[e1.2.0] So, the game seems to be completely broken at the moment

正在查看此主题的用户

1. Economy wasn't really an issue anyway. Caravan stuff is kinda strange, they couldn't keep it the way it was, because it was just free money, but at the same time now it's useless, will probably change in the future. Cities got fixed soon after the update. Armor and weapons were always affordable, as long as you fight other armies and sell the loot etc. Like I have about 1 mil~ gold, and can't really spend it. You don't even need shops or caravans if you keep fighting.
In my opinion that's how the economy is broken, it favours too much towards looting, you can't be a super wealthy merchant or superb metalworker or smith but only be a warlord or mercenary, I mean if never ending looting makes everyone rich then who the hell goes to real production, the so called balancing issue is in fact making the game more broken than 1.0.0, at least in warband you can invest in workshops to gain wealth, this time you can hardly afford a living without any fights, which is pure bull****.
 
In my opinion that's how the economy is broken, it favours too much towards looting.
Caravans are still extremely stable as of 1.2.0, and one caravan earns enough money to buy another one in roughly 20 days. Then the two of them work at double the speed, and so on.

I've got five caravans running with next to no input on my behalf, earning from 4.8 to 6.2k daily.

What's that looting thing you're talking about
 
I found it easy to make money ever since launch, too easy to be honest. 8K to marry the noblest lady in calradia as a crappy merc? No problem since not even putting out 500k for a piece of armor is of no issue. Started a 1.2.0b save and went with the same formula. Do quests, make a caravan, live of that caravan until the endgame, and it still works. Active income is just sugar on top atop of already massive passive income.
 
In my opinion that's how the economy is broken, it favours too much towards looting, you can't be a super wealthy merchant or superb metalworker or smith but only be a warlord or mercenary, I mean if never ending looting makes everyone rich then who the hell goes to real production, the so called balancing issue is in fact making the game more broken than 1.0.0, at least in warband you can invest in workshops to gain wealth, this time you can hardly afford a living without any fights, which is pure bull****.
First let me say I don't think too much money for player is something they should be trying to fix right now when there's so much else to do.
Second, too much money is always a non-issue since anything more then 'enough' is a waste, doesn't give you any advantage anyways, same is true in warband.
The main strange thing about money is the sheer number of items that drop from large battles. It drops regardless of your army size, unlike in warband where every unit and companion reduces the amount you can get. So you're right, in my experience a 40 man mid tier party that can beat a recruit blob lord party is the best early money maker. After, you might as well make some shops with the money but it's much better to get to merc'ing early, rather then making shops or caravans first. I think in the future (after more important things are finished) they should work out caravans and shops so that you can roughly cover the daily costs of a medium sized party if you have a few(and maybe make them cheaper/faster to get) and also reduce the amount of junk loot from battles depending on army size, to make property and business income more meaningful.

One thing I noticed in my new game on the beta is that they seem to have also reduced the base price of metal materials. In previous playthroughs smelting junk weapons was good money, but in beta it seemed the sell price of the iron and such was not really more then the weapons-hardwood cost. Haven't tried it since beta .2, has anyone else noticed?
 
i hated the execution change its just a lazy balance they wont balance the ai and how they get army's so easy even raided villages they can still recruit from them (i saw a lord in my army recruite men when i entered a raided and destroyed village) if they want to balance they should give us something back like remove execution but fix how lords recruite and get army's from thin air and maybe just maybe balance kuzait's espically for me becuase every game i start they never lose any territory they just take land the current game im playing they took all of sturgia and i cant do a thing with there constant waves of cheap and (may not use horses for upgrades) horse archers
 
The game has been released in a Early Access State, this means there is a development roadmap the devs are already working on. It will only be changed due to gamebreaking bugs/crashes or situations that prevent them to test deeper features they want, for example the economy as it was in the early stages (high selling prices for weapon materials, no risk caravans, uncontrolled workshops....) that speeds up the game a lot (which personally i find disappointing, I want to create the story of a hero becoming king, I don't want to be a challenger to rule Calradia in two weeks).

Maybe they are tweaking this early game following their roadmap that's why they are not touching other things like kingdoms or smithing. Every change they make will change the approach the need to take in upper layers so I understand why they do it.

The game needs more than a year development to be fully playable, rightnow is an unbalanced and unfinished sandbox. I'm sure the devs takes into consideration many of our opinions but as we don't know which are their plans almost every opinion we write doesnt worth reading.

If they don't follow their roadmap as they have designed the game will never be finished.

To better understand this, it's useless to fix a perk that possibly is going to change/disappear or maybe relies on other mechanic not implemented yet.

Some of the fixes they add are temporal fixes to let us play without many issues and let us test deeply some mechanics which are also subject to be changed.

Another reason not to take into consideration every comment here is that this community has proven not to be very trustworthy. Most of the comments are made without enough testing. People even were asking to revert to broken workshops giving 9000 denars daily.... ¬¬
I have been using caravans after the patch with no issue, sometimes they get destroyed but they are far from useless as you can read in some posts here.

Of course you are free to make suggestions and complain about things, so dev are also free to stick to the roadmap and make the game they want and consider what they really see important to change.

This game has lots of mechanics, some are great, some are not, these mechanics blend with each other creating an incredible experience. Some are not finished, some are inexistent yet, and many of them are not explained anywhere. I don't really expect them to explain them, that's part of the sandbox experience, try something and learn from the results but remember we are in an early access build, let them finish the game and then complain.

Even the perfect game would have a lot of haters, that's our nature!
 
Not critique. report bugs and broken bits.
So, following your logic, the community shouldn't have to criticize the idiotic mercenary system with a 30 denars pay-off and relation decrease when ending a mercenary contract? In your opinion, everything should have remained as it is? It wasn't a bug, and it worked well

An interesting way of thinking.
 
It seems to me that rather than nerf income streams it would be better to have more things that the player needs to spend gold on.

For example high tier troops should be a lot more expensive to maintain. Maybe the player should also have to buy weapons and armour for his troops?
 
后退
顶部 底部