Pendanyk said:
Item stockpiles are virtually limited by the target stock count; When it's reached, it should no longer be profitable to craft more items. If it is, then the scene design/resource prices have to change, as the refund does not reflect the value of the resources.
With var1 being factions and price and var2 being target stock count, there would need to be changes to the target stock count setup (by e.g. making it work the same way as resource stockpile) to give scene creators that option in the first place. However, I don't think that this change would be worth the trouble, as the scene would ideally be set up in a way that does not reward you for crafting endlessly.
Try to give them good suggestions about resource prices/locations and item target stock counts instead.
The problem is not only profitability, but availability as well.
The thing is, resource stockpiles limits are far bigger than is truly necessary to keep a castle supplied, which results in the first ones to fill the stocks making all the money and the latecomers finding the stocks full and therefore unable to make any profit of their own. This makes commoners an unwanted class, since factions are self-sufficient and have no need of commoners wandering about their lands. This makes casual players lose interest in the game and causes servers to die a slow but sure death...
If the stockpile limits were lowered, factions would need to resupply their castles more often, possibly even in the middle of a war. Reassigning faction members from soldier duties to commoner ones would be highly undesirable in such scenario, thus allowing commoners to fill the gap they were intended to in the first place.
Also, regarding item stockpiles, the issue is that, while crafting
above the "soft" limit is unprofitable, selling items above
isn't. This causes stockpiles to raise to abnormally high levels in case of a successful war, where the victorious factions return to their castles and sell the excess horses, armors and weapons. The biggest factions thus have the advantage here, since they can easily re-gear their defeated soldiers in an ongoing war. Also, it removes the need of commoner smiths helping stock an armory/stable of warring factions, since the stocks are already full. There are two possible solutions: a "hard" limit on item stock OR a diminishing selling price for stocks above the "soft" limit. Then facions would either need to rely more heavily on commoners OR to conquer additional castles, in order to have access to extra stockpiles.
These measures would help with immersion: as factions choose one method or the other, commoners gain a more prominent role AND wars gain an economic dimension as well, as opposed to the current "
i'm bored, let's conquer a castle. Success! GG guys, cya tomorrow. *logs off*". There's only so many of these "boredom wars" one can do before losing interest in PW entirely...