The more you buy/sell, the lower price change is. Increasing or decreasing the value of items probably wouldn't solve the problem, however, what I'm suggesting is to have weapons sell at a higher percentage rate instead. Purchase prices change in intervals of 0-3 based on how much you buy, and sell prices change in intervals of 0-5 based on and how much you sell. You can buy these from Sophia at her ledger. Sophia is a bachelorette option in Stardew Valley Expanded. ![]() When not working at the vineyard, Sophia spends her time enjoying anime, manga, and cosplay. She is very shy and mostly keeps to herself. If the current value of weapons at the endgame is to match what it will be like come 1.0, I don't think it will go very well. Sophia lives and works at the Blue Moon Vineyard. I think the main cause for this is because furniture and food are stackable, and thus can be gathered en masse, where as a single weapon can take up an entire slot, which puts weapons as the least desirable kind of loot to sell. (While the game shows whole numbers, internally it does not round numbers.) Thus, on the 10th cast at level 1 fishing, the game shows an energy cost of only 7 instead of 8. Each subsequent fishing level decreases the amount of energy used by 0.1. ![]() ![]() The colony update brought me back.Ĭonsidering I know we've been waiting to be able to sell things for so long, I'm surprised no one has commented on it, either in a positive, or a negative way.Īnyone else feel that the sell prices are a bit off? Based on what's in the game so far, I feel that weapons don't sell for enough, while food and furniture/placeables sell for too much, at least in comparison to weapons. At fishing skill level 0, casting a fishing pole consumes 8 energy.
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