When you look at something like Fiber in the context of a multiplayer game it's also an example of where loot drops/incidental generation are pretty useful and just why people trade things at all.Jolanthe said:If you take any lesson away from Stardew Valley, it should be utility balance in commodity design. Fiber is an excellent example of this - don't need it for much other than a few scarecrows early game, and it can be tempting to sell it off for early profit even though it's just 1G per. But come mid-late game, depending on your set up, you might not be able to get enough fiber: especially if you want to fish a lot and build worm bins or wild bait.
If our current commodities are too inflexible to balance out in this way, then maybe reimagining them really is the best route. We don't really need all these varieties of cooking comms when the majority of them are just used for food and aetherpotions (and aetherpotions are mostly just fruit as is, which is deeply annoying with how heavy reliance is on fruit anyways). Just consolidate it all into a blanket food comm or animal/plant based food comms. And do we really need a pair of villages dedicated to specialising in rope (hemp)? Like it can be kind of thematically cute, but if villages are going to be such a heavy influence on commodities then it seems silly to put emphasis on one with few practical applications outside of hammocks and hunting/trapping. Rope's only started to get used up due to refining, and even then it was because it was so plentiful and dirt cheap compared to other textile alternatives.
This would make it impossible to participate in duels, wargames, FFAs and the like for people who have to manage enemies currently. Also, why would I want to hit my international allies with my meld?Chogan said:Remove enemy lists, make all enemy-wide effects automatically hit everyone that's not a member of your city. Likewise ally effects only hit city members.
Isser said:Could lusternian lore benefit from being codified and made accessible to new players?