TheShermanator
Sergeant
This may go without saying, but seems worth saying out loud given the thread:
A huge problem hanging over all of this is the existence of basically two games in one economic system: early game vs. mid-late game.
The devs clearly design the game primarily to limit and challenge the player in the early game - and thus motivate the early game player to achieve certain expensive, difficult objectives by which he/she can secure better income and security: get fiefs, get an army that can regularly and profitably beat real parties vs. just low-rent looters and bandits, etc. However, once you have all of those things, you can snowball pretty comfortably in the mid-late game. Most nerfs meant to limit late game snowballing, though, permeate through the whole economic system, which means they hurt the early game player, who already had challenges, a ton.
I think nerfing battle loot - by nerfing equipment costs - would actually limit late game snowballing a little without hurting the early game player too much (actually helping them a lot), so I'm generally in favor of that. But even that imbalances the early game challenge. Pros and cons.
A huge problem hanging over all of this is the existence of basically two games in one economic system: early game vs. mid-late game.
The devs clearly design the game primarily to limit and challenge the player in the early game - and thus motivate the early game player to achieve certain expensive, difficult objectives by which he/she can secure better income and security: get fiefs, get an army that can regularly and profitably beat real parties vs. just low-rent looters and bandits, etc. However, once you have all of those things, you can snowball pretty comfortably in the mid-late game. Most nerfs meant to limit late game snowballing, though, permeate through the whole economic system, which means they hurt the early game player, who already had challenges, a ton.
I think nerfing battle loot - by nerfing equipment costs - would actually limit late game snowballing a little without hurting the early game player too much (actually helping them a lot), so I'm generally in favor of that. But even that imbalances the early game challenge. Pros and cons.