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Author Topic: [0.50.x] changes to the item quality and their value  (Read 870 times)

Raven

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[0.50.x] changes to the item quality and their value
« on: December 30, 2022, 09:20:30 am »

so, I was surfing reddit and I found this...

https://www.reddit.com/r/dwarffortress/comments/zyyd9z/major_nerf_for_item_quality_in_steam_version_and/

long story short: the value of items has been hugely nerfed so one would have "more struggling" in trading and preparing a high value room for various needs (temples, guildhalls, rooms for nobles)

Now, I didn't play much these weeks but infact I noticed that I struggled to buy stuff from the merchants the first year even though I didn't really pay attention, my usual strategy for the first year is crafting lots of rock crafts because they are cheap-ish
plus prepared meals that are still top notch staple merchandise it seems

I, at least for now, don't find it to be a big issue but I think one should have to know about this

and I hope these calculations are quite correct
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Telgin

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Re: [0.50.x] changes to the item quality and their value
« Reply #1 on: December 30, 2022, 10:31:31 am »

I'd noticed something about this too and was wondering what actually changed.

I think this is a change for the better though, for a few reasons.  It used to be simply too easy to make insanely valuable things to buy out caravans or make nobles happy, and you could accidentally shoot yourself in the foot by cranking out too much value and attracting attention from enemies before you were really prepared.

Actually, I wonder if the triggers for attracting hostiles has changed to correspond to that.
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Mobbstar

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Re: [0.50.x] changes to the item quality and their value
« Reply #2 on: December 30, 2022, 11:01:16 am »

Interesting.  This seems fair.  It also makes dorf specialisation less critical, which is good given the new job dispatcher.  The jobs go to whoever is the most qualified dorf available at the time, and it's ok if that's a novice sometimes.

Actually, I wonder if the triggers for attracting hostiles has changed to correspond to that.

You can check most of those when starting a new game.  (In the new "difficulty" group iirc)

EmperorCoolidge

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Re: [0.50.x] changes to the item quality and their value
« Reply #3 on: December 30, 2022, 11:37:59 am »

I've definitely noticed changes, but while rooms have been hard (so. much. platinum.) I've had no real trouble with caravans, pretty much able to buy whatever I want with gems after the first year.

With rooms it seems like the too most valuable moves right now are: bigger rooms than in previous versions (also the tileset makes everything look bigger, I've definitely found that, after looking a ascii, things are not as large as I thought), and high-quality engravers, no monkeying about with merely +fine+ engravings in any room more important than, like, the mayor.
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Telgin

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Re: [0.50.x] changes to the item quality and their value
« Reply #4 on: December 30, 2022, 11:54:44 am »

You can check most of those when starting a new game.  (In the new "difficulty" group iirc)

This is true, but I have no idea what the numbers were historically.  I imagine they're archived somewhere in the wiki, but the numbers are a lot bigger in general and harder to really process than something simple like population triggers so I was hoping someone would just confirm or deny it if they happened to know.
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Raven

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Re: [0.50.x] changes to the item quality and their value
« Reply #5 on: December 30, 2022, 12:08:47 pm »

I'd noticed something about this too and was wondering what actually changed.

I think this is a change for the better though, for a few reasons.  It used to be simply too easy to make insanely valuable things to buy out caravans or make nobles happy, and you could accidentally shoot yourself in the foot by cranking out too much value and attracting attention from enemies before you were really prepared.

Actually, I wonder if the triggers for attracting hostiles has changed to correspond to that.
exactly my thought

I only say "glass large serrated disk"
or other trap parts

I know many of you will feel... "triggered"
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Saiko Kila

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Re: [0.50.x] changes to the item quality and their value
« Reply #6 on: December 30, 2022, 12:27:20 pm »

Trap parts are hugely nerfed, as well as many other items, but what hits most is the value multiplier, which was reduced even more. Now foods are really hit the least, which means that buying out a caravan will be possible still, without much effort. I always used to make roast as only prepared meals, and it seems this tactics still works best.

But this makes the cooks more important (as moneymakers) than other traditional professions, which is kind of unbalanced.
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Raven

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Re: [0.50.x] changes to the item quality and their value
« Reply #7 on: December 30, 2022, 04:10:05 pm »

Trap parts are hugely nerfed, as well as many other items, but what hits most is the value multiplier, which was reduced even more. Now foods are really hit the least, which means that buying out a caravan will be possible still, without much effort. I always used to make roast as only prepared meals, and it seems this tactics still works best.

But this makes the cooks more important (as moneymakers) than other traditional professions, which is kind of unbalanced.
yes because there is the weight factor that needs to be considered. Now we don't have wagon merchants 'til we have a baron
so merchants cant import much stuff
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Bihlbo

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Re: [0.50.x] changes to the item quality and their value
« Reply #8 on: December 31, 2022, 05:55:07 am »

I've wondered if maybe the cash money value changes were the reason v50's default settings for a world includes maxing out the resources. Since you'll be struggling more than before to trade for everything, it became too hard to get by without enough metals. I have tried a scarce mineral world. Barely any iron at all for embark, and yet I could still buy just as much iron stuff from traders as ever. It's interesting trying to play without access to any metals at all. I've never been so excited to make an obsidian sword :P
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NPK

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Re: [0.50.x] changes to the item quality and their value
« Reply #9 on: December 31, 2022, 04:07:01 pm »

I like the changes a lot but the prepared meal thing really ought to be nerfed, the value formula is crazy per the wiki. Base value 10 (equivalent of iron and silver), plus quality multipliers applied twice - quality of the overall meal and quality applied to each individual ingredient.

It really should just be the sum of the ingredients' value multiplied by meal quality. Much simpler, much better.
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Eschar

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Re: [0.50.x] changes to the item quality and their value
« Reply #10 on: December 31, 2022, 05:08:22 pm »

I've definitely noticed changes, but while rooms have been hard (so. much. platinum.) I've had no real trouble with caravans, pretty much able to buy whatever I want with gems after the first year.

With rooms it seems like the too most valuable moves right now are: bigger rooms than in previous versions (also the tileset makes everything look bigger, I've definitely found that, after looking a ascii, things are not as large as I thought), and high-quality engravers, no monkeying about with merely +fine+ engravings in any room more important than, like, the mayor.

Cut gems have been correspondingly buffed
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voidOctopus

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Re: [0.50.x] changes to the item quality and their value
« Reply #11 on: January 03, 2023, 08:40:46 pm »

I've definitely noticed changes, but while rooms have been hard (so. much. platinum.) I've had no real trouble with caravans, pretty much able to buy whatever I want with gems after the first year.

With rooms it seems like the too most valuable moves right now are: bigger rooms than in previous versions (also the tileset makes everything look bigger, I've definitely found that, after looking a ascii, things are not as large as I thought), and high-quality engravers, no monkeying about with merely +fine+ engravings in any room more important than, like, the mayor.
I got lucky enough to get two legendary engravers and that's been able to cover the majority of my room value needs so far  :)
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