Will smithing ever be fixed or at least rebalanced?

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As it stands right now, smithing is pretty much broken: even if you aren't trying to use exploits, crafting javelins with naturally stronger metal parts will results in insane prices, which is hard not to sell. Meanwhile, some two-handed sword with insane secondary damage is still less than a bunch of wooden sticks with slightly sharpened metal parts attached to them, just because those wooden sticks have more kick to their first damage type. Plus pretty much any character can take up on this: you could be the dumbest person with the worst physical state, but you are still be able to learn smithing pretty fast.

In Warband, the money-making were toned down to a level where it was more balanced: while dyeworks gave you the most amount of money, it's cost was pretty high and was just a side business to keep your army afloat. While there was another method of making money (which could be compared to smithing), which is stealing cattle from a village, slaughtering them, then selling their meat. It might have been considered broken in early game, it became pretty much obsolete later. Plus it decreased your relations with the affected villages.

This has been a problem since release, and this, in my opinion pretty much invalidates/makes any other money-making methods pitifully bad by comparison.
 
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I hope they remove the smithing from being a skill to be a paid service to make weapons.
+1 I think if I had to invest in game money into it, the resulting weapon would mean something and I'd get more out of the whole process. As it stands it's a tedious grind to break the world economy. Even if they fix the economic aspects of it, how many bandit leaders/nobles/travelling merchants/generals/rulers spent their free time slowly working on their smithing skills? It feels so out of place with the rest of the game, but would be lovely feature to have as a service to make top end or aesthetically pleasing gear for those with the wealth. Could replace the Perk tree with training related ones.
 
As it stands it's a tedious grind to break the world economy.

Smithing is a tedious grind in the sense it is boring, repetitive, uninspired, and clunky, but it’s not even time consuming for the player or the main character.

You can break the world economy and power level all your companions to level 20 in minutes.

If I was significantly wounded I may rest or if I had some in game time to kill before hunting poachers I would rest or maybe while escorting a caravan or preparing an ambush.

With these little rests I maxed smithing on 3 characters and have more money than Scrooge McDuck. In the meantime the game clock has barely progressed 1 year, I reached clan level 4, and started a Kingdom.

I can guess at the idea behind forcing the player to wait in town to regain Stamina, and it failed spectacularly.
 
Smithing is tedious grind in the sense it is boring, repetitive, uninspired, and clunky, but it’s not even time consuming for the player or the main character.

You can break the world economy and power level all your companions to level 20 in minutes.

If I was significantly wounded I may rest or if I had some in game time to kill before hunting poachers I would rest or maybe while escorting a caravan or preparing an ambush.

With these little rests I maxed smithing on 3 characters and have more money than Scrooge McDuck. In the meantime the game clock has barely progressed 1 year, I reached clan level 4, and started a Kingdom.

I can guess the idea was behind forcing the player to wait in town to regain Stamina, and it failed spectacularly.

Agreed, it's really really bad.
 
They say they're looking into stuff, but it can be months and still nothing. Even thing like pre-battle formation placment that they said "we've got soemthing we're testing ..." months go by and they don't give :sad:
They should delete smithing until they've actual revamped it because it masks many other issues in the game. Maybe leave it in for stable in case people want it, but for actually testing the game it's a problem to be able to just stop and create wealth at will without needing interaction with the game world. There's many other money things to be dealt with but they don't make such polarizing experience as smithing .

Granted I would hate for them to work on smithing before finishing other thing like Character building, kingdom/clan management/children growth, diplomacy and AI performance/siege. But it is a problem so that's why I say delete for now.

I would rather it just be an NPC function and have parts be rare loot and quest rewards.
 
They should delete smithing until they've actual revamped it because it masks many other issues in the game.
It´s not really necessary because as a player we can just ignore it as long as the AI doesn´t use smithing to make a million denars.

If we start removing broken stuff we won´t have much left.
 
hold your horses its def being worked on and we can see changes developing due time. Ex now at least it saves your smith setting while you can do other stuff in between like melting and stuff so that was a good add on.
But i can understand since ive been here myself at times ^^

I love smithing but it needs some work in balance for sure and some tweaks around the different weapon types. However its not as grindy as people say, but my guess they dont like to work for stuff either :wink: And smithing should be a hard days work, just saying.
Also maybe you could mix in silver as needed for more advance and pimped out weapons. I mean the ores are in the game :smile:
 
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Would be cool if the made it that you had to choose 1 of 3 skills, smithing, armorer or fletcher, why only weapons can be made is puzzling, then who is making bows and armor, we should be able to also
 
Yep. Its pretty bad at the moment..

The value of smithed weapons explode in a exponential way. Exponential prices are a good thing, but its ramp up so fast round about 10k.
I mean, its totally okay to sell a really, really good weapon for about 40k - BUT (and this is a very big but) you shouldnt be allowed to "smith" 3 of those weapons within 3 seconds. It should be taken multiple weeks, maybe even 1 or 2 months to finish a high tier weapon for 40k.So u have to work on your fine weapon in steps with a progress system. If u ran out of stamina, u can leaf and come back to work on it later. Also u have to work in steps in order to finish it - each step a part of the weapon or something else like sharpening. Also, also... at the end of each step u can see the quality of your work - if its bad quality, u can redo the step with a increased chance to create a part with better quality (also u need agian that material of course.) More material will also lower the profit margin for your weapon.


I also thought about the leveling method for smithing.. XP for smithing, refining and smelting is fine.
but what if we also..
- can work in the city for a smith and produce weapons for the locals. We gain gold for the work and XP for the smithing skill
> events can trigger. The smith can get a special order while we are working for the smith. We help him and gain much more XP and/or much more Gold for that work
- we can do quests for the smith and the quests dosnt include smithing at all. We are just helping in out. He will be thankful and give us some tips in smithing (smithing XP)
- we can study a weapon and gain XP. Also each studied weapon can give us also a unknown part of the weapon that we studied. We can only study one weapon of this sort. The studying will take some time, its like you are reading a book in warband.
- speaking of books. Include books. We can read them and earn XP
- we can meet a smithing master. His will appear rarly and can train us for a week to gain a masssssssive XP boost. But we have to pay a big amount of money for that. Also why dont include some quests with him?



and the possibilyties are endless.
 
Items values increase exponentially. The damage done by a weapon also affects is value. It is what makes top tier javelins so valuable.

There are two things that can be done to make smithing less economically overpowered:
1. Reduce javelin damage. Less damage = less value.
2. Reduce items values overall. It you have items in the game worth a small fortune and you let player make these items, then it will always be unbalanced.

High item values have caused havoc across the game and the developers don't seem to have a handle on it. High item values make town production not work correctly. High item values make looting most item impossible. High item values make smithing overpowered.

You will never fix production, looting or smithing with item prices as they are now.
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Items values increase exponentially. The damage done by a weapon also affects is value. It is what makes top tier javelins so valuable.

Javelins get a multiplier applied for some reason. Other weapons with equivalent damage (eastern polesword, for example) sell for less than a tenth or a hundreth of a top-tier javelin's price.
 
just noticed the pun Will Smith ing xD good one right there haha oh man its to early and i need more coffee ^^
 
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