making shane hate beer after his heart event is so needed. i'd also change clint to give him some better character growth. especially if you marry emily
Yeah it's really weird to interact with Clint after marrying Emily... I somehow managed to not get his heart event where he's struggling to express interest in her at the Saloon until after I had married her, and that was... awkward. Like dude, you're talking about my wife? Many other such cases lol
@@leotheliongamesvisiting Clint would give a reason for Sandy to visit the valley more often! She would take him around the valley to look at the pretty flowers, so he'd get out more too.
@@happymicrobe8123 yeah, I ignored it until Ginger Island added necessary items that could only be found using the copper pan... that being said, I'd want another tweak to make the copper pan more useful... no panning spots out of range from places you can get to
i aggree, i literally ignored the copper pan until ginger island, copper pan needs a change also i hope that theres late game backpack expansion like adding more 24slots because why not? so i can always bring all my tools all the time, i don't mind spending more money a questline to get it. or tool inventory. we can only equip two ring, if only we can have more like 2 more like we have 10 fingers. more to buildings to repaint.
Minor thing, but once you unlock the beach hut on Ginger Island, I'd like the option to take your spouse and kids there. I never use it because I like interacting with my in-game family first thing in the morning, and it feels like the hut's wasted because of it.
That would be so cute! I always joke with my friends that I'm just abandoning my spouse and kids when I'm working on ginger island and if they wonder where I'm at for days at a time
I'd change how time works for festivals. you should exit the zone at whatever the end time is that you're able to enter the event at. for example, the egg festival is 9am-2pm, so it should be 2pm when you leave. getting put back on the farm at 10pm makes me not even want to bother going just because it wastes most of if not the whole day. either that or completely overhaul them so that there's minigames or fetch quest type tasks to help everyone set up and close down the festivals.
THIS. I want this from the year 2 on. This way attending festivals is not a pain in the back resulting in a hustle or entirely dead day. Tenting to 6 farmhouses in the morning is a stretch and farming from 10 to 2 even though I have 4 junimo huts is quite a stress. (And I would respect that me going away won't affect other people going away at all. Or they could be or could be not away at random, just like in normal life.)
There's a mod that tweaks this, but it doesn't return the townsfolk to their normal routines afterward, so it's basically a ghost town afterward. Even your spouse just goes straight to bed, which feels a little silly when the event ends at 2pm
I love the idea of changing Beer to Joja Cola as a loved item for Shane. Maybe do the same for Pam after having Robin build them a house? She says she'll try to quit so I feel like that would be a nice change for her as well.
Makes sense. Sugar is the root of alcohol cravings and many recovering alcoholics use sugary drinks like soda or milkshakes to ease withdrawal symptoms early on.
Also not have both both do nothing but be in the saloon drinking for ALL their free time. Change their schedule. Give Shane something but saying there's nothing to do but go drink after he has his blue chickens. Maybe even have him spend time with Jas, or hang out with a friend, and even just talk to Marnie sometimes and say he's learning about caring for animals. Heck, maybe have him going in the library once a week and say something about them having books about chickens (him being like "who knew?" or similar). Or take a chicken on a walk, or say he's about to take a chicken to a fair to show it off. Anything but just get drunk still.
@@jacqslabz I mean he tells you it's just a joja cola, but I love the idea of him walking his chicken or going to the library to read about them! It would be perfect
its not even a hard thing to change. just make a second like table for them, that switches once you get their events. as a side note, i still feel like the family should do more. nothing ground breaking, but there should be something extra to diferentiate them. of course, its probably too late for that. but hey, a guy can dream.
Just let me repaint the dark purple slime hutch, please. It works if you have a Halloween or dark purple aesthetic to your farm but literally anything besides that makes this unpaintable building stick out too much imo
Mentioning Shane, I'm certain I'm not alone in thinking it's a travesty that Jas keeps living with Marnie after we marry Shane, since he and not her, is supposed to be her legal guardian. So I would make it the default that she moves to the farmhouse and acts as one of your children, with Shane's spouse room changing from that dirty and ugly man cave to Jas' room. There should be a way to chose not to, for those who don't want to, but it would be lovely and help to show his character growth.
I think CA is trying to make a point regardibg shanes story, you cannot 'fix' someone with an addiction and behavioural, maybe mental, issues rooting that deep. Especially if theyre already a grown up and where not able to muster up enough willsttength and courage to change themselves or atleast get professional help involved. Thats the reason his room stays neglected, and also the reason why he does not take the child with him. Obviously he is not fit to be her guardian.
@@kinsan89 He is her godfather. Her parents were close friends of Shane, they died and now he's her legal guardian. I don't really know if he moved with Marnie before or after tho.
@@StandAloneSoul He's not meant to be fixed, but he is meant to bee seen as someone who's getting better and working on himself, learning to take good care of himself and those he cares about. He clearly loves her dearly, and I feel his story would be more compelling of it ended in the point where he feels comfortable enough to take care of Jas without Marnie's assistance, particularly since he has his spouse at his side. I mean, the game let's us have children with Shane, and it's quite weird when you think about it, cuz he can get new children but "abandoned" the one he was already responsible for.
I don't see CA changing the game so that bee houses work inside. He doesn't allow ancient fruit to be grown in pots already, and that sort of change seems similar. However, I totally agree on the mead. I (like everyone else) was devastated when I put my fairy rose honey in a keg and it just made regular mead. Everything else you put in kegs/preserve jars changes based on what it is, so that should as well. Additionally, getting wild bait in worm bins would be a GAME CHANGER.
I really want to see something done with the Horse. It's really weird with how little you can interact with it, it might as well be a bicycle or something.
I was thinking it would be nice to make the building paintable at Robin, and in the same interface you can change the colour of the horse. That would be nice.
My personal wish list: A) Spouses now leave the farm more often and perform routines that are more standard to their original. Too many spouses are just so boring once you marry them, they just stand around for many days of the week and feel like they have been completely removed from the community. B) Add a heart event for Shane that changes his spouse room depending on whether the player has completed the Community Center or Joja path. If the Community Center has been completed, Shane becomes an apprentice, he gets a new outfit (flannel shirt or something) and a new room with tools and books (like a mini-workshop). If Joja route, Morris is promoted and moves and Shane takes his place as manager. His appearance becomes more professional (button-up shirt) and his room becomes more like an office. C) Scarecrow range indicator. Especially since Deluxe and Standard operate on different principles. D) Joja prices being 10% cheaper than Pierre's. There is 0 reason to ever go to Joja unless you REALLY like Sunflower Seeds. It's further away and more expensive. The only advantage it has is being open longer than Pierre's. E) Sandy can be romanced and can move into the Valley. She is so interesting, but sadly under-utilised. F) Combine Coopmaster/Shepard, add new perk that occasionally doubles the production of animals. Combine Mariner/Luremaster perks. Add perk increases bite rate to water tiles near a crab pot. Increase the strength of Tapper perk to 50% and increase Syrup creation rate. They are so underpowered that to even consider using them is a joke. G) Reduce profit generated from Star and Ancient Fruit. Increase value of other crops. Incentivise more things being grown. Would be interesting to see some crops being in short supply, and you get a bonus if you produce these crops. H) Add new heart event for Clint that helps him deal with....just everything. He's just the worst. There is more but this is already lengthy enough.
Hear hear! I almost wish I hadn't married Alex. He just seems so isolated now, especially since I'm not planning on having kids. At least there's always the Tunnelling Ahead mod ¯\_(ツ)_/¯
I think I heard somewhere that he is going to be adding more to the skill perks so existing ones might be rebalanced to. And I definitely agree that Starfruit and ancient fruit need a nerf. They outshine other late game money making methods to much.
PLEASE yes the scarecrow indicator! And being able to hang out/interact with our spouses when they go to town. And have them go to town twice a week. For Alex, maybe he goes for a run around town, trying to keep up his physique. Elliot could go to the library and write while other people are in the library too. I’m thinking about the others as well. I’d also love big celebrations! Like maybe if you get everyone to max hearts, there’s a town celebration with a new statue being revealed for the town center created by Leah. Gives us reasons to do things like that. If you buy one of every building from Robin, maybe you get something special? Just some ideas.
Maybe some economy system would be in order. If you sell around a thousand bottles of ancient fruit wine, the price suddenly plummets, because you oversaturated the market. Like in Slime Rancher.
You should be able to combine qualities of coffee bean in a keg. It’s a nuisance to have small amounts of three qualities of bean hanging around waiting til there’s enough of that quality to make a multiple of five
Coffee brewing in general would be nice if it got buffed. After you find the Hot Java Ring, there is no point in bothering with beans. Not that most player do anyways, because a lot of people prefer to buy it from Gus.
3x3 is too few, it should be scarecrow range. as a side note, i would change the later trapper perks, combo both of them into one, and make the other "crabpots give iridium quality fish". that would make it competitive with the other fishing perks. people still wouldnt get them for the most part, but it would be great for people who want to play as a trapper.
I don't think he's embezzling, I think he pays for the statue legit he's just self aware enough to know how bad of a look having a golden statue of himself is,
@@heydararamju2000 his house is right by Linus; he's already taken him under his wing, and has started teaching him quantim mechanics and engineering, and requested his bestie the wizard to teach him time magic, for... no particular reason >_> _> _>
I still say the walnut room opening at 101 makes sense because the first walnut you get always goes to Leo's parrot, it feels more like a tutorial item than a currency you can use
I want more love for the dwarf. Krobus has gotten so much attention that the dwarf feels like an afterthought. The most they have gotten was neat lore for the race itself, but not them as a character.
All of these changes are great! I would also add changes to Shane's spouse room.. and days where he is neither in the valley or on Ginger Island after that scene, and you can find him coming from the bus stop at a certain time once a week. Editing to add here: the ability to replace all of the information you get from the TV from a radio. On some of my play throughs, I would rather not have a TV, and a radio would be a good alternative.
Panning and dig spots no longer appear in areas we can't access (this drives me nuts). Whether we choose the fruit bats or mushrooms for the farm cave, the other appears next to the dwarf's shop in the mine, so we still have to work a little to get access to both. We eventually get the option to build a mine cart track in the farm cave, and one that leads to the witch's cave behind the train platform. We can wear glasses and a hat at the same time, and we get a third backpack upgrade. We can order things over the phone/via the farm computer, then it shows up in our mailbox the next day. The crib can be moved without asking Robin to remove it entirely, and we can place things on walls/floors without having to empty the room first (again, drives me freaking nuts). Sconces can also be placed on rear/side facing walls.
I like the joja being cheaper part especially consider the cutscene where Morris offers a discount to drive customer away. To keep Pierre relevant though I thought it would be interesting for joja Mart to sell cheap but low quality seeds, never being above base quality.
More of a beginner here; since I still havent seen a lot of the content, I'm mainly looking forward to changes with the characters, such as the Shane change you proposed. I do hope they update Clint's diologue. He currently still expresses feelings to Emily to you even if you're literally married to Emily. This doesn't seem like an intentional character choice, but something left in after Emily became a marriage option. It makes Clint seem like a worse person than he actually is, which is a diservice to his character.
Exactly - Elliot will stop hanging out with Leah at the Saloon if you have 6 (I think) hearts with her, as an example. That tells me the framework is in place.
Omg yes! I love Clint, and I want others to love him too, so getting rid of the crushing, and maybe even giving him a character arc of being ok with rejection would be amazing
Dialogue is a problem with all the dateable NPCs honestly. Doesn't matter if you're married, if they're at 8 hearts they'll give you flirty dialogue. It doesn't really feel like anyone acknowledges your marriage, Clint included.
Can't get behind the idea of bees indoors (yikes), but 100% love the idea that mead scales with type of honey. Would love to compare that to hops and pale ale for mid-game supplemental cash. This last playthrough of mine, I made a massive honey farm on Ginger Island and it's such a nice change from plain old winemaking.
@@kaet8333fruit tree honey would be so good even if it's cheaper than flower honey since it's attached to the tree and not the fruit it would fix the harvesting issue
@@invenblocker And in all honesty, that method is broken. I fit ~300 Bee houses just in the farm zone on Ginger Island, 300k every 4 days. I didn't even cask wine at all my last perfect run.
I agree 100% with all of these changes, all very well thought out and game-balancing. The only addition I can think of is changing villager schedules/adding events to utilize the community center better. It always struck me as odd that one of the main goals of the game, completing the community center, leads to...nothing much changing. The community center remains abandoned, even if it is spruced up. I'm talking weekly gatherings, like at Gus' on Fridays/Saturdays and/or activities like going to the movies after renovating the old Joja store. Maybe making custom artwork/furniture in the craft section, or a cooking mini-game in the community kitchen. Y'know, SOMETHING to make fixing the Community Center seem worth the effort
Part of me thinks it must not be possible to change liked or loved items in the system he built for the game, I can't think of any situations where it happens.
@@salmence100I'm not 100% sure how its coded, but if it isn't possible to simply change them, it is still possible to do with a workaround. For example, after that Shane Cutscene, you delete Shane's NPC, then add a new NPC that is an exact copy of shane with the changed likes. It would be a little annoying for modders because they now have to account for two shanes, but it would work fine and be totally unnoticable as a workaround for actually playing the game without mods. This is something loads and loads of games do already. Instead of modifying the NPC to work after an event, just place a new copy.
@@SimuLord I don't know about C#, but I assume the game uses a DataTable to track the villagers' liked items, which is a real pain to modify. Easiest way to implement the feature would just be to have a hardcoded flag that branches the gift process for Shane if you're holding Beer or Cola when it's set to true. The messier issue is the icon on his Likes list. Of course, the "duct tape" method is just to completely swap which datatable the game uses after Shane's event.
Love your ideas! Here's my quick list (kinda long): 1. Fix Clint's behavioral continuity. He needs to stop treating me like I'm in a romantic relationship with Emily when I'm not - _especially_ if I'm actually married. 2. Update villager festival dialogue as friendship progresses. Getting tired of the same stale lines. 3. Outdoor access to and from the cellar. 4. The Foraging level 10 "Tracker" ability should reveal fishing spots with a blue arrow if the player is at Fishing level 10. 5. Add a Sun Totem to force clear weather the next day (1 Hardwood, 5 Solar Essences, 10 Refined Quartz) 6. Add a Water Pump building as a 1x1 alternative to the Well. Cost would be 1000g and 75 copper bars. 7. The Warp Obelisks and Gold Clock need a smaller alternative, with a 1x1 footprint and the height of an iron lamp-post. I love their usefulness but good LORD are they an eyesore. 8. When the community center is completed and sufficient hearts are gained with Pierre and Shane, unlock a chain of dialogue events that cause Shane to start working Sundays, Saturdays, and Wednesdays at Pierre's store. This will give Shane a steady job and allow Pierre to spend time with the family on weekends while maintaining a hobby on Wednesdays. I also have many ideas for additional Heart Events as well as Spouse Perks (that is, specific mechanical benefits to marrying particular people), but they are quite expansive and a little much for a youtube comment section.
These are a lot of good ideas, and I especially like giving Pierre more time with his family. Caroline explicitly complains about it, and it should be a solvable issue. Likewise, there should be *some* kind of relief for Jodi, who is clearly unhappy in all the work she does as a mother and homemaker. With Kent back home, he should be able to start PTSD therapy, and Jodi's workload should be lessened in a household with two non-employed parents and one of the two children old enough to be self-sufficient and get married. Kent laments the time he lost in getting to see Sam grow up, and should get to readjust to civilian life through getting used to helping care for Vincent. Also, when Kent returns, there should be enough space for two people to sleep in Jodi's bedroom, even if it's an upgrade you pay Robin to build. And with the farmer's fishing and after Willie's boat is repaired, Willie's dialogs should reflect more prosperity, and that prosperity could enable him to hire Kent as an extra hand, along the same lines as Pierre hiring Shane. I rather like the thought of Shane and Kent allowing Pierre and Willie to remain open longer in a day, by having evening shifts from 4 to 8 or 10pm, without having to alter the code of Pierre and Willie's schedules at all.
@@CrabOfDoom Funnily enough, one of the big heart event chains I came up with is almost exactly what you suggested for Kent. I even posted the first two in the suggestions section of the official SDV forum. 1. Kent opens up about needing help to deal with is PTSD, and the player suggests two possible means, where Kent sits down with either Emily or Elliott to help work through his trauma. Emily guides Kent in the ways of various meditation techniques, and Elliott interviews Kent to compose a collection of memoirs from Kent’s time in the war. Kent begins going to one or the other’s abodes for weekly therapy sessions. The first time the player visits the chosen abode while Kent is there, a cutscene will play where Kent has a combat flashback where he lost a friend, and although it upsets him, the therapy has allowed him to get through it and remember his friend’s face and name, which ultimately makes him happy. 2. After the therapy has been going on for a while, Kent comes up with the idea to take Jodi on a surprise two-week vacation to rekindle their romance. He asks the player what they think the best time to go, giving four options: Spring 15-28, Summer 1-14, Fall 15-28, Winter 1-14. (These were specifically chosen to avoid overlapping with their family birthdays and the Feast of the Winter Star.) After this first vacation, they will start to take the whole family in the future, but only on the first week (Sp15-20, Su1-7, Fa15-20, Wi1-7). This will allow them to still attend most events, with the SDV Fair being the one exception. If you are married to Sam, he will ask if it’s alright to go with his family on vacation when it comes up, and you have the option to either ask him to stay (no effect on friendship with anyone) or encourage him to go (bonus friendship with each member of the family). 3a. Kent is cleaning out the shed and rediscovers his acoustic guitar. He tweaks it a bit to get it mostly tuned, and then starts picking a bit. During this, Sam comes looking for him to let him know dinner is almost ready, and is surprised to see his dad playing. They share a father-son moment regarding life choices, and from then on they have a schedule change where the two of them have regular “jam sessions” together. If Sam is married to you, these jam sessions will occur in the indoor spouse room at the farm house. 3b. Kent starts throwing a grid ball back and forth with Vincent when they are in the back yard. Depending on a few friendship levels and other things, a cutscene will eventually play where Alex is wistfully watching them play from a distance. Kent notices and “accidentally” throws the ball too far, causing Alex to bring it back, who Kent then invites to join them, commenting that Vincent could probably learn a lot more from Alex than him. From here on out, depending on schedules, Alex will join Kent and Vincent on a regular basis.
i hate the fact that fixing the community center makes clint unable to work on certain days. that makes it a massive nerf. if anything, it would be better if we could get either a black smithy of our own, or an upgrade station that does clint job(but takes only 1 day), or allow us to pay robin to upgrade clint's shop so his work becomes faster(could come with a perk that he still has to charge for the upgrades, but will now open geodes for free). finally, give us a recipe for craftable tier 1 tools, call them make shift tools. maybe be able to upgrade them up to tier 3 on our own. could even be something of a questline of us learning from clint to make him less hateable.
I wish the bigger TVs had additional functions beyond being cosmetic. Like being able to set them to automatically display the Fortune Teller channel in the morning, so you can see your luck without having to walk over to it. Or automatically turn to the recipe channel when a new recipe is on to remind you to check it. Maybe they could add a way to upgrade the default TV to have these features too, for people who like the look of the normal one.
why not allow it to "record" the recipe channel kinda like a tivo. as for the automatic fortune teller. i have a better idea, add a radio that you can turn on or off, and when its on, at the start of every day it talks about the fortune and the forecast for the next day. it doesnt even need to have a line, just a couple of bubbles on top showing the symbols for the climate and the fortune.
The wedding ring (so you can marry other players) should do the same things as the iridium band!!! that way its not just taking up a slot cuz I like to wear it
A note about beehouses since I've done a playthrough with a bunch of mods that change honey and mead and saw how broken it can get: If mead is going to scale with the flower, it needs to be given a longer processing time. Currently, mead only takes 10 hours to brew, which is fine when the result is only worth 200G, but if that mead is suddenly worth 1904G (2x the price of fairy rose honey with Artisan) then that is straight-up broken when compared to wines. For comparison, that 1904 mead would take a total of ~5 days (4 days for honey, 1 day for mead) or ~380G per day when starfruit wine is 3150 and takes ~20 days (13 for fruit, 7 for wine) for ~158G per day. This problem only gets worse if the beehouses work inside with flowers in pots all year as there would be no need to change the flower and that 380G would be consistent all year long.
I find it more useful to measure income in terms of how fast a continuous operation produces money. Because while that mead/wine is in progress, the next round of honey/starfruit is also in progress. (Assuming you're using the greenhouse/island and rotating regularly.) So fairy rose mead would be 1904g (every 4 days) = 13328g per season, while starfruit wine would be 3150g (every 14 days) = 6300g per season - the former is still way ahead, just not by quite as much.
Thank. You. I know that sometimes addicts might relapse and such in real life, but what's the point of his 14 heart event if his day to day actions justifies you/Marnie being worried? Heck, I'd be fine with him occasionally having a beer if he felt bad about it or was like "I only had one; normally I'd have 5. Not perfect, but getting there!"
AYEE dude i'm always thinking about these little re-works in my head so i clicked on your vid SO fast... even more surprised when you brought up my white slime shenanigans! great stuff
I like most of these propositions. The only one I think is not really needed is the honey one, since you can achieve that effect on Ginger Island (and it's arguably the best use of the west side of the farmland there). Would be nice for the different honey flavours to affect Mead though. And on that note, I would like the quality of items to be mirrored when used to make Artisan goods. Quality fertiliser is almost useless because it's preferable to just process the crops instead.
I always just process the low quality crops and sell the high quality ones, so I have both quick money from the high quality ones and actually good money once the kegs and preserves jars are finally done
I always thought the Artisan profession should make you keep the quality of the input item instead of a flat 40% increase. It would make it interesting to either choose to use really good fertilizer in your ancient fruit to make wine money quicker, or speed gro to set it up faster 🤔
I kinda like how the topaz ring is completely useless. It’s like a relic from the game’s development and just kinda funny. Maybe in its description it should say it’s completely useless so not to confuse new players
then why not make it a dark souls reference and instead call it "the amulet ring" change its description to show that it does nothing besides ocupy a ring slot.
@@longlivethe9989 (this is according to the wiki) The Topaz Ring is a ring that can be purchased from the Adventurer's Guild for 1,000g after completing the Initiation quest (kill 10 Slimes). It can also be found in Fishing Treasure Chests after reaching Fishing level 2
- Panning sparkles should guarantee a drop, but you should be able to attempt at any time for a low drop chance as an alternative to the mines if you're not able to keep up with combat. - Befriending Clint should help him move on from his infatuation with Emily - The tea room needs to be better telegraphed, as I don't think it's obvious enough for beginners that the room's even there, let alone that it's the only place to get tea saplings - Qi sells the recipe for fancy tea sets - Marlon should add statues to the entrance of the mines to indicate which of his quests you've completed - No chicken statue reward from Gunther. - The Wizard should be able to enchant you with best luck for the day for a price. - Better telegraphing of the use of furniture items for storing clothes. - Worm bin should work as is if not loaded up, but you should be able to get different amounts and types of bait if you load it with specific foods. - Large boulders and stumps need to be forbidden to spawn in spaces that would block either bridges on farms or golden nut locations.
Agree with everything except beehives working indoors. It doesn't make sense for one, and as for having all year round fairy rose honey, you can do that on Ginger Island. My ginger island farm is basically an apiary with permanent fairy rose honey production and I pull in 80k per harvest
I think a good change would be to buff the quarry. Right now it’s just free real estate to plop down more kegs. But with how slow it takes to generate anything, that’s it’s only tangible use. I think that the chance for ores being generated should be higher and there should be at least 3-5 new rocks generated each day.
This is really interesting. Honestly, I think I land on Stardew Valley being in a fine place mechanically, so if I were pressed to express what changes would improve the game, I would be less concerned with maximizing earning towards for perfection (It doesn't even take an in game year, which seems pretty forgiving to me) and more with narrative. Things such as: Actual information about the Empire, a story or meaningful payoff for the farmer's alleged connections to the supernatural elements of the valley, a Jojo route that isn't only there for one rare item, but is an interesting challenge. Even if that doesn't mean new locations or characters to gain friendship with, at least addressing the lack of story for some existing characters like the Dwarf. That more than numbers being a bit more even would make the game feel like a complete game to me.
I agree with the overall sentiment that SDV’s gameplay should maintain a good balance between mechanics and story. Personally, I loved the game and sunk a good number of hours into it, but never bothered with the grind for ‘perfection’ since it’s just that - a grind. It’s not hard to quickly catch on the meta for optimizing cash flow, and for me, min/maxing this type of game just isn’t very fun past the first time. I agree it’d be interesting to see more development in terms of existing characters and ‘lore’, but I think the potential problem is that it’d likely be a one-and-done thing, adding little to the replay value at the expense of re-balancing game mechanics. The problem is that once you’ve read the additional dialogue/completed additional character quests (whether by experiencing it in-game or just by reading a wiki entry), unless said additions have a direct effect on gameplay i wouldn’t feel compelled to play SDV again. Of course, everyone plays differently - but for me, the character/friendship/dialogue stuff was secondary and I didn’t go out of my way to roleplay. It just doesn’t feel like that type of game, since skill progression is linear and dialogue/romance options don’t change the farming/crafting aspect of gameplay, and beyond marriage candidates (which itself is just an option) doesn’t change upon replay. It’s not like it’s a Bethesda RPG with branching dialogue options, unique character builds and skill checks. Which isn’t by any means implying one game type is better than the other; they’re just different. I loved playing Fallout New Vegas as much as I loved playing SDV. But adding crafting/farming settlement mechanics in Fallout 4 (released after New Vegas) largely came at the expense of the franchise’s notable RPG mechanics, and its implementation felt clunky and tedious. Granted, there were all kinds of corporate AAA-studio shenanigans likely to blame for the more controversial aspects of FO4, but I would still understand ConcernedApe’s hesitation to potentially risk over-correcting something that didn’t necessarily need to be touched in a patch for a game that’s been around for a while with established success. Perhaps his upcoming new title (Haunted something?) will be more narrative-driven - you’re certainly not the only one mourning the various neglected/less-developed side characters of Pelican Town!
Since the late game farming aspect almost always boils down to making the same crop (ancient fruit) I think it’d be neat if you could somehow “research” any random crop and over time increase its value. Maybe a Qi shop type item to create artisan crops. So maybe you could have a massive coffee plantation or something without sacrificing profitability too much. And if you go the joja route you can make your crops GMOs. I guess even just a super expensive crop specific fertilizer would work.
as a side note, i still defend that people use the casks with the wrong produce, goat cheese gives more money than wine, with the casks. instead of putting wine in them try goat cheese. it gets done faster, and i belive you can fill them all we 2 big barns full of goats. its also amazing food to bring to the mines. you can still make wine, just dont age it, as its not worth it if you can use goat cheese instead.
I find that I like the "set it and forget it" method of aging wine in the cellar. Actually, one time I totally forgot when I last changed out the wine, and I think it sat around for an extra month. I am quite the lazy farmer, though.
And maybe two/three forms? The one we already have, something bigger/bulkier and maybe some kind of pony like these from Iceland. Would love it to have a big Shire or pintopainted Icelandic Horse.
For the worm bin I'd leave it's unlock price and material cost high, but guarantee 5 wild bait. I almost never use wild bait because it's frankly expensive to craft and can't be bought, forcing me to farm early mine floors if I want to make it. I also love the change for Shane. I'd also give him unique dialogue for alcohol after 8 hearts. Something along the lines of "You know I'm trying to go sober right? That's really insulting." Making him love Joja cola might be a bit too hard of a swing though. Liked would be fine, and maybe make him love something like juice.
@@SimuLord That's exactly what I was thinking! Also yes, having Shane basically respond in a similar fashion would make sense. Plus change his spounce room.
Honestly, making it always give wild bait would make it useable as a lategame fishing improvement. As of now i use neither, because both unlock long after their effects matter.
I actually got them pretty easily/unintentionally by grinding in skull cavern with good luck stats on my community center world. I agree they’re kinda hard to get by, but they do seem to fit with in the joja route’s corporate and mechanized method of doing things.
For honey i would like for you to be able to consume the honey. Keep the same sell price but each different type of honey gives you a buff. Enticing to have variety
Something i've been wanting increasingly the more i play, is the ability to move chests with items in them, in an easier way. It's frustrating to have to move the chests one by one, especially when organising or decorating. Maybe add a feature where you can move them at Robins?
You can move full chests by pushing them, but it's really tedious and slow. Being able to just pick them up and put them down where you want them would save oodles of time.
Giant crops also should keep the soil tilled (and fertilized) underneath them. I find that far more annoying than not getting quality crops. When I plant that stuff so that giant crops can (and hopefully will) grow, I intend to use them for preserves jars (or kegs) anyway - but the fertilizer disappearing on some spots after the harvest makes me hesitate every time to actually _use_ it in the first place...
Until then, I recommend color coding them, or putting signs down (touch the sign while holding an item and it puts a picture of that item on the sign).
I think pets should be able to forage at night and bring gifts the next day. It’s cute to see them running around the farm but it would give them an added benefit
I never personally have a problem with not having the copper pan on me, because I pretty much always wear it as a hat. Not because I like wearing it, but it feels like an extra inventory slot.
Same, it's probably my favorite or close to favorite hat just because it's also a tool. Although I do wish it didn't look so cone shaped when it was on your head. Actually pans almost look like woks (you know a pan).
The thing with panning (specifically with your comment at 5:32 ) I've had playthroughs where I've gotten multiple Lucky Rings before obtaining the Copper Pan (I'm not the biggest fan of fishing in Stardew, so the Fish tank is often one of the last sets I complete in the Community Center) meaning that, once I got the Fossilized Tail from the Dig Site River, I just put the pan in a chest and never thought about it again.
I’d like to have the ability to activate the sprinklers even if it only works for the iridium ones. So you could go hoe up the ground and go to the farmhouse and switch the sprinklers on to water all of your spaces at once.
to me, i would love to change normal sprinklers into a straight line of 4, instead of the surround it has. that would make it far more useable, even if it doesnt really change much. less mental gymnastics, and i bet people would be far more willing to use them if they worked like that.
Interior space of slime hutch should be larger with some specific slime breeding functionalities. moving the slime you want is very difficult in current system. Imagine if players could hold a slime with their hands and place it in a breeding chamber.
Hoppers pulling out of macuines was invented by minecraft. A real-life hopper is just a big funnel that holds materials for processing and slowly inputs them
The Slime Balls dropping their Slime color's items was actually already thought about and made into a mod. I've been trying to breed White Slimes to get the Diamonds for quite some time now.
I'm sure there's a mod for this somewhere or a shortcut I don't know about, but I'd like a page in the menu that shows where you're at for the monster hunter stats. It's a small annoyance but having to wait until 2pm until the guild opens, or realizing I need to check it at 940 and I don't have the time to get there before it's closed. This is usually always most annoying when I'm working towards the dust sprite goal to get my favorite ring. Sure you can get to all the goals without knowing where you're at but it's nice to know how close you are lol.
Watching this video while going through the recent patch notes, Salmence seems to be pretty well aligned with ConcernedApe’s vision for Stardew. Nailed a few of them right on the head.
Shane: Spoilers for his 14 heart event but if I feel like if beer becomes hated it'd make sense for it to swap places with Joja Cola, he mentions drinking soda and playing video games helps him deal with his urge to drink. Plus it'd just be making a loved item and a hated one switch places and both are easy to get, so it's not like he'd be losing an easy loved gift and replaced with nothing.
the Shane one yeessssssss, I always found that weird. It's probably too complicated but I've always wondered about having a sort of system where if you give alcohol to Shane or Pam you gain friendship with them but lose a little with their loved ones, like Marnie or Penny.
As far as the bees inside is concerned, there could be a new building the size of a coop that is a small greenhouse, you set it up as you would a normal one, then you buy a number of bees from Marnie, the building has an auto collector on the outside, if you want other types of homey then all you do is buy another building and set it up, just put them in groups like you do with coops, barns and sheds. Cheers.
Here is some features i would add: -a sprinting mechanic, where you hold down a button (or press a button but that could be an accessibility setting) and you would get a +1 speed boost in exchange for some energy, maybe 1-2 per step so it doesn't feel like cheating - the ability to rename your pet and horse at the shrine of illusion - a quest where you guide a townsfolk through the mines and the reason and difficulty changes with the person, for example, Clint would want to find rarer ore, Abigail would want to explore, Demetrius would want to research the monsters, Sebastian would want to find frozen tears, and Harvey would want to pick medicinal mushrooms - make it so Harvey charges less for treatment the more hearts you have with him - the wizard could add more structures to the magic book in his tower, like a fountain that heals you when you sip from its water, or a station where you ask the junimos to help out around the farm - add different slingshot ammo you could make, like basic ammo out of stone, ammo that flies quicker, ammo thats fired in a spread, and ammo that bursts into smaller projectiles when it hits an enemy or a wall - a chargable super attack for each weapon, like a spin slash for the sword, a huge slam for the hammer, and a lightning fast ten hit combo for the dagger. - advanced combat techniques that maybe marlon and gil can teach you - bosses for the mines, maybe before each elevator floor, and a final boss that you defeat in order to get the skull key - changes for the farm computer to be less expensive and have more information and features, like scanning for which machines are ready. - big crops that have a chance of taking up a two by two area of fully grown crops, kinda like giant crops but a bit smaller - crop mastery where more cheap crops increase in price the more you harvest them - the bears knowledge and spring onion mastery makes it so spring onions, salmon berries, and black berries are more valuable and are universally liked - the dirt is changed to a more realistic color rather than the eye hurting yellow - more customization options for your pets, maybe like a black cat or beagle - tool mastery, similar to the previously mentioned weapon mastery, except they are taught to you when you have enough hearts with a person who uses that tool or has something to do with that tool, like pickaxe for clint, axe for robin, fishing rod for willy, scythe for marnie, hoe for gunther (because of digging for artifacts), and watering can for lewis (because he likes gardening) Thats all i could think of, feel free to criticize
Only change I would like to see is a more meaningful impact when you choose between the Community Center and Joja Mart paths. Only changes that happen is where the Movie Theatre ends up and if Pierre is open on Wednesday.
Someone else in the comments mentioned that Shane should take over for Marnie on her days off, I like the idea of most people having different, more convenient schedules. Like maybe the saloon and adventurer's guild opens up a bit earlier as well.
@@salmence100 Yeah, that works if you go CC route, but I looked at Pierre closing. However Caroline would take over with having more people attend the aerobics class, adding a special day once a season for a Tea Ceremony with Emily. There's also the Yoba Shrine that basically unused. With the shop closed, Joja Mart can hire Pierre and now offer the saplings.
I'd love this!!! Really want to feel like all the effort was worth it and right now it's one and done forgotten. Although the Yoba shrine is used as a gathering place on Sundays. Between that, Tuesday, and Friday a lot of villagers are hit for friendship points!
A few changes I would personally like to see (though I do have mods for some of these that fix the issues): -Amaranth can be given to cows as treats to raise their heart percentage or boost their production a bit to make it more useful and lore friendly -Smaller slime hutch (and maybe upgradeable to the current larger outside size but with a larger inside to reflect that?) -Shane's room is cleaned in the farmers house after he ditches alcohol in the heart event -Acknowledgement of your relationship/marriage from the townsfolk (particularly from any particular rivals whom may still be awkwardly pining over your spouse right in front of you) -More balancing of the early game weapons and small combat tweaks like a special attack that takes energy perhaps but is much more effective that the strong attacks already built in to each weapon type that you could learn as a reward from the adventurers guild quests. Certain weapons being more effective against certain enemy types. etc.
Super small, but I would really love to see the area of effect for things like beehouses, sprinklers, scarecrows, etc. I know it's already a mod that exists but for a switch player it's like my wildest dream lol. Also I would like to be able to start in any season, but I suspect that that would be very difficult to implement. Great video! Probably my favorite of yours so far, excluding your SDVE run
I love the idea of making the copper pan part of the wallet! I have been playing for 6 years, have multiple files and have never made a slime hutch, it takes up too much valuable real estate.
I've always built the slime hutch and I've always gotten the slime ring to protect myself from my squishy little buddies. I just do it 'cause I love to watch them bounce around so the changes you propose seem really nice! I have managed to get yellow slimes by accident but I've never seen or heard of white and black. You may have given my newest playthrough a new purpose!
The problem with fairy dust giving more than one use is that you can then use 2 of the 3 on a crystalarium with a diamond in it to get a 2 diamond profit. with the gemologist profession, this would be an infinite money glitch essentially so long as the player has a good harvest of fairy roses. I agree it needs buffed but unless it doesn't work on crystalariums its too easy to abuse.
The only way to use hopper at full potential rn is filled it with Spinner/Treasure Hunter tackles and place it in front of a deconstructor. It's a cheap and efficient way to get Iron/Gold bar late game. It's way cheaper than bying coal and ore to Clint and since tackles don't stack, it's too teddious to deconstruct them by hand.
YES PLEASE ON THE SHANE EVENT. and these dynamic liked items should probably be introduced to more characters! it sounds so fun, and theres the in-game liked items lists to track off it.
I had an idea for the worm bin: It has a 50% chance to give "lump of bait" that can be loaded into a slingshot/thrown to cause bubble spots to appear where it landed for like 10 minutes - 30 minutes which would give you a pretty powerful tool when in late-game fishing, plus it's a real life thing fishermen do where they throw bait to lure in more fish before starting to fish.
Making Shane hate the alcohol would be a great idea, But I think an amazing follow up would be Gus and Demitrius working together to make Zero Alcohol Beer, A community board quest only available when hitting atleast 5 hearts with these 2 chachters along with Pam and Shane. When done you unlock a new Processor for making beer zero Alcohol as well as giving it a selling buff of 1.5x along with it.
I think tea saplings themselves should be even more heavily nerfed, down to about 50g each, as bad as that would be, and the actual tea it makes should be buffed to about 150g per green tea you make
You should be able to paint small shed. I have small shed for my coffee beans mini greenhouse, I don't want to upgrade it because if I upgrade it it's not gonna be mini greenhouse anymore. I just want to paint it so it matches my other buildings.
Honestly yeah these are all pretty good changes like it’s a bit sad to imagine tea saplings getting nerfed but tbh I don’t use the exploit anyway cause I don’t do speedruns and speedrunners will always find something else
I use tea saplings the first year to offset the fact that I am the opposite of a speedrunner, just so I can get the greenhouse before winter hits. But then I stop selling them and look for places to plant them.
I really like the idea of the hopper, because after a while I feel like grinding in the game becomes miserable xd, esp if youre trying to get perfection. I think its a small yet really nice change
I'd like to see some sort of multiplayer changes to make it easier. Time moves so fast throughout the day without pausing during cutscenes or opening chests, and I'm currently having issues where I can go onto ginger island while my friend can't
I'd buff some of the crops slightly; for instance: Green Bean: Now yields 2 Beans on harvest Cauliflower: Now gives 25 EXP when harvested (up from 23); potentially: sell price up to 200G Strawberries: Available for regular purchase at Pierre's starting year 2
regardning festivals: - Please let me continue to have my speed boost during the festival. (The amount I had when I entered.) - Town people have different line every year till year 5, then repeat. (I now can recite what they're gonna tell and don't want to speak to them.) - Make speaking to NPCs during festivals have some impact on the social. (Don't know whether there is now some or not.)
If hoppers could put it in and take it out, that'd probably convince me to turn off Automate. This would be a more balanced lategame version of that mod, and I'd be all for it. Maybe add the ability to rotate hoppers, but don't take it much further than that.
One thing I would like to see changed is how the weapon skins work in the forge. when you apply a weapon skin to another weapon, it does change its appearance but it keeps the original weapons description. I wish it would also transfer the weapon description. Its not a super big deal but after grinding for a weapon you like only to lose an aspect of it once forging for better stats is disappointing.
I'm kind of disappointed that there aren't more after marriage events with the spouses--most of the time they just hang around the farm. It's as if once they are married to the farmer, they stop being individuals. I would like to see more of the spouses get their dreams fulfilled--Elliott gets his book published, Leah gets her art show/website, Maru gets her robot built... So why are the other spouses not allowed to be successful? I would like to see Harvey take flying lessons. Just because he loves flying. He might not be able to do it professionally because of his eyesight, but I don't see why he couldn't do it for a hobby. It would make him happy. I would like to see Alex get to play professional gridball (even if it means he's absent several days a month during fall and winter when his team travels.) After all, he's been working towards that for most of his adult life. Settling for being Mr. Mom doesn't seem quite fair. I would like to see Sam's songwriting become a career instead of a one-time thing. (He remarks that he hasn't touched his guitar in a long time) I would like to see Shane get recognition for developing the blue chicken breed, (and maybe work at Marnie's on days when she takes off or just stares at the microwave or sits in her room while she's supposed to be open!) I would like to see Abigail join the Adventurers Guild. It would make her happy to be able to swing a sword and explore the mines. Emily could have a career in clothing design. Or maybe open a small clothing shop in Pelican Town. Haley could have a career as a photographer. I suspect a lot of her initial attitude might be simple boredom. She needs an outlet for her energy and creativity other than shopping. And Penny? She could take online courses and get a degree, maybe in teaching. Or maybe archeology or library science and help Gunther out at the library/museum. Sebastian, being a MAJOR introvert, seems pretty happy with working online, so maybe he just gets better work contracts. Or maybe he just takes the motorcycle for a run every once in a while.
I think the tapper on mushroom tree's also might need a change or two. I know it's sorta easy to farm mushrooms', but if you really are trying to farm them you either gotta get lucky and get a tree or til the coconut room to force it. And even then, you don't get anything in winter, AND you have to get very specific days for any unique mushrooms.
I only care about 3 changes: 1. Move the bush on the right side of the fence that surrounds the Pelican Town sewer entrance one square up so I can ride my horse right instead of having to go left and all the way around the fence. 2. Make it so Gates stop destroying themselves just because I held the interact button/key near them. I'm really sick of this. 3. Iridium Scyhe. I don't care if it's functionally identical to the Golden Scythe, I only care about it looking nicer alongside my other Iridium tools.
There are a few “mechanics” that I have (and will) never use. 1. Tea saplings. They are too good for the wrong reasons. I will use the tea plant for decoration and, well, tea, but not selling them raw. 2. Clay farming. It abuses what should be random chance to make an absurd amount of money day 1. It takes away from the early game farming, foraging, and meeting townsfolk. 3. Animation canceling. It makes the chill Stardew Valley experience feel too “optimize everything” in the early game, and I'm no min-maxer or speedrunner.
Fun fact, upgrading Gold->Iridium starfruit wine makes fairy rose worth about 400g per, which is really high for a fall crop. Would be more fun if that wasn't the only method that could make a profit. Make it give 2 per craft but Gold->Iridium wine now costs 2.
Re: Shane. If you’ve completed the Communiy Centre and pushed Joja out of town, Shane should fill in for Marnie on days when she’s away from counter.
Y E S
THE BEST ENDING!!!
If only you could convince him to do it sooner
It’s so sad that Shane doesn’t get a new job in current Stardew. It’s what his whole character arc is about.
i LOVE this
CONCERNEDAPE PLEASEEEEE I WILL GENUINELY LOVE YOU FOURTY TIMES MORE IF YOU DO THIS UFJCBRUFJCBR
making shane hate beer after his heart event is so needed. i'd also change clint to give him some better character growth. especially if you marry emily
@@SimuLordmaybe sandy?
Yeah it's really weird to interact with Clint after marrying Emily... I somehow managed to not get his heart event where he's struggling to express interest in her at the Saloon until after I had married her, and that was... awkward. Like dude, you're talking about my wife? Many other such cases lol
@@leotheliongamesvisiting Clint would give a reason for Sandy to visit the valley more often! She would take him around the valley to look at the pretty flowers, so he'd get out more too.
Bro, I would love for this change.
YESSSS. I actually like Clint if it weren't for the fact that he's after my wife 😭
The copper pan as a wallet item would be awesome. I sometimes forget its not.
I gave up on it and left it home as soon as I got it. Which is quite sad…
I had really good luck my last playthrough and got like 3 lucky rings immediately. Sort of didn’t need the pan at all anymore after that
@@happymicrobe8123 yeah, I ignored it until Ginger Island added necessary items that could only be found using the copper pan... that being said, I'd want another tweak to make the copper pan more useful... no panning spots out of range from places you can get to
@@MercenaryPen it's just my permanent hat until I get everything I need
i aggree, i literally ignored the copper pan until ginger island, copper pan needs a change
also i hope that theres late game backpack expansion like adding more 24slots because why not? so i can always bring all my tools all the time, i don't mind spending more money a questline to get it. or tool inventory.
we can only equip two ring, if only we can have more like 2 more like we have 10 fingers.
more to buildings to repaint.
Minor thing, but once you unlock the beach hut on Ginger Island, I'd like the option to take your spouse and kids there. I never use it because I like interacting with my in-game family first thing in the morning, and it feels like the hut's wasted because of it.
That would be so cute! I always joke with my friends that I'm just abandoning my spouse and kids when I'm working on ginger island and if they wonder where I'm at for days at a time
@@veta91There's a mod called Spouses in Ginger Island, but It's so bugged that I gave up of using it.
Yesssss!
Wait you don't turn your children into doves? What kind of psychopath you are?
Then there’s me not seeing my family for weeks at a time sometimes lol
I'd change how time works for festivals. you should exit the zone at whatever the end time is that you're able to enter the event at. for example, the egg festival is 9am-2pm, so it should be 2pm when you leave. getting put back on the farm at 10pm makes me not even want to bother going just because it wastes most of if not the whole day. either that or completely overhaul them so that there's minigames or fetch quest type tasks to help everyone set up and close down the festivals.
THIS. I want this from the year 2 on. This way attending festivals is not a pain in the back resulting in a hustle or entirely dead day. Tenting to 6 farmhouses in the morning is a stretch and farming from 10 to 2 even though I have 4 junimo huts is quite a stress. (And I would respect that me going away won't affect other people going away at all. Or they could be or could be not away at random, just like in normal life.)
yes. i always skip events due to this
There's a mod that tweaks this, but it doesn't return the townsfolk to their normal routines afterward, so it's basically a ghost town afterward. Even your spouse just goes straight to bed, which feels a little silly when the event ends at 2pm
I wish there was an instant teleport thing to the festival as well. That would be very nice.
I love the idea of changing Beer to Joja Cola as a loved item for Shane.
Maybe do the same for Pam after having Robin build them a house? She says she'll try to quit so I feel like that would be a nice change for her as well.
Makes sense. Sugar is the root of alcohol cravings and many recovering alcoholics use sugary drinks like soda or milkshakes to ease withdrawal symptoms early on.
Also not have both both do nothing but be in the saloon drinking for ALL their free time. Change their schedule. Give Shane something but saying there's nothing to do but go drink after he has his blue chickens. Maybe even have him spend time with Jas, or hang out with a friend, and even just talk to Marnie sometimes and say he's learning about caring for animals. Heck, maybe have him going in the library once a week and say something about them having books about chickens (him being like "who knew?" or similar). Or take a chicken on a walk, or say he's about to take a chicken to a fair to show it off. Anything but just get drunk still.
@@jacqslabzThis is an amazing idea. I love it!
@@jacqslabz I mean he tells you it's just a joja cola, but I love the idea of him walking his chicken or going to the library to read about them!
It would be perfect
its not even a hard thing to change. just make a second like table for them, that switches once you get their events.
as a side note, i still feel like the family should do more. nothing ground breaking, but there should be something extra to diferentiate them.
of course, its probably too late for that. but hey, a guy can dream.
Just let me repaint the dark purple slime hutch, please. It works if you have a Halloween or dark purple aesthetic to your farm but literally anything besides that makes this unpaintable building stick out too much imo
Yes!!!
Same for the clock. Both stick out so much
All buildings on the farm should be paintable!
AND MAKE IT SMALLER!!!
It's too goddamn big it doesn't even fit in the construction menu
@@beepboop97YESSSSSSSS. I like mods, but I think something that mundane should be a part of the base game.
Mentioning Shane, I'm certain I'm not alone in thinking it's a travesty that Jas keeps living with Marnie after we marry Shane, since he and not her, is supposed to be her legal guardian.
So I would make it the default that she moves to the farmhouse and acts as one of your children, with Shane's spouse room changing from that dirty and ugly man cave to Jas' room. There should be a way to chose not to, for those who don't want to, but it would be lovely and help to show his character growth.
THIS IS SO SWEET
I think CA is trying to make a point regardibg shanes story, you cannot 'fix' someone with an addiction and behavioural, maybe mental, issues rooting that deep. Especially if theyre already a grown up and where not able to muster up enough willsttength and courage to change themselves or atleast get professional help involved. Thats the reason his room stays neglected, and also the reason why he does not take the child with him. Obviously he is not fit to be her guardian.
Wait, where is it said that he is her legal guardian?
@@kinsan89 He is her godfather. Her parents were close friends of Shane, they died and now he's her legal guardian.
I don't really know if he moved with Marnie before or after tho.
@@StandAloneSoul He's not meant to be fixed, but he is meant to bee seen as someone who's getting better and working on himself, learning to take good care of himself and those he cares about.
He clearly loves her dearly, and I feel his story would be more compelling of it ended in the point where he feels comfortable enough to take care of Jas without Marnie's assistance, particularly since he has his spouse at his side.
I mean, the game let's us have children with Shane, and it's quite weird when you think about it, cuz he can get new children but "abandoned" the one he was already responsible for.
I don't see CA changing the game so that bee houses work inside. He doesn't allow ancient fruit to be grown in pots already, and that sort of change seems similar. However, I totally agree on the mead. I (like everyone else) was devastated when I put my fairy rose honey in a keg and it just made regular mead. Everything else you put in kegs/preserve jars changes based on what it is, so that should as well. Additionally, getting wild bait in worm bins would be a GAME CHANGER.
I don't know, I don't really see bee hives *that* comparable to ancient fruit
I really want to see something done with the Horse. It's really weird with how little you can interact with it, it might as well be a bicycle or something.
I was thinking it would be nice to make the building paintable at Robin, and in the same interface you can change the colour of the horse. That would be nice.
Yeah you can't even feed or pet it. Kind of a shame. You should be able to choose a horse color too
@@SimuLordnow you can just press H to summon your horse instead of buying a whole late game item for it
@@happymicrobe8123 It's so weird to make Robin paint your _horse_ , makes more sense to do that at the Wizard's Shrine of Illusion imo
@@MaxerV19 omg there is an item for it??? I thought it is not a thing?
My personal wish list:
A) Spouses now leave the farm more often and perform routines that are more standard to their original. Too many spouses are just so boring once you marry them, they just stand around for many days of the week and feel like they have been completely removed from the community.
B) Add a heart event for Shane that changes his spouse room depending on whether the player has completed the Community Center or Joja path. If the Community Center has been completed, Shane becomes an apprentice, he gets a new outfit (flannel shirt or something) and a new room with tools and books (like a mini-workshop). If Joja route, Morris is promoted and moves and Shane takes his place as manager. His appearance becomes more professional (button-up shirt) and his room becomes more like an office.
C) Scarecrow range indicator. Especially since Deluxe and Standard operate on different principles.
D) Joja prices being 10% cheaper than Pierre's. There is 0 reason to ever go to Joja unless you REALLY like Sunflower Seeds. It's further away and more expensive. The only advantage it has is being open longer than Pierre's.
E) Sandy can be romanced and can move into the Valley. She is so interesting, but sadly under-utilised.
F) Combine Coopmaster/Shepard, add new perk that occasionally doubles the production of animals. Combine Mariner/Luremaster perks. Add perk increases bite rate to water tiles near a crab pot. Increase the strength of Tapper perk to 50% and increase Syrup creation rate. They are so underpowered that to even consider using them is a joke.
G) Reduce profit generated from Star and Ancient Fruit. Increase value of other crops. Incentivise more things being grown. Would be interesting to see some crops being in short supply, and you get a bonus if you produce these crops.
H) Add new heart event for Clint that helps him deal with....just everything. He's just the worst.
There is more but this is already lengthy enough.
Hear hear! I almost wish I hadn't married Alex. He just seems so isolated now, especially since I'm not planning on having kids. At least there's always the Tunnelling Ahead mod ¯\_(ツ)_/¯
I think I heard somewhere that he is going to be adding more to the skill perks so existing ones might be rebalanced to. And I definitely agree that Starfruit and ancient fruit need a nerf. They outshine other late game money making methods to much.
PLEASE yes the scarecrow indicator! And being able to hang out/interact with our spouses when they go to town. And have them go to town twice a week.
For Alex, maybe he goes for a run around town, trying to keep up his physique. Elliot could go to the library and write while other people are in the library too. I’m thinking about the others as well.
I’d also love big celebrations! Like maybe if you get everyone to max hearts, there’s a town celebration with a new statue being revealed for the town center created by Leah. Gives us reasons to do things like that.
If you buy one of every building from Robin, maybe you get something special? Just some ideas.
Maybe some economy system would be in order. If you sell around a thousand bottles of ancient fruit wine, the price suddenly plummets, because you oversaturated the market. Like in Slime Rancher.
You should be able to combine qualities of coffee bean in a keg. It’s a nuisance to have small amounts of three qualities of bean hanging around waiting til there’s enough of that quality to make a multiple of five
I know! I've all but stopped trying to make coffee because of this, it's so dumb.
Coffee brewing in general would be nice if it got buffed. After you find the Hot Java Ring, there is no point in bothering with beans.
Not that most player do anyways, because a lot of people prefer to buy it from Gus.
Agreed!
or maybe remove coffee bean quality completely, tea leaves also don't have quality
@@Kubamorlo to me, this would be the best choice.
Worm bin would be great if it auto filled crab pots in a 3x3, or 5x5 area.
Oooo that'd be so nice!!!
3x3 is too few, it should be scarecrow range. as a side note, i would change the later trapper perks, combo both of them into one, and make the other "crabpots give iridium quality fish". that would make it competitive with the other fishing perks. people still wouldnt get them for the most part, but it would be great for people who want to play as a trapper.
If you can get the whole town besides Lewis to max hearts, you can trigger a special cutscene where he is arrested and sentenced for embezzlement.
lmao thats hilarious. the counterpart to punching morris in the face
What abot Leo then? maybe jody or caroline could adopt him
@@heydararamju2000 I think there is actually a special cut scene for him where he literally got a new house on the valley.
I don't think he's embezzling, I think he pays for the statue legit he's just self aware enough to know how bad of a look having a golden statue of himself is,
@@heydararamju2000 his house is right by Linus; he's already taken him under his wing, and has started teaching him quantim mechanics and engineering, and requested his bestie the wizard to teach him time magic, for... no particular reason >_>
_>
_>
I still say the walnut room opening at 101 makes sense because the first walnut you get always goes to Leo's parrot, it feels more like a tutorial item than a currency you can use
I want more love for the dwarf. Krobus has gotten so much attention that the dwarf feels like an afterthought. The most they have gotten was neat lore for the race itself, but not them as a character.
All of these changes are great! I would also add changes to Shane's spouse room.. and days where he is neither in the valley or on Ginger Island after that scene, and you can find him coming from the bus stop at a certain time once a week.
Editing to add here: the ability to replace all of the information you get from the TV from a radio. On some of my play throughs, I would rather not have a TV, and a radio would be a good alternative.
Besides not having a picture to accompany the text information, why a radio? So it can be placed outside?
@@maverick8203 Sometimes I just hate decorating my house with a TV.
Panning and dig spots no longer appear in areas we can't access (this drives me nuts).
Whether we choose the fruit bats or mushrooms for the farm cave, the other appears next to the dwarf's shop in the mine, so we still have to work a little to get access to both.
We eventually get the option to build a mine cart track in the farm cave, and one that leads to the witch's cave behind the train platform.
We can wear glasses and a hat at the same time, and we get a third backpack upgrade.
We can order things over the phone/via the farm computer, then it shows up in our mailbox the next day.
The crib can be moved without asking Robin to remove it entirely, and we can place things on walls/floors without having to empty the room first (again, drives me freaking nuts). Sconces can also be placed on rear/side facing walls.
I like the joja being cheaper part especially consider the cutscene where Morris offers a discount to drive customer away. To keep Pierre relevant though I thought it would be interesting for joja Mart to sell cheap but low quality seeds, never being above base quality.
More of a beginner here; since I still havent seen a lot of the content, I'm mainly looking forward to changes with the characters, such as the Shane change you proposed. I do hope they update Clint's diologue. He currently still expresses feelings to Emily to you even if you're literally married to Emily. This doesn't seem like an intentional character choice, but something left in after Emily became a marriage option. It makes Clint seem like a worse person than he actually is, which is a diservice to his character.
Exactly - Elliot will stop hanging out with Leah at the Saloon if you have 6 (I think) hearts with her, as an example. That tells me the framework is in place.
Omg yes! I love Clint, and I want others to love him too, so getting rid of the crushing, and maybe even giving him a character arc of being ok with rejection would be amazing
I'd like that for Clint, I know he's not a super popular character but he was my bud, it sucked he kept hitting on my wife 😔
Emily originally wasn't able to be mariedand so the dialogue originaly made more sense, but I guess it wasn't changed when she was made mariageble.
Dialogue is a problem with all the dateable NPCs honestly. Doesn't matter if you're married, if they're at 8 hearts they'll give you flirty dialogue. It doesn't really feel like anyone acknowledges your marriage, Clint included.
Can't get behind the idea of bees indoors (yikes), but 100% love the idea that mead scales with type of honey. Would love to compare that to hops and pale ale for mid-game supplemental cash. This last playthrough of mine, I made a massive honey farm on Ginger Island and it's such a nice change from plain old winemaking.
Plus, we already have a year round Fairy Honey method.
It's called Ginger Island.
Maybe only in the greenhouse? I feel like that would be balanced if you also planted a tree in there and the honey would sell for about 400
@@kaet8333fruit tree honey would be so good even if it's cheaper than flower honey since it's attached to the tree and not the fruit it would fix the harvesting issue
@@invenblocker
And in all honesty, that method is broken. I fit ~300 Bee houses just in the farm zone on Ginger Island, 300k every 4 days.
I didn't even cask wine at all my last perfect run.
@@TheWizardMusomg I love this idea! I want orange blossom honey.
I already put butterflies into the greenhouse, so bees there would be cool.
I agree 100% with all of these changes, all very well thought out and game-balancing. The only addition I can think of is changing villager schedules/adding events to utilize the community center better. It always struck me as odd that one of the main goals of the game, completing the community center, leads to...nothing much changing. The community center remains abandoned, even if it is spruced up. I'm talking weekly gatherings, like at Gus' on Fridays/Saturdays and/or activities like going to the movies after renovating the old Joja store. Maybe making custom artwork/furniture in the craft section, or a cooking mini-game in the community kitchen. Y'know, SOMETHING to make fixing the Community Center seem worth the effort
the Shane change, GOD I hope that makes it in in some way 😭😭😭😭
Part of me thinks it must not be possible to change liked or loved items in the system he built for the game, I can't think of any situations where it happens.
@@salmence100I'm not 100% sure how its coded, but if it isn't possible to simply change them, it is still possible to do with a workaround.
For example, after that Shane Cutscene, you delete Shane's NPC, then add a new NPC that is an exact copy of shane with the changed likes. It would be a little annoying for modders because they now have to account for two shanes, but it would work fine and be totally unnoticable as a workaround for actually playing the game without mods. This is something loads and loads of games do already. Instead of modifying the NPC to work after an event, just place a new copy.
@@SimuLord I don't know about C#, but I assume the game uses a DataTable to track the villagers' liked items, which is a real pain to modify. Easiest way to implement the feature would just be to have a hardcoded flag that branches the gift process for Shane if you're holding Beer or Cola when it's set to true. The messier issue is the icon on his Likes list.
Of course, the "duct tape" method is just to completely swap which datatable the game uses after Shane's event.
Love your ideas! Here's my quick list (kinda long):
1. Fix Clint's behavioral continuity. He needs to stop treating me like I'm in a romantic relationship with Emily when I'm not - _especially_ if I'm actually married.
2. Update villager festival dialogue as friendship progresses. Getting tired of the same stale lines.
3. Outdoor access to and from the cellar.
4. The Foraging level 10 "Tracker" ability should reveal fishing spots with a blue arrow if the player is at Fishing level 10.
5. Add a Sun Totem to force clear weather the next day (1 Hardwood, 5 Solar Essences, 10 Refined Quartz)
6. Add a Water Pump building as a 1x1 alternative to the Well. Cost would be 1000g and 75 copper bars.
7. The Warp Obelisks and Gold Clock need a smaller alternative, with a 1x1 footprint and the height of an iron lamp-post. I love their usefulness but good LORD are they an eyesore.
8. When the community center is completed and sufficient hearts are gained with Pierre and Shane, unlock a chain of dialogue events that cause Shane to start working Sundays, Saturdays, and Wednesdays at Pierre's store. This will give Shane a steady job and allow Pierre to spend time with the family on weekends while maintaining a hobby on Wednesdays.
I also have many ideas for additional Heart Events as well as Spouse Perks (that is, specific mechanical benefits to marrying particular people), but they are quite expansive and a little much for a youtube comment section.
That eighth recommendation would be so cool if the Community Center was restored.
These are a lot of good ideas, and I especially like giving Pierre more time with his family. Caroline explicitly complains about it, and it should be a solvable issue. Likewise, there should be *some* kind of relief for Jodi, who is clearly unhappy in all the work she does as a mother and homemaker. With Kent back home, he should be able to start PTSD therapy, and Jodi's workload should be lessened in a household with two non-employed parents and one of the two children old enough to be self-sufficient and get married. Kent laments the time he lost in getting to see Sam grow up, and should get to readjust to civilian life through getting used to helping care for Vincent. Also, when Kent returns, there should be enough space for two people to sleep in Jodi's bedroom, even if it's an upgrade you pay Robin to build. And with the farmer's fishing and after Willie's boat is repaired, Willie's dialogs should reflect more prosperity, and that prosperity could enable him to hire Kent as an extra hand, along the same lines as Pierre hiring Shane. I rather like the thought of Shane and Kent allowing Pierre and Willie to remain open longer in a day, by having evening shifts from 4 to 8 or 10pm, without having to alter the code of Pierre and Willie's schedules at all.
@@CrabOfDoom Funnily enough, one of the big heart event chains I came up with is almost exactly what you suggested for Kent. I even posted the first two in the suggestions section of the official SDV forum.
1. Kent opens up about needing help to deal with is PTSD, and the player suggests two possible means, where Kent sits down with either Emily or Elliott to help work through his trauma. Emily guides Kent in the ways of various meditation techniques, and Elliott interviews Kent to compose a collection of memoirs from Kent’s time in the war. Kent begins going to one or the other’s abodes for weekly therapy sessions. The first time the player visits the chosen abode while Kent is there, a cutscene will play where Kent has a combat flashback where he lost a friend, and although it upsets him, the therapy has allowed him to get through it and remember his friend’s face and name, which ultimately makes him happy.
2. After the therapy has been going on for a while, Kent comes up with the idea to take Jodi on a surprise two-week vacation to rekindle their romance. He asks the player what they think the best time to go, giving four options: Spring 15-28, Summer 1-14, Fall 15-28, Winter 1-14. (These were specifically chosen to avoid overlapping with their family birthdays and the Feast of the Winter Star.) After this first vacation, they will start to take the whole family in the future, but only on the first week (Sp15-20, Su1-7, Fa15-20, Wi1-7). This will allow them to still attend most events, with the SDV Fair being the one exception. If you are married to Sam, he will ask if it’s alright to go with his family on vacation when it comes up, and you have the option to either ask him to stay (no effect on friendship with anyone) or encourage him to go (bonus friendship with each member of the family).
3a. Kent is cleaning out the shed and rediscovers his acoustic guitar. He tweaks it a bit to get it mostly tuned, and then starts picking a bit. During this, Sam comes looking for him to let him know dinner is almost ready, and is surprised to see his dad playing. They share a father-son moment regarding life choices, and from then on they have a schedule change where the two of them have regular “jam sessions” together. If Sam is married to you, these jam sessions will occur in the indoor spouse room at the farm house.
3b. Kent starts throwing a grid ball back and forth with Vincent when they are in the back yard. Depending on a few friendship levels and other things, a cutscene will eventually play where Alex is wistfully watching them play from a distance. Kent notices and “accidentally” throws the ball too far, causing Alex to bring it back, who Kent then invites to join them, commenting that Vincent could probably learn a lot more from Alex than him. From here on out, depending on schedules, Alex will join Kent and Vincent on a regular basis.
i hate the fact that fixing the community center makes clint unable to work on certain days. that makes it a massive nerf. if anything, it would be better if we could get either a black smithy of our own, or an upgrade station that does clint job(but takes only 1 day), or allow us to pay robin to upgrade clint's shop so his work becomes faster(could come with a perk that he still has to charge for the upgrades, but will now open geodes for free).
finally, give us a recipe for craftable tier 1 tools, call them make shift tools. maybe be able to upgrade them up to tier 3 on our own.
could even be something of a questline of us learning from clint to make him less hateable.
75 copper bars for the pump? That's a bit much imo.
I wish the bigger TVs had additional functions beyond being cosmetic. Like being able to set them to automatically display the Fortune Teller channel in the morning, so you can see your luck without having to walk over to it. Or automatically turn to the recipe channel when a new recipe is on to remind you to check it. Maybe they could add a way to upgrade the default TV to have these features too, for people who like the look of the normal one.
I like that idea, almost like the flatscreen TV is a smart TV to justify the higher price beyond just the cosmetic difference
why not allow it to "record" the recipe channel kinda like a tivo. as for the automatic fortune teller. i have a better idea, add a radio that you can turn on or off, and when its on, at the start of every day it talks about the fortune and the forecast for the next day.
it doesnt even need to have a line, just a couple of bubbles on top showing the symbols for the climate and the fortune.
It would be so cool if you could place them on walls
The wedding ring (so you can marry other players) should do the same things as the iridium band!!! that way its not just taking up a slot cuz I like to wear it
Or maybe a way to "merge" them. Like you can with shoes, only maybe with the fordge? It looks like a wedding ring, but it gives buffs.
@@jacqslabzWait, has anyone tried merging the wedding ring with the iridium band?
A note about beehouses since I've done a playthrough with a bunch of mods that change honey and mead and saw how broken it can get:
If mead is going to scale with the flower, it needs to be given a longer processing time. Currently, mead only takes 10 hours to brew, which is fine when the result is only worth 200G, but if that mead is suddenly worth 1904G (2x the price of fairy rose honey with Artisan) then that is straight-up broken when compared to wines. For comparison, that 1904 mead would take a total of ~5 days (4 days for honey, 1 day for mead) or ~380G per day when starfruit wine is 3150 and takes ~20 days (13 for fruit, 7 for wine) for ~158G per day. This problem only gets worse if the beehouses work inside with flowers in pots all year as there would be no need to change the flower and that 380G would be consistent all year long.
I find it more useful to measure income in terms of how fast a continuous operation produces money. Because while that mead/wine is in progress, the next round of honey/starfruit is also in progress. (Assuming you're using the greenhouse/island and rotating regularly.) So fairy rose mead would be 1904g (every 4 days) = 13328g per season, while starfruit wine would be 3150g (every 14 days) = 6300g per season - the former is still way ahead, just not by quite as much.
Yes I REALLY hope to see Shane's character growth stick as a spouse, too!!
Thank. You. I know that sometimes addicts might relapse and such in real life, but what's the point of his 14 heart event if his day to day actions justifies you/Marnie being worried? Heck, I'd be fine with him occasionally having a beer if he felt bad about it or was like "I only had one; normally I'd have 5. Not perfect, but getting there!"
AYEE dude i'm always thinking about these little re-works in my head so i clicked on your vid SO fast... even more surprised when you brought up my white slime shenanigans! great stuff
Not a week goes by where I don't think about those slime videos, I just love the deep dive on such an obscure mechanic lol
I like most of these propositions. The only one I think is not really needed is the honey one, since you can achieve that effect on Ginger Island (and it's arguably the best use of the west side of the farmland there). Would be nice for the different honey flavours to affect Mead though.
And on that note, I would like the quality of items to be mirrored when used to make Artisan goods. Quality fertiliser is almost useless because it's preferable to just process the crops instead.
I always just process the low quality crops and sell the high quality ones, so I have both quick money from the high quality ones and actually good money once the kegs and preserves jars are finally done
I always thought the Artisan profession should make you keep the quality of the input item instead of a flat 40% increase. It would make it interesting to either choose to use really good fertilizer in your ancient fruit to make wine money quicker, or speed gro to set it up faster 🤔
I kinda like how the topaz ring is completely useless. It’s like a relic from the game’s development and just kinda funny. Maybe in its description it should say it’s completely useless so not to confuse new players
then why not make it a dark souls reference and instead call it "the amulet ring" change its description to show that it does nothing besides ocupy a ring slot.
Me too. I find it charming. I understand the impulse to "perfect" the game, but I don't min-max, so it's charming for me rather than annoying.
"Topaz Ring: it's completely mundane! Pretty, though."
You can't get it though...
@@longlivethe9989 (this is according to the wiki)
The Topaz Ring is a ring that can be purchased from the Adventurer's Guild for 1,000g after completing the Initiation quest (kill 10 Slimes). It can also be found in Fishing Treasure Chests after reaching Fishing level 2
- Panning sparkles should guarantee a drop, but you should be able to attempt at any time for a low drop chance as an alternative to the mines if you're not able to keep up with combat.
- Befriending Clint should help him move on from his infatuation with Emily
- The tea room needs to be better telegraphed, as I don't think it's obvious enough for beginners that the room's even there, let alone that it's the only place to get tea saplings
- Qi sells the recipe for fancy tea sets
- Marlon should add statues to the entrance of the mines to indicate which of his quests you've completed
- No chicken statue reward from Gunther.
- The Wizard should be able to enchant you with best luck for the day for a price.
- Better telegraphing of the use of furniture items for storing clothes.
- Worm bin should work as is if not loaded up, but you should be able to get different amounts and types of bait if you load it with specific foods.
- Large boulders and stumps need to be forbidden to spawn in spaces that would block either bridges on farms or golden nut locations.
Boulders and large stumps don't spawn randomly, they are always in the same places. That you need to upgrade your tools to remove them is intentional.
Agree with everything except beehives working indoors. It doesn't make sense for one, and as for having all year round fairy rose honey, you can do that on Ginger Island. My ginger island farm is basically an apiary with permanent fairy rose honey production and I pull in 80k per harvest
I think a good change would be to buff the quarry. Right now it’s just free real estate to plop down more kegs. But with how slow it takes to generate anything, that’s it’s only tangible use. I think that the chance for ores being generated should be higher and there should be at least 3-5 new rocks generated each day.
This is really interesting. Honestly, I think I land on Stardew Valley being in a fine place mechanically, so if I were pressed to express what changes would improve the game, I would be less concerned with maximizing earning towards for perfection (It doesn't even take an in game year, which seems pretty forgiving to me) and more with narrative. Things such as: Actual information about the Empire, a story or meaningful payoff for the farmer's alleged connections to the supernatural elements of the valley, a Jojo route that isn't only there for one rare item, but is an interesting challenge. Even if that doesn't mean new locations or characters to gain friendship with, at least addressing the lack of story for some existing characters like the Dwarf. That more than numbers being a bit more even would make the game feel like a complete game to me.
I agree with the overall sentiment that SDV’s gameplay should maintain a good balance between mechanics and story. Personally, I loved the game and sunk a good number of hours into it, but never bothered with the grind for ‘perfection’ since it’s just that - a grind. It’s not hard to quickly catch on the meta for optimizing cash flow, and for me, min/maxing this type of game just isn’t very fun past the first time.
I agree it’d be interesting to see more development in terms of existing characters and ‘lore’, but I think the potential problem is that it’d likely be a one-and-done thing, adding little to the replay value at the expense of re-balancing game mechanics. The problem is that once you’ve read the additional dialogue/completed additional character quests (whether by experiencing it in-game or just by reading a wiki entry), unless said additions have a direct effect on gameplay i wouldn’t feel compelled to play SDV again.
Of course, everyone plays differently - but for me, the character/friendship/dialogue stuff was secondary and I didn’t go out of my way to roleplay. It just doesn’t feel like that type of game, since skill progression is linear and dialogue/romance options don’t change the farming/crafting aspect of gameplay, and beyond marriage candidates (which itself is just an option) doesn’t change upon replay. It’s not like it’s a Bethesda RPG with branching dialogue options, unique character builds and skill checks. Which isn’t by any means implying one game type is better than the other; they’re just different. I loved playing Fallout New Vegas as much as I loved playing SDV. But adding crafting/farming settlement mechanics in Fallout 4 (released after New Vegas) largely came at the expense of the franchise’s notable RPG mechanics, and its implementation felt clunky and tedious. Granted, there were all kinds of corporate AAA-studio shenanigans likely to blame for the more controversial aspects of FO4, but I would still understand ConcernedApe’s hesitation to potentially risk over-correcting something that didn’t necessarily need to be touched in a patch for a game that’s been around for a while with established success.
Perhaps his upcoming new title (Haunted something?) will be more narrative-driven - you’re certainly not the only one mourning the various neglected/less-developed side characters of Pelican Town!
Since the late game farming aspect almost always boils down to making the same crop (ancient fruit) I think it’d be neat if you could somehow “research” any random crop and over time increase its value. Maybe a Qi shop type item to create artisan crops. So maybe you could have a massive coffee plantation or something without sacrificing profitability too much. And if you go the joja route you can make your crops GMOs. I guess even just a super expensive crop specific fertilizer would work.
as a side note, i still defend that people use the casks with the wrong produce, goat cheese gives more money than wine, with the casks. instead of putting wine in them try goat cheese. it gets done faster, and i belive you can fill them all we 2 big barns full of goats.
its also amazing food to bring to the mines.
you can still make wine, just dont age it, as its not worth it if you can use goat cheese instead.
I find that I like the "set it and forget it" method of aging wine in the cellar. Actually, one time I totally forgot when I last changed out the wine, and I think it sat around for an extra month. I am quite the lazy farmer, though.
I want different color horses i feel like its such a small change and just would be fun to have
And maybe two/three forms? The one we already have, something bigger/bulkier and maybe some kind of pony like these from Iceland. Would love it to have a big Shire or pintopainted Icelandic Horse.
the honey changes would be great. I already prefer focusing on farming honey so it also getting some bit of extra viability is nice
The type of honey really should change the value of mead they make.
I wish the slime hutch was just a smidge smaller. It covers too much ground just shrink it a little and make it paintable and i would love it
For the worm bin I'd leave it's unlock price and material cost high, but guarantee 5 wild bait. I almost never use wild bait because it's frankly expensive to craft and can't be bought, forcing me to farm early mine floors if I want to make it.
I also love the change for Shane. I'd also give him unique dialogue for alcohol after 8 hearts. Something along the lines of "You know I'm trying to go sober right? That's really insulting." Making him love Joja cola might be a bit too hard of a swing though. Liked would be fine, and maybe make him love something like juice.
@@SimuLord That's exactly what I was thinking! Also yes, having Shane basically respond in a similar fashion would make sense. Plus change his spounce room.
Honestly, making it always give wild bait would make it useable as a lategame fishing improvement. As of now i use neither, because both unlock long after their effects matter.
It still feels bad that I'm basically locked out of the auto petter because I chose to go with the community center.
Yeah, but I got two of them doing the skull caverns
I actually got them pretty easily/unintentionally by grinding in skull cavern with good luck stats on my community center world. I agree they’re kinda hard to get by, but they do seem to fit with in the joja route’s corporate and mechanized method of doing things.
"yeah but if you use the skull cavern" that's *IF* you like using the skull cavern. I wouldn't mind them being a high priced casino item.
Same, I got my first one after 200 hours, and I got a living hat in the meantime. I dunno how that is possible lol
Man, I hate skull caverns. I just want one more for my (avian and non-avian) dinosaur coop, but it's such a pain to grind for.
For honey i would like for you to be able to consume the honey. Keep the same sell price but each different type of honey gives you a buff. Enticing to have variety
Something i've been wanting increasingly the more i play, is the ability to move chests with items in them, in an easier way. It's frustrating to have to move the chests one by one, especially when organising or decorating. Maybe add a feature where you can move them at Robins?
That would be such a quality of life upgrade
Not just chests. Furnances, bee hives, everything. Just move basically anything at Robins.
You can move full chests by pushing them, but it's really tedious and slow. Being able to just pick them up and put them down where you want them would save oodles of time.
Giant crops also should keep the soil tilled (and fertilized) underneath them. I find that far more annoying than not getting quality crops. When I plant that stuff so that giant crops can (and hopefully will) grow, I intend to use them for preserves jars (or kegs) anyway - but the fertilizer disappearing on some spots after the harvest makes me hesitate every time to actually _use_ it in the first place...
I'd like to be able to name chests, just a little text box at the top so I know what I'm supposed to put in them 'cause I'm bad at organizing
Until then, I recommend color coding them, or putting signs down (touch the sign while holding an item and it puts a picture of that item on the sign).
I think pets should be able to forage at night and bring gifts the next day. It’s cute to see them running around the farm but it would give them an added benefit
For shane i always thought adding in non alchoholic beer would be good (in my head thats what im giving him after his heart event)
I never personally have a problem with not having the copper pan on me, because I pretty much always wear it as a hat. Not because I like wearing it, but it feels like an extra inventory slot.
Same, it's probably my favorite or close to favorite hat just because it's also a tool. Although I do wish it didn't look so cone shaped when it was on your head. Actually pans almost look like woks (you know a pan).
but that kills the point of having multiple hats, if you have to wear it for its utility.
The thing with panning (specifically with your comment at 5:32 ) I've had playthroughs where I've gotten multiple Lucky Rings before obtaining the Copper Pan (I'm not the biggest fan of fishing in Stardew, so the Fish tank is often one of the last sets I complete in the Community Center) meaning that, once I got the Fossilized Tail from the Dig Site River, I just put the pan in a chest and never thought about it again.
You are in the vast vast minority there though haha
I’d like to have the ability to activate the sprinklers even if it only works for the iridium ones. So you could go hoe up the ground and go to the farmhouse and switch the sprinklers on to water all of your spaces at once.
to me, i would love to change normal sprinklers into a straight line of 4, instead of the surround it has. that would make it far more useable, even if it doesnt really change much. less mental gymnastics, and i bet people would be far more willing to use them if they worked like that.
These are such good points. Im excited to see if these changes at all make it into 1.6
The way you were spot on with the tea saplings! Except instead of being reduced to 350, it was even lower! 250!
Part of me thinks he actually watched this video because of how accurate some stuff was... did you actually influence him?
CA switched Cookout Kit and Survival Burger as well! It's definitely not a coincidence.
Interior space of slime hutch should be larger with some specific slime breeding functionalities. moving the slime you want is very difficult in current system. Imagine if players could hold a slime with their hands and place it in a breeding chamber.
not gonna lie, if you could pick up a slime, the first thing I would do is grab a baby slime and run through the town to show it to everyone
Biggest change id like, maybe for v2.0 or something.... more town upgrades. Like pam's but for the town.
Hoppers pulling out of macuines was invented by minecraft. A real-life hopper is just a big funnel that holds materials for processing and slowly inputs them
The Slime Balls dropping their Slime color's items was actually already thought about and made into a mod. I've been trying to breed White Slimes to get the Diamonds for quite some time now.
I'm sure there's a mod for this somewhere or a shortcut I don't know about, but I'd like a page in the menu that shows where you're at for the monster hunter stats. It's a small annoyance but having to wait until 2pm until the guild opens, or realizing I need to check it at 940 and I don't have the time to get there before it's closed. This is usually always most annoying when I'm working towards the dust sprite goal to get my favorite ring. Sure you can get to all the goals without knowing where you're at but it's nice to know how close you are lol.
tea saplings feel more like an exploit than a feature
@@SimuLordif it was 50g I would probably never craft them and tea (and pickled tea leaves as they sell for more) are very unprofitable
Honestly agreed with every single change in the video. I'm amazed with the video and can't wait for 1.6.
I think the Slime Hutch idea is great, in a way reminds me of Slime Rancher.
Bee houses don't need a Buff but mead need a Buff
Watching this video while going through the recent patch notes, Salmence seems to be pretty well aligned with ConcernedApe’s vision for Stardew. Nailed a few of them right on the head.
Shane: Spoilers for his 14 heart event but if I feel like if beer becomes hated it'd make sense for it to swap places with Joja Cola, he mentions drinking soda and playing video games helps him deal with his urge to drink. Plus it'd just be making a loved item and a hated one switch places and both are easy to get, so it's not like he'd be losing an easy loved gift and replaced with nothing.
the Shane one yeessssssss, I always found that weird. It's probably too complicated but I've always wondered about having a sort of system where if you give alcohol to Shane or Pam you gain friendship with them but lose a little with their loved ones, like Marnie or Penny.
As far as the bees inside is concerned, there could be a new building the size of a coop that is a small greenhouse, you set it up as you would a normal one, then you buy a number of bees from Marnie, the building has an auto collector on the outside, if you want other types of homey then all you do is buy another building and set it up, just put them in groups like you do with coops, barns and sheds.
Cheers.
Here is some features i would add:
-a sprinting mechanic, where you hold down a button (or press a button but that could be an accessibility setting) and you would get a +1 speed boost in exchange for some energy, maybe 1-2 per step so it doesn't feel like cheating
- the ability to rename your pet and horse at the shrine of illusion
- a quest where you guide a townsfolk through the mines and the reason and difficulty changes with the person, for example, Clint would want to find rarer ore, Abigail would want to explore, Demetrius would want to research the monsters, Sebastian would want to find frozen tears, and Harvey would want to pick medicinal mushrooms
- make it so Harvey charges less for treatment the more hearts you have with him
- the wizard could add more structures to the magic book in his tower, like a fountain that heals you when you sip from its water, or a station where you ask the junimos to help out around the farm
- add different slingshot ammo you could make, like basic ammo out of stone, ammo that flies quicker, ammo thats fired in a spread, and ammo that bursts into smaller projectiles when it hits an enemy or a wall
- a chargable super attack for each weapon, like a spin slash for the sword, a huge slam for the hammer, and a lightning fast ten hit combo for the dagger.
- advanced combat techniques that maybe marlon and gil can teach you
- bosses for the mines, maybe before each elevator floor, and a final boss that you defeat in order to get the skull key
- changes for the farm computer to be less expensive and have more information and features, like scanning for which machines are ready.
- big crops that have a chance of taking up a two by two area of fully grown crops, kinda like giant crops but a bit smaller
- crop mastery where more cheap crops increase in price the more you harvest them
- the bears knowledge and spring onion mastery makes it so spring onions, salmon berries, and black berries are more valuable and are universally liked
- the dirt is changed to a more realistic color rather than the eye hurting yellow
- more customization options for your pets, maybe like a black cat or beagle
- tool mastery, similar to the previously mentioned weapon mastery, except they are taught to you when you have enough hearts with a person who uses that tool or has something to do with that tool, like pickaxe for clint, axe for robin, fishing rod for willy, scythe for marnie, hoe for gunther (because of digging for artifacts), and watering can for lewis (because he likes gardening)
Thats all i could think of, feel free to criticize
Only change I would like to see is a more meaningful impact when you choose between the Community Center and Joja Mart paths. Only changes that happen is where the Movie Theatre ends up and if Pierre is open on Wednesday.
Someone else in the comments mentioned that Shane should take over for Marnie on her days off, I like the idea of most people having different, more convenient schedules. Like maybe the saloon and adventurer's guild opens up a bit earlier as well.
@@salmence100 Yeah, that works if you go CC route, but I looked at Pierre closing. However Caroline would take over with having more people attend the aerobics class, adding a special day once a season for a Tea Ceremony with Emily. There's also the Yoba Shrine that basically unused. With the shop closed, Joja Mart can hire Pierre and now offer the saplings.
I'd love this!!! Really want to feel like all the effort was worth it and right now it's one and done forgotten.
Although the Yoba shrine is used as a gathering place on Sundays. Between that, Tuesday, and Friday a lot of villagers are hit for friendship points!
A few changes I would personally like to see (though I do have mods for some of these that fix the issues):
-Amaranth can be given to cows as treats to raise their heart percentage or boost their production a bit to make it more useful and lore friendly
-Smaller slime hutch (and maybe upgradeable to the current larger outside size but with a larger inside to reflect that?)
-Shane's room is cleaned in the farmers house after he ditches alcohol in the heart event
-Acknowledgement of your relationship/marriage from the townsfolk (particularly from any particular rivals whom may still be awkwardly pining over your spouse right in front of you)
-More balancing of the early game weapons and small combat tweaks like a special attack that takes energy perhaps but is much more effective that the strong attacks already built in to each weapon type that you could learn as a reward from the adventurers guild quests. Certain weapons being more effective against certain enemy types. etc.
Super small, but I would really love to see the area of effect for things like beehouses, sprinklers, scarecrows, etc. I know it's already a mod that exists but for a switch player it's like my wildest dream lol. Also I would like to be able to start in any season, but I suspect that that would be very difficult to implement. Great video! Probably my favorite of yours so far, excluding your SDVE run
I hope CA watches this video…. These changes would be AMAZING
I love the idea of making the copper pan part of the wallet! I have been playing for 6 years, have multiple files and have never made a slime hutch, it takes up too much valuable real estate.
I've always built the slime hutch and I've always gotten the slime ring to protect myself from my squishy little buddies. I just do it 'cause I love to watch them bounce around so the changes you propose seem really nice! I have managed to get yellow slimes by accident but I've never seen or heard of white and black. You may have given my newest playthrough a new purpose!
Early morning squad, where you at? 🤙
Right here
Here
Here
At work slacking off lol
@MarkBonneaux damn, im sorry man. That sounds rough
The problem with fairy dust giving more than one use is that you can then use 2 of the 3 on a crystalarium with a diamond in it to get a 2 diamond profit. with the gemologist profession, this would be an infinite money glitch essentially so long as the player has a good harvest of fairy roses. I agree it needs buffed but unless it doesn't work on crystalariums its too easy to abuse.
The only way to use hopper at full potential rn is filled it with Spinner/Treasure Hunter tackles and place it in front of a deconstructor. It's a cheap and efficient way to get Iron/Gold bar late game. It's way cheaper than bying coal and ore to Clint and since tackles don't stack, it's too teddious to deconstruct them by hand.
YES PLEASE ON THE SHANE EVENT. and these dynamic liked items should probably be introduced to more characters! it sounds so fun, and theres the in-game liked items lists to track off it.
I had an idea for the worm bin: It has a 50% chance to give "lump of bait" that can be loaded into a slingshot/thrown to cause bubble spots to appear where it landed for like 10 minutes - 30 minutes which would give you a pretty powerful tool when in late-game fishing, plus it's a real life thing fishermen do where they throw bait to lure in more fish before starting to fish.
Making Shane hate the alcohol would be a great idea, But I think an amazing follow up would be Gus and Demitrius working together to make Zero Alcohol Beer, A community board quest only available when hitting atleast 5 hearts with these 2 chachters along with Pam and Shane. When done you unlock a new Processor for making beer zero Alcohol as well as giving it a selling buff of 1.5x along with it.
I think tea saplings themselves should be even more heavily nerfed, down to about 50g each, as bad as that would be, and the actual tea it makes should be buffed to about 150g per green tea you make
Should I make a mod that includes all these changes? 🤔
You should be able to paint small shed. I have small shed for my coffee beans mini greenhouse, I don't want to upgrade it because if I upgrade it it's not gonna be mini greenhouse anymore. I just want to paint it so it matches my other buildings.
I feel pretty good catching one of your videos hot off the press, Sal! 😊
Honestly yeah these are all pretty good changes like it’s a bit sad to imagine tea saplings getting nerfed but tbh I don’t use the exploit anyway cause I don’t do speedruns and speedrunners will always find something else
I use tea saplings the first year to offset the fact that I am the opposite of a speedrunner, just so I can get the greenhouse before winter hits. But then I stop selling them and look for places to plant them.
A change in dialogs and behaviours of some of the characters to match their growth would be awesome.
I really like the idea of the hopper, because after a while I feel like grinding in the game becomes miserable xd, esp if youre trying to get perfection. I think its a small yet really nice change
For now, protect your fairy rose by placing bee houses around it and collecting from the other side.
Maybe just make the copper pan have an upgrade tree like the other tools.
What would the different tiers of upgrades do ,other than change the loot table?
It would be nice to get a larger range, since panning spots can currently spawn out of reach.
I'm not terribly inventive, but I'd like to see some reward, even if terribly minor, for having kids. At this point, they just get in the way.
I'd like to see some sort of multiplayer changes to make it easier. Time moves so fast throughout the day without pausing during cutscenes or opening chests, and I'm currently having issues where I can go onto ginger island while my friend can't
I'd buff some of the crops slightly; for instance:
Green Bean: Now yields 2 Beans on harvest
Cauliflower: Now gives 25 EXP when harvested (up from 23); potentially: sell price up to 200G
Strawberries: Available for regular purchase at Pierre's starting year 2
regardning festivals:
- Please let me continue to have my speed boost during the festival. (The amount I had when I entered.)
- Town people have different line every year till year 5, then repeat.
(I now can recite what they're gonna tell and don't want to speak to them.)
- Make speaking to NPCs during festivals have some impact on the social. (Don't know whether there is now some or not.)
Currently it gives the same 20 friendship points talking to them outside of a festival gives
The Slime idea is brilliant.
If hoppers could put it in and take it out, that'd probably convince me to turn off Automate.
This would be a more balanced lategame version of that mod, and I'd be all for it.
Maybe add the ability to rotate hoppers, but don't take it much further than that.
I thought the slime hutch already worked the way you suggested, so... Yeah, I've never gotten to it in a run but I think about it a lot!
One thing I would like to see changed is how the weapon skins work in the forge. when you apply a weapon skin to another weapon, it does change its appearance but it keeps the original weapons description. I wish it would also transfer the weapon description. Its not a super big deal but after grinding for a weapon you like only to lose an aspect of it once forging for better stats is disappointing.
I'm kind of disappointed that there aren't more after marriage events with the spouses--most of the time they just hang around the farm. It's as if once they are married to the farmer, they stop being individuals.
I would like to see more of the spouses get their dreams fulfilled--Elliott gets his book published, Leah gets her art show/website, Maru gets her robot built... So why are the other spouses not allowed to be successful?
I would like to see Harvey take flying lessons. Just because he loves flying. He might not be able to do it professionally because of his eyesight, but I don't see why he couldn't do it for a hobby. It would make him happy.
I would like to see Alex get to play professional gridball (even if it means he's absent several days a month during fall and winter when his team travels.) After all, he's been working towards that for most of his adult life. Settling for being Mr. Mom doesn't seem quite fair.
I would like to see Sam's songwriting become a career instead of a one-time thing. (He remarks that he hasn't touched his guitar in a long time)
I would like to see Shane get recognition for developing the blue chicken breed, (and maybe work at Marnie's on days when she takes off or just stares at the microwave or sits in her room while she's supposed to be open!)
I would like to see Abigail join the Adventurers Guild. It would make her happy to be able to swing a sword and explore the mines.
Emily could have a career in clothing design. Or maybe open a small clothing shop in Pelican Town.
Haley could have a career as a photographer. I suspect a lot of her initial attitude might be simple boredom. She needs an outlet for her energy and creativity other than shopping.
And Penny? She could take online courses and get a degree, maybe in teaching. Or maybe archeology or library science and help Gunther out at the library/museum.
Sebastian, being a MAJOR introvert, seems pretty happy with working online, so maybe he just gets better work contracts. Or maybe he just takes the motorcycle for a run every once in a while.
As an Alex lover I think his loved gifts pool is...bad. I would love for him to love cookies, since his grandma bakes them all the time!
I think the tapper on mushroom tree's also might need a change or two. I know it's sorta easy to farm mushrooms', but if you really are trying to farm them you either gotta get lucky and get a tree or til the coconut room to force it. And even then, you don't get anything in winter, AND you have to get very specific days for any unique mushrooms.
I only care about 3 changes:
1. Move the bush on the right side of the fence that surrounds the Pelican Town sewer entrance one square up so I can ride my horse right instead of having to go left and all the way around the fence.
2. Make it so Gates stop destroying themselves just because I held the interact button/key near them. I'm really sick of this.
3. Iridium Scyhe. I don't care if it's functionally identical to the Golden Scythe, I only care about it looking nicer alongside my other Iridium tools.
There are a few “mechanics” that I have (and will) never use.
1. Tea saplings. They are too good for the wrong reasons. I will use the tea plant for decoration and, well, tea, but not selling them raw.
2. Clay farming. It abuses what should be random chance to make an absurd amount of money day 1. It takes away from the early game farming, foraging, and meeting townsfolk.
3. Animation canceling. It makes the chill Stardew Valley experience feel too “optimize everything” in the early game, and I'm no min-maxer or speedrunner.
3 is not doable on consoles. Unless the console can connect with a keyboard.
Fun fact, upgrading Gold->Iridium starfruit wine makes fairy rose worth about 400g per, which is really high for a fall crop. Would be more fun if that wasn't the only method that could make a profit. Make it give 2 per craft but Gold->Iridium wine now costs 2.