Pointed falchion blade *serious* smithing unbalance issue, beta 1.4

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ukas2

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At about smithing lvl 27 or 28 pointed falchion blade was unlocked. I made a two handed sword, maxed out the blade and the grip, while guard and pommel were minimized. This was way too successful, as it was followed by full two minutes of unlock messages, must have been over 30 of them. I immediately leveled up from 27/28 to 65, and the sword was priced 61k.

Just to see it wasn't a fluke I made a second two hander using pointed falchion blade, it gave another 10 unlocks, took me to smithing level 82, the sword price is 52k. Made a third one, using lower level parts, still another 9 unlocks, leveled to 90, the sword costing 48k.

Obviously this ruins the game. Pointed falchion blade is imo one of the coolest blades in the game, would love to see it balanced.
 
Hello bellows smith! ⚒ (pun intended)

It's probably known by the devs - crafting system is very much a placeholder right now... it's just a "hot glue" tool to mix and match parts, most of which are used for existing "pre-made" weapons anyway.
Safe to say, the system can and will be expanded upon - TW has a good playground to work with!

As to your query/concern, let me explain in detail:
This is because of how the game is handling value for weapons (not only monetary but also for experience purposes): it is based on DAMAGE MEDIANS - and I presume it gets the max damage values from across all weapon categories.

Clearly, some of the 2 hander blades deal above 130C (they have like, 6C base?) - e.g. the pointed falchion blade, star-something blade, etc..
This means that they are far and above other blades, solely on maximum hit damage (not DPS or anything), and the game just goes haywire with pricing and experience.

You can test this as well with javelins - just make a harpoon tipped broomstick - 65k denar in your pocket for materials that cost like a hundred denars, LOL.
It's because the harpoon tip has really high pierce damage (7P base? +130P depending on the stick/weight?)
So it's comparable to the top tier javelin tips, which are also in the 130P of damage, or so... and comparable to most powerful 2 handed weapons, such as above.
In reverse, this is also why you'll get crappy prices and experience points on basically all POLEARMS - I believe for some reason they calculate ONE HANDED damage (Pierce and/or Cut) and, even though a Voulge can have upwards of 200C damage when being used 2 handed, it's calculated value is that of hot garbage damage 1 handed.
Let's not even go into hammers, LMAO

Again, crafting is very crude right now :xf-smile:
 
Oh yeah all this makes sense, thanks for your well based reply :smile: I didn't look into it, but was suspecting something along these lines. The first sword, "El Monstrosito", has over 150 cut dmg which explains the unbalanced rewards.

I just chose not to exploit this issue, so tbh it doesn't really ruin the game at least completely )))
 
Crafting is exactly why money is no issue. It is even worse than loot. Item prices are simply to high in general and do not make sense with the rest of the economy. Crafting a falx and selling it shouldn't support my whole army for months anymore than buying a suit of armor should cost more than upgrading 50 men into using that exact suit of armor.
 
Game's economy isn't finished, that's for sure, but maybe some of the critique isn't based on "reality". The economy in general doesn't make much sense, like with cars, you can buy a new Hyundai Hatchback with about 10k euros, while a new Bugatti Black costs over 17 millions. While Bugatti is very nice, Hyundai too does the job cars generally are required to do. This raises the question what kind of economy the game should imitate? While I think the player shouldn't be making 51k swords at smithing level 27, there still should be really expensive items such as "rare items", just for gameplay's sake.
 
I just chose not to exploit this issue, so tbh it doesn't really ruin the game at least completely )))

I have a city and two castles, and the taxes from them and their villages don't even come close to paying my garrison+party wages, and my garrisons are nowhere near full. So, I find myself needing to exploit this and have been doing so. Otherwise we all starve and that's no fun.

I am hoping that the economics of all this get sorted and realistically balanced eventually, because right now I can sell a lump of charcoal for more money than the ingot of fine steel that uses up multiple lumps of charcoal to create.
 
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