy weapons?
- Qi quests. So many exploits to farm these. Especially the Pierre/Qi Fruit exploit should be addressed, but also the usage of staircases to beat the mine challenges or buying flour by the thousands to turn into bread.
 

Tom

Farmer
Most of this is really thoughtful. I love the cooking idea. Cooking seems intuitively so cool to me that the real game experience is a let-down. And tomatoes seem so cool to grow that the same thing happens when they don't really come in very handy.
 

HaleyRocks

Farmer
1 Too much of anything, results into no fun. Especially so, "balance".

2 Things are just right, the way they currently are. What i mean:

a Pigs are situational, since they are being dead weight during both rain and winter. And their truffles finding is erratic (one day i find two truffles, the next only one, the other day seven)

b Desert trader is the only sane way to farm Skull Cavern. The time flies by even though inside there slows down a little bit, abundant nodes are in deeper floors and both prehistoric (mandatory for game completion) and treasure rooms (highly sought after), are way too rare and too much random, to rely on regular gameplay, in order to access... Especially Rainbow Shards, are a real pain to come across.

c Fishing, like in real life, is a pauper's or hobbyist's thing. Still, you can make some moeny, if you pick the right professions/skills. And like farming -> artisanal goods, fishing -> fish ponds, is the way to go, later in the game.

d Crab pots are fine. Especially if you pick the skill they do not need bait.

e Slime Hutch is more like vanity items in other games. And if you want to breed specific colors, that yield specific loot (like white ones who drop diamond). It's not meant for lucrative endeavors. And an easter egg (if you have slimes hatched near people, outdoors).

f Silo is more of a quality over quantity thing. You have limited resources and why not, plan things more effectively? Just how many barns and sheds can you actually micromanage? Especially among all the other chores?

I am all for an optional harder mode for those who want it, but please, leave casual players alone. Balance and nerf are usually particularly nasty, in each and every game they employee one or both.
 
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Lew Zealand

Helper
These are all super interesting ideas and it seems to come down to the philosophy of: Should endgame be easier or should it continue to be a bit of a struggle?

Every gamer is going to have their own opinion about that but Stardew Valley already has ways to address some/many of these the concerns:

You can choose other professions if you think Artisan/Botanist/etc. is too OP
You can choose 25/50/75% profit margins
You can choose Remixed Community Center Bundles
You can choose Remixed Mine Rewards

This allows the individual gamer to tailor their preference in the game to their playstyle. Some people want to play vanilla SDV but move on from the Farm grind to Ginger or Farm Design or Weapon Enchanting, so making the Farming/Machine part of the game continue to be a grind would negatively affect their experience. Another option is that I forget to visit the Desert Trader Lady on the right days about 3/4 of the time so I'm never really swimming in Staircases, I don't like to lean on writing down what day to do what and instead RPG the game as I do real life (where I forget things all the time).

More specific reactions:

Infinite stock and selling should be a game choice. Maybe making an option for a sliding scale of 10-999 max things that can be bought or sold per day, maybe except for Seeds. Flooding the market with 5000 Ancient Fruit Wine all for the same price makes my Economics head hurt but then I don't hold and sell. The max you'll see me sell is usually half a Shed which is about 70 Wine or Pickles/Jelly which is economically reasonable.

IMO Pigs are fine and have the debuff of rainy days and Winter.

Fishing is OK as it is, I don't mind transitioning to focusing on different things later in the game. Transitioning Fish quality in later game seems inconsistent.

Same goes for Slimes. Those are the Slimes that hang in the Secret Woods but you can find much harder Slimes in the Mine and Quarry Mine if you want. However if you choose to the Monsters on the Farm option, then maybe the Secret Woods Slimes get harder, too.

Silos I can go either way, I use them for decoration and almost always end up with 1 Barn, 1 Coop, 3 Silos which work perfectly over Winter. But that's just my Farm design.

LOL Slime Hutch. Yeah, it's pretty useless and a weird addition to the game. But then I have one Farm that's ALL Slime Hutch and Slimejack Ponds so...

Your Crystalarium idea is very good as currently they are weird and OP, their only "downsides" being a little expensive and slow. Powering them is great. Maybe a later game option could be powering them from a Solar Panel set in an adjacent tile.

Weapons are addressed by the Volcano Forge, no need for Clint.

Qi Quests are endgame like the Volcano Forge, these should be OP. They should be "exploitable" by planning as they are now. Which means it's not an exploit, because you need to plan well. I "exploit" this by saving Dyes as I love to Tailor which means I can do that Qi Quest easy-peasy 5 times over but other people find other Quests to be easier. Mix 'n match.

Max 'n match.
 
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FilthyGorilla

Local Legend
Another idea I’ve always had for the balancing of cooking is in friendship. I feel like it’s a fair enough addition to the game that the majority of cooked goods don’t sell for more than the sum of their parts. Instead I propose that cooking has some ulterior affect on cooking. Most if not every person has a loved cooked gift and I think it wouldn’t be too much to do something like 1.5x friendship from cooked gifts (that’s not as insane as people think as that’s the same amount as an iridium loved gift and it’s decent tough to get quality food, especially considering you can’t buy it and it forces you to actually cook), or allow a third cooked gift every week (also basically 1.5x friendship).

Also as said before there are ways of balancing a lot of things, especially profit ones, within the game or with your own parameters of play. The only thing it really impacts is people recommending these strategies over others.
Most of your changes would simply make a lot of stuff take longer to do, most of the time people ask for optimal strategies to avoid just that. Nobody cares for unnecessary grind and many things already balance themselves out in the effort they take.
 
I agree with @HaleyRocks when she says that balances and nerfs are often particularly nasty, especially for casual players; one game that immediately comes to mind is The Binding of Isaac: Repentance--the "balances" and nerfs they implemented with that expansion are incredibly brutal while the base game was plenty hard prior. I'd wager that the majority of SDV players play the game for relaxation, if more difficult challenges were implemented a lot of folks would probably be a little turned off by that. Skull Cavern and Volcano Dungeon are challenging as is for a lot of players until they're able to get the Galaxy weapons and better rings, and I cannot imagine the pain I would endure if staircases weren't allowed for Qi quests because even with all the proper gear, there's no way I'm getting to the bottom of the hard mines in a week without a little staricase action.

While the slimes in the secret woods are quite weak and not at all a challenge as the game progresses, ALL slimes become useless for combat once you get the Slime Ring anyway. When it comes to the desert trader, all the spicy eel I've ever gotten has come from either my Lava Eel pond or from slaying serpents; I've not haggled with him for a single plate of spicy eel--nor for bombs or cheese as I can hoarde the cheese I make and craft my own bombs or get them from monster drops, but usually I buy them from Dwarf because it's a good excuse to visit him and persuade him to be friendly. The only time I tried to stock up on an item from the desert trader was when I saved up 100 prismatic shards and thought, "Magic Rock Candy," only to discover you can buy just one a week from him and that was the day I lost all interest in the desert trader because he's not really necessary unless you want a butterfly hutch or something.

It really just boils down to play style. There will always be ways to exploit games to make them stupid easy, but they're not required and in this game you can give yourself rules to follow to spice it up; like "no staircases allowed," or "you can only eat and gift the meals you make in your kitchen," along with adjusting profit margins and remixed rewards in the set-up screen. Who knows though, perhaps one day there will be a permadeath option or a hard mode like Terraria that you can choose to add even more challenge to your run.

It would be amazing if the baskets on fish ponds worked like autograbbers though, having to run to them everyday gets kind of old!
 

delray

Greenhorn
As for crafting we could see changes to:
- Tea sapling prices could be lower or the amount of foragables it takes to make seeds increased. Too good to be true.
- Crystalarium and Kegs could be a touch more expensive to make to make them harder to spam and delay the moment when player reaches infinite items and infinite funds through them.
- Staircases could be made cheaper to make, cost less stone, alongside the limit to how many the Desert Trader can sell each time. This way we'd meet somewhere in the middle with the crowd who just can't drop 100 levels in a day, because their characters are built in a more casual way.
- Cookout kits should be made permanent. Among other things, they'd make such nice decor if they didn't just vanish overnight. They should work exactly like workbenches, but for food items.
- Worm Bin is just so insanely expensive for the amount of cheapest bait that it produces every day. This is one machine that requires a really powerful buff.
- All the rings you make through crafting (except for the iridium band) feel so weak compared to what you get from the guild. Rings in general could use a general review, to nerf the ones that are just so obscenely powerful and buff those that are never used (like yoba or sturdy).
- Fairy Dust would make such a great export item, combining diamonds and fairy roses, make flowers useful for something for once, but for whatever reason its price is just so much lower than that of base items. Why does it have to be this way? Rather than making a winery each time, what if I wanted to plant fairy roses in the greenhouse and mass produce fairy dust for sale? Why does it have to be made impossible with how the raw ingredients sell for more than the end product? Game is just too skewed towards kegs and pigs at the moment, forces us down certain paths to succeed quickly.
 

ArtifactSpot

Guest
I disagree. There’s no real competition in this game. You are your own competition. Yes you can watch YouTubers and the like and how they make hundreds of millions or even billions in a vanilla game and it can boggle your mind or even discourage you. But don’t let it. If the game is too easy for you, then there are ways to make it harder by avoiding things that make it easiest or use the profit margin slider. If it’s hard for you then go at your own pace and be proud of your own achievements and accomplishments in your own time. Play for you and you alone. If you’re playing with others then you are all on the same team contributing equally with your personal strengths. If you have a group that’s too much in it for maximum money alone and it’s frustrating then change teams or make your own. Not too complicated. The most important thing is to have fun. If it’s no longer fun then play a new way.
 

delray

Greenhorn
It'll make Stardew a better game if some items are toned down in terms of their effectiveness and others are brought back to life by making them more effective. It's a daily consideration for people working in this industry, this is how you make better games and that's how you improve your games after they've been released. If there's a feature that's commonly criticized or criminally underused, you want to give them a buff. If there's a way for players to cheat the systems you've put in place, call it an exploit, again it's something that needs to be addressed.

I will not argue the merits of rebalancing anything in the game in general terms, because it's pointless and leads nowhere. You just don't undestand how making computer games works. Worst case scenario, you can still enjoy the game and play it your own way even after those rebalances have been applied to it.

Stardew's patch history is full of balancing changes, for example multiple exploits in the Qi Fruit quest were addressed already in 1.5.3 and Pierre's store is just an omission made back then. Desert Trader's available stock of Magic Rock Candy was heavily restricted in 1.4.1 proving that developers can see there's a problem with how that store impacts gameplay. 1.3.28 changes the purchase prices of raw resources from merchants starting year 2, which makes for a much harder gameplay in later years. The massive exploit with farming mushroom floors over and over again is but a history now. So forth.

I'm way more interested what people think about the specific points I've made, than what they think about the idea of rebalancing computer games. Especially people who have knowledge of 1.6 and are aware if any of those points were addressed in the coming patch already.
 
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Sockpuppet

Planter
Some good points - Now this may anger most fans but my main hatred are festivals they are a complete waste of productivity I would rather mine, farm, fish or anything else for that matter. One more midnight jelly festival and I will be ready for the funny farm. Yet there will be more mind numbing festivals in 1.6, my brain hurts.
 
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