Blongo said:
People just want to ease into their character man. Start off as a humble farmer, work their way up.
If the game ever implements a hardcore mode that makes the world very deadly and unforgiving, you might appreciate the low risk, low pay additive.
I want to heavily utilize the family mechanic, so of course im not going to dive into being a lord just yet. It should take generations.
I guess you both aren't a huge fan of foreplay.
I don't have any problems with these ideas in principle, in fact I really like the idea of being a generic farmer and not an immortal homeless war deity like in warband. But if they want to implement anything like this they'd have to create an entire game's worth of mechanics to support it. If you just slapped in a farming mechanic without anything for it to lead to or interact with (and don't say "money" because Calradia basically prints the stuff and that's not the point here), it's going to be a boring orphaned mechanics which nobody will use.
There is a tonne of smaller scale stuff the game would need in order for the player's individual farming to make any sense. Having a house, for example. Paying taxes to somebody. Being answerable to a village elder on a social level and not just as a generic questgiving NPC. Having other responsibilities which mean you can't just wander off when you feel like it during harvest season. Without these, how are you supposed to roleplay as a farmer when it's little more than a weekend job for a 12 year old?
Maybe when Taleworlds is a 1,000 strong studio we can talk about creating this gigantic edritch hybrid between {RPG, action game, real time strategy, real time tactics, politics simulator} and {resource manager, trade simulator, medieval sims, crafting game}.