I'm not going to write 3 paragraphs since we have a dozen forum topics on similar issues, but I'm going to quickly get my 2 cents off my chest then go eat an empanada and pick up some horse manure for my garden.
Spending time trying to balance the money-management aspect of the early game when its so feature-bare is a huge time waste. There are multiple aspects of the workshops, that we've seen, from woodshops to pottery, that aren't working properly or implemented. In general the early game (pre clan rank 2, pre-vassal) is very feature bare and I'm giving TW the benefit of the doubt to assume they're not content with it as is. Why try and make it more of a slog when its missing features and the majority of the game that needs to be tested at present is well after this point?
Why are we trying to put a 1-5% risk factor on caravans at this stage of development, when the very economic engine that drives profitability is likely going to change? When the way our companions manage recruiting, upgrading, etc, clearly needs refinement? Heck, we can't even play meaningfully as a bandit but we're focusing on essentially an RNG mechanic for caravans?
The obsession with caravans and profit is just really weird when the combat AI has gotten worse since launch, spears and formations don't work, and there are core features that are still done better in VC and even Warband.
TW, I love ya and think you guys are the bomb, but from my outside perspective your focus seems a little whack. My layperson advice is this:
Manage your game holistically. Get all the features you want in, running bug free, and then balance them and ensure the intended challenge/player experience is correct.
Spending time trying to balance the money-management aspect of the early game when its so feature-bare is a huge time waste. There are multiple aspects of the workshops, that we've seen, from woodshops to pottery, that aren't working properly or implemented. In general the early game (pre clan rank 2, pre-vassal) is very feature bare and I'm giving TW the benefit of the doubt to assume they're not content with it as is. Why try and make it more of a slog when its missing features and the majority of the game that needs to be tested at present is well after this point?
Why are we trying to put a 1-5% risk factor on caravans at this stage of development, when the very economic engine that drives profitability is likely going to change? When the way our companions manage recruiting, upgrading, etc, clearly needs refinement? Heck, we can't even play meaningfully as a bandit but we're focusing on essentially an RNG mechanic for caravans?
The obsession with caravans and profit is just really weird when the combat AI has gotten worse since launch, spears and formations don't work, and there are core features that are still done better in VC and even Warband.
TW, I love ya and think you guys are the bomb, but from my outside perspective your focus seems a little whack. My layperson advice is this:
Manage your game holistically. Get all the features you want in, running bug free, and then balance them and ensure the intended challenge/player experience is correct.