Broken trading replaced with broken trading in 1.4 patch?

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solecist

Sergeant
so there is this new system wherein you trade based on the actual number of a commodity that a town has, rather than trading an unlimited amount of ANY commodity they have in stock. this is a great idea poorly implemented (surprise!). here are the problems i've noticed so far (pardon me if this has been mentioned, my search brought up nothing new):

assess local prices is still way off the mark. if a town has at least ONE expensive item, that will be the item that is assessed, regardless of whether or not the town has enough of that item to create a caravan (and let me tell you, they rarely do). now let's say assess prices works and it actually shows you an item you are able to caravan...here is another opportunity to get screwed: the prices will typically be assessed for fortresses, which can no longer accept caravans. i realize some people trade on foot and that this type of assessment is still useful, but at least provide a separate option for those who are trying to use the caravan system. or, at the very least, don't assess the same item three times. maybe show the prices of 3 different items and 2 locations for each item.

now, onto another annoyance. what's the point of providing a caravan guard if the limit is 20 men? there is absolutely no opportunity here to send a caravan off by itself, which i thought was the whole point of the new system. not only that, but hiring a full guard (small as it is) is fairly expensive, considering that the caravans aren't worth nearly as much money due to limited commodities. it also seems silly to force us to buy one caravan guard when i fully intend to guard it myself. it's just an unnecessary additional cost.

i will say that it is at least nowhere near as exploitable...and yes, i can still make OK money trading, but it is incredibly frustrating trying to assess the price of CHEESE (because good lord, these towns love their cheese), when there is ONE item of powder, spice, or velvet in the shop's inventory.

ahem. anyway, sorry for the rant. it's a bit late in the development scheme to be complaining, i know, but hey, your patch got me playing again...so please fix it!
 
Not sure about the tone being use but I must agree that the points being brough up are valid and should be look into.
 
We can usually overlook tone, because it's generally a result of genuine frustration which means someone really wants to enjoy the game but they are not having fun.

That is very understandable, and despite the frustration we really do appreciate you taking the time to give the feedback.  Mexxico is fine tuning the system right now and I'm sure he'll see this topic.

 
no tone other than mild displeasure was meant to be imparted. apologies if i appeared testy. :razz:

glad to hear it's being worked on! part of my frustration comes from this ingrained idea that it just isn't going to be fixed...which is/was an unfortunate reality of M&B :\
 
solecist said:
no tone other than mild displeasure was meant to be imparted. apologies if i appeared testy. :razz:

glad to hear it's being worked on! part of my frustration comes from this ingrained idea that it just isn't going to be fixed...which is/was an unfortunate reality of M&B :\

What taleworlds did for us with M&B was gave us the code, so we could fix it ourselves.  That's how I got involved with them.  I respect that, and hope to do the same now but in a more official capacity.

 
I have to agree with you here..  the assess local prices is really annoying when it tells you the best place to sell the 1 powder they have in stock in 3 diff citys and dosnt tell you the best place to sell the 20 potttery in the shops inventory.

it really needs tosay at least 3 diff items in the report and the best locations to sell them and that should calculate the item of most stock and put it first in the report
 
solecist said:
so there is this new system wherein you trade based on the actual number of a commodity that a town has, rather than trading an unlimited amount of ANY commodity they have in stock. this is a great idea poorly implemented (surprise!). here are the problems i've noticed so far (pardon me if this has been mentioned, my search brought up nothing new):

assess local prices is still way off the mark. if a town has at least ONE expensive item, that will be the item that is assessed, regardless of whether or not the town has enough of that item to create a caravan (and let me tell you, they rarely do). now let's say assess prices works and it actually shows you an item you are able to caravan...here is another opportunity to get screwed: the prices will typically be assessed for fortresses, which can no longer accept caravans. i realize some people trade on foot and that this type of assessment is still useful, but at least provide a separate option for those who are trying to use the caravan system. or, at the very least, don't assess the same item three times. maybe show the prices of 3 different items and 2 locations for each item.

now, onto another annoyance. what's the point of providing a caravan guard if the limit is 20 men? there is absolutely no opportunity here to send a caravan off by itself, which i thought was the whole point of the new system. not only that, but hiring a full guard (small as it is) is fairly expensive, considering that the caravans aren't worth nearly as much money due to limited commodities. it also seems silly to force us to buy one caravan guard when i fully intend to guard it myself. it's just an unnecessary additional cost.

i will say that it is at least nowhere near as exploitable...and yes, i can still make OK money trading, but it is incredibly frustrating trying to assess the price of CHEESE (because good lord, these towns love their cheese), when there is ONE item of powder, spice, or velvet in the shop's inventory.

ahem. anyway, sorry for the rant. it's a bit late in the development scheme to be complaining, i know, but hey, your patch got me playing again...so please fix it!

Nigga... Yo da man!
 
nox said:
solecist said:
no tone other than mild displeasure was meant to be imparted. apologies if i appeared testy. :razz:

glad to hear it's being worked on! part of my frustration comes from this ingrained idea that it just isn't going to be fixed...which is/was an unfortunate reality of M&B :\

What taleworlds did for us with M&B was gave us the code, so we could fix it ourselves.  That's how I got involved with them.  I respect that, and hope to do the same now but in a more official capacity.

Dear nox, I think you guys forgot one VERY IMPORTANT thing regarding the trade system : "silk road".

Nuff said. Now get to work, the game is almost shiny.
 
scurvy said:
I have to agree with you here..  the assess local prices is really annoying when it tells you the best place to sell the 1 powder they have in stock in 3 diff citys and dosnt tell you the best place to sell the 20 potttery in the shops inventory.

it really needs tosay at least 3 diff items in the report and the best locations to sell them and that should calculate the item of most stock and put it first in the report
in this case, you just buy that 1 powder and then ascess prices again. they won't say powder and you and top of that you can sell you powder for quite some money: double profit
 
wannyboy said:
scurvy said:
I have to agree with you here..  the assess local prices is really annoying when it tells you the best place to sell the 1 powder they have in stock in 3 diff citys and dosnt tell you the best place to sell the 20 potttery in the shops inventory.

it really needs tosay at least 3 diff items in the report and the best locations to sell them and that should calculate the item of most stock and put it first in the report
in this case, you just buy that 1 powder and then ascess prices again. they won't say powder and you and top of that you can sell you powder for quite some money: double profit
The most expensive thing (powder in this case) is displayed when you assess prices, so it is difficult to get a better price elsewhere.
 
not the most expensive thing but the things that gives you most profit for each one you sell. If they say powder sells for 300 profit in moscow, you just buy the powder, ascess price again and then you get some other stuff. You just keep the powder with you and next time you pass moscow, you sell it for those 300 profit.
 
How about we allow the player to choose which item they want to assess? List everything, along with how many there are in the inventory.

Cheese - 20
Powder - 10
Velvet - 5

So if you choose cheese, it will list the 3 best places for you to sell cheese.

Because the current assess market function takes into account 3 possible items, maybe reduce the time taken for individual item assessments by 3.
 
i think it should have some random factor to it, if you can choose the item, they shouldn't be saying it can be sold in X for X profit, instead there is a chance that it can be sold in X with some profit or selling this good in X will probably give you a large profit
 
solecist said:
so there is this new system wherein you trade based on the actual number of a commodity that a town has, rather than trading an unlimited amount of ANY commodity they have in stock. this is a great idea poorly implemented (surprise!). here are the problems i've noticed so far (pardon me if this has been mentioned, my search brought up nothing new):

assess local prices is still way off the mark. if a town has at least ONE expensive item, that will be the item that is assessed, regardless of whether or not the town has enough of that item to create a caravan (and let me tell you, they rarely do). now let's say assess prices works and it actually shows you an item you are able to caravan...here is another opportunity to get screwed: the prices will typically be assessed for fortresses, which can no longer accept caravans. i realize some people trade on foot and that this type of assessment is still useful, but at least provide a separate option for those who are trying to use the caravan system. or, at the very least, don't assess the same item three times. maybe show the prices of 3 different items and 2 locations for each item.

now, onto another annoyance. what's the point of providing a caravan guard if the limit is 20 men? there is absolutely no opportunity here to send a caravan off by itself, which i thought was the whole point of the new system. not only that, but hiring a full guard (small as it is) is fairly expensive, considering that the caravans aren't worth nearly as much money due to limited commodities. it also seems silly to force us to buy one caravan guard when i fully intend to guard it myself. it's just an unnecessary additional cost.

i will say that it is at least nowhere near as exploitable...and yes, i can still make OK money trading, but it is incredibly frustrating trying to assess the price of CHEESE (because good lord, these towns love their cheese), when there is ONE item of powder, spice, or velvet in the shop's inventory.

ahem. anyway, sorry for the rant. it's a bit late in the development scheme to be complaining, i know, but hey, your patch got me playing again...so please fix it!

Before you mention these problems most of them is already fixed. But you will need to pay at least 100 thalers for 2 guards again in next patch even you are escorting caravan. Think this cost as a standard carrier expense. 100 thalers is not a very big deal. Please wait next patch. When you make "assess local prices" you will get more valuable information with next patch.

Please read my replies in these topics :

http://forums.taleworlds.com/index.php/topic,177842.15.html

http://forums.taleworlds.com/index.php/topic,177591.150.html
 
sounds great, mexxico.

as for requiring a minimum of a caravan guard of two...what is the purpose of that? the player in that situation will almost certainly personally be acting as the carvan's guard, so why insist that they pay for something that is not useful? perhaps you could require the player to purchase a guard, but at least make it 10 men. that is the minimum amount that most would consider useful (anything under 10 is not even going to stand a chance against looters by their lonesome). really, it should be separated into two options. one: you are personally guarding the caravan and do not require extra guards, or two: you are paying for a caravan guard from 10-50 troops and may or may not guard the caravan with your party as well.
 
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