TheShermanator
Sergeant
I should start off right away with 2-3 premises.
1) This is a super complex game, with tons of mutually interactive currencies, player choice cost/benefit outputs measured in those currencies, and other variables.
2) The complexity of the game is a testament to the extraordinary ambition of the devs.
3) So much of the game balancing choices to be made are still to come - based on simple balance adjustments for existing features, re-balances based on new features, etc., etc. that it is not super useful to look at any one number in the game currently (e.g. average daily income per workshop, per wood workshop, per fief / fief prosperity, etc., etc.).
Given the above, it may not be very useful to offer too much specific feedback on too many details currently in the game. But big picture questions - like active vs passive income distribution balance - will be with us all the way through every patch and every re-balance.
So, the question: When the dusts settles on the final patch of the game, theoretically, where do you think the distribution between passive income vs. active income sources should be? Or, given that different players play differently: How easy do you think it should be to secure a large proportion of your income via passive sources vs. active sources?
Edit: Terms defined:
Passive income = average daily caravan income, workshop income, tax income as it relates to the specs of each unique town (prosperity, improvements, other modifiers), and whatever else I'm forgetting in this vein - ways to make income simply through the passage of time measured in game days.
Active income = $ over time from selling loot, ransoming prisoners, smithing gear sales, and trade profits (and whatever else I'm forgetting).
Gold sinks = useful and interesting things on which to spend your income.
(And of course, comments on 'how' and 'why' you answered the way you did are welcome.)
1) This is a super complex game, with tons of mutually interactive currencies, player choice cost/benefit outputs measured in those currencies, and other variables.
2) The complexity of the game is a testament to the extraordinary ambition of the devs.
3) So much of the game balancing choices to be made are still to come - based on simple balance adjustments for existing features, re-balances based on new features, etc., etc. that it is not super useful to look at any one number in the game currently (e.g. average daily income per workshop, per wood workshop, per fief / fief prosperity, etc., etc.).
Given the above, it may not be very useful to offer too much specific feedback on too many details currently in the game. But big picture questions - like active vs passive income distribution balance - will be with us all the way through every patch and every re-balance.
So, the question: When the dusts settles on the final patch of the game, theoretically, where do you think the distribution between passive income vs. active income sources should be? Or, given that different players play differently: How easy do you think it should be to secure a large proportion of your income via passive sources vs. active sources?
Edit: Terms defined:
Passive income = average daily caravan income, workshop income, tax income as it relates to the specs of each unique town (prosperity, improvements, other modifiers), and whatever else I'm forgetting in this vein - ways to make income simply through the passage of time measured in game days.
Active income = $ over time from selling loot, ransoming prisoners, smithing gear sales, and trade profits (and whatever else I'm forgetting).
Gold sinks = useful and interesting things on which to spend your income.
(And of course, comments on 'how' and 'why' you answered the way you did are welcome.)
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