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  1. Price changes since latest patch

    Buy low sell for 5% profit. Economy is getting worse every patch.

    Pre patch i could buy say butter. Low price 17. High price 50. Average 33.

    Now after 6 hours playing since patch. Low price 9. High price 24.

    I am a trade char with 200k weight in goods that i must completely sell for loss. Also caravans income is under 500 per day. That means for the better troops about 80 days to break even.

    My guess is the change in time between wars has created an effect of everything being overproduced.
  2. When will this game switch to beta phase?

    They are a small company. 15 more programmers would double the amount they have. I think this game is already very good.

    It does need work. However think of this. They have done well. They are improving the game rapidly. It is already as good play wise as warband. It is a sequel that does not suck. It has a significant amount of polish.in the graphics.

    Lol need an edit button
  3. When will this game switch to beta phase?

    Id be happy just to get an announcement "We've hired an additional 15 programmers to expedite the sitcheeation"

    They are a small company. 15 more programmers would double the amount they have. I think this game is already very good.

    It does need work. However think of this. They have done well. They are improving the game rapidly. It is already as good play wise as warband. It is a sequel that does not suck. It has a significant amount of polish.in the graphics. Tje
  4. Companion in parties

    That is his point. I pay the wages. I am COMMANDER of the mercenary company. Rise with me or no money.
  5. Iron ore worth more than crude, wrought, sometimes iron and even steel

    Hardwood only pays off after you get the upgrade for 3:2.. Even then the in game system will level it out fairly quickly.

    The weirdest part for me is how I can sell a cheap weapon for same price almost everywhere. But iron and wood in it vary widely.
  6. Trade good prices in beta 1.4.1

    You can still make a decent income, but the initial capital required is a lot higher (you need a greater volume per run to make a good profit for the time spent, which means you need more gold to not only buy the higher initial quantity of goods, but also more pack animals).


    So you are saying exactly what my point was. 10-20 hours of playing just to make the money to get the pack animals now so you can buy more in higher quantity. Then selling This quantity was nerfed as well. So now you are selling to 3-4 towns to turn a smaller profit which means 3-4 times the time for sales. This also means even more time because the profit is now 30% less overall even with the extra invested time.

    I am in agreement that being able to make stupid amounts of money quickly after a certain point was a bit off. However what I am saying is that to slow the snowball effects of the late game, they nerfed the early part of the game. Instead of fixing the snowball they simply added grind to achieve it. Grinding is never fun.

    They needed to use a scalpel. they used a nuke.

    In the end it is not the developer or programmers job to stop someone from exploiting every flaw in a single player game. As a player you are only hurting yourself and ruining your own enjoyment when you do this. However providing a fun game that is reasonably balanced is the answer and let the modders take it from there.

    This is not an easy goal. However I do have faith eventually they will crack it.

    Raising the prices of cities was needed a bit. Let us look at it this way.

    15k for a workshop. return 10-200 per day.
    15k for caravan. return 500-2k per day with risk of 0 at any time.
    1.5 million for a castle. return of 4-6k per day - garrison expenses averaging out to 1-2k profit
    3 million for city. return of 6-8k per day - garrison averaging out to 1.5-4k per day.

    Looking at the above numbers, return on investment is horrid for workshops. 50% of caravan profit tiered for trade skill of person running it would be logical. Castle and city income is not making sense. If it were to be changed to 10% of current incomes and the prices were changed to 1/2 of what they now are it would be much more logically in line with caravan and workshop numbers. Troop costs as well would need a roughly 50% reduction in per day costs.

    For balance and coding reasons I understand the current system. But paying troops and receiving taxes done on a weekly or monthly basis would be considerably more logical. Gaining profit from caravan would make more sense if say one day per week your caravan reported to you to meet them at the city in which you started it to collect your profits or pay the bills. Workshops hold the money until you check in on them. They give you a report as to what resources cost and why they made said profit or loss. All of this was done in warband in the simpler form of weekly budget reports.
  7. Gear, gold, and other things

    Economy did need a bit of a rework but posts like this one caused them to drop a nuke on economy and trading which did way more harm then good.

    Their best option at this point IMHO is to give an option for bigger smaller price variety or prices of cities, caravan pricing etc. because for every post I have read like this one where they are complaining the economy is too cheap, I have read even more saying the recent patches went too far the other way.
  8. Iron ore worth more than crude, wrought, sometimes iron and even steel

    I have noticed a tendency with all non combat stuff to get nerf nuked where a scalpel would have been better.
  9. 1.3 Beta - Secret Village Trade nerf?

    The trade nerf was far worse then just this. It effected every aspect of trading. I agree that they have nearly destroyed an all trade playthrough.
  10. Trade good prices in beta 1.4.1

    An unwritten part of the last couple of patches is a near complete rework of trading. Several things I have noticed include:
    Caravan prices halved for sales, doubled for purchases.
    Bartering for cities prices have been multiplied by 10-20 times.
    Selling to villages price halved.
    Prices of bartering with nobles have doubled or tripled on other items.
    Gaining charm skills by bartering cut significantly.
    Pricing in trade goods has become less extreme between cities.
    Selling to cities causes more severe price drops.

    Overall any trader only style playthrough has become significantly hindered or destroyed as what once took say 50 hours playing to build 500k now takes 3-5 times that amount of time. Building an empire through trade only has become nearly pointless. Kind of feels like they are forcing everyone to be a combat toon now.
  11. How do i trade land with lords?

    also ridiculously overpriced as of a recent patch. before patch it was around 250k-1m for a city now it is 5-10 million
  12. Patch Notes e1.3.0

    Economy and Trade
    • Players now sell goods to caravans at a reduced price.

    I think you tweaked things a bit too far south here. Instead of selling to caravans at roughly 80% of area price, it is more like 50%. Because of the speed in which the price falls in cities, trading with caravans and villages was the best way for serious trading characters.

    Price drops in cities are too quick when you are trading thousands of items. The caravan change is also affecting villages. On a char with maximum trading skill, I am currently only able to sell between 2-10 items of hundreds before price drops to a loss. Small margin items like grain have to be moved in the thousands. As of now it can only be done in the tens or hundreds in an area.

    For a new restarted character the trading is completely useless as almost all items bought and sold have to be done at the absolute limits of the high and low areas or you result in 3-5 in game days of traveling netting you pennies. The older system was much more fair. Some balancing would have been fine. This was entirely too drastic.

    It is forcing anyone trying to play through the trade primary skill set to currently be stuck with tens of thousands of goods they cannot move. When I am paying 150k for peace every time someone declares war, and upwards of 500k for a city, I am left with a game I have spent 140 hours building a trade character in which I cannot currently move enough product to continue the viability of a non combat play through.

    Most active style combat characters and players already did as little trading as possible due to the slow progression which is now made ridiculously longer. I would strongly recommend a change back in the other direction. Kind of has the feeling of someone using a sledgehammer to reset a slightly wrong nail.
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