ElCrisp
Sergeant at Arms
I have to say I personally disagree with this sentiment. I think having a intricate simulation economy opens the possibility to do really cool things with it. Particualarly as it integrates into settlement management and development.When I see these examples of how insanely convoluted the economy simulation is, it just makes me lose hope that they'll ever be able to get it in balance. Does it have to be so complex? Couldn't they have just faked most of these economy effects and put their efforts into the systems that give more gameplay bang for the buck?
Like I guess its pretty cool that the clay that gets dug up in villages makes it way to the workshops to get turned into pottery and then transported by caravan around the world, but I wouldn't notice any difference if it just magically spawned in the shops.
These systems are going to need a lot of iteration with player feed back. However the impression I get is that they are trying to divine a working system without utilizing player input, a poor use of early access in my opinion.
I would have thought by now we would have had more balancing problems worked on, and blatantly broken parts fixed. So I can relate to people's impatients, but I think a more in depth simulation would make for a better game.
Whether such a game is within the scope of what the Dev will be enabled to pull off?
For that I havnt lost hope, but I havnt seen a lot to base that hope upon.