Trade rumors with horses.

正在查看此主题的用户

Tuckitey

Recruit
Do you Believe that this should be a thing? Bc currently the only trade rumors that affect towns are ONLY trade goods. But what if i wanted to know where i can sell my Mule i bought for 95 for a profit? What about my Awesome Vladian cruiser horse that i just happen to get for 450g and i want to profit as a trader. What city "needs" horses for there warmongering efforts. It would be nice to know and maybe TW is already thinking this.

Suggestions? maybe instead of the first trade perk with 5% lower combat items and keep local rumors. Its 5% lower combat items and show Local horse trader information. Open to suggestions.
 
The whole traiding system is weird in that case. I dont think you get trade experiance from selling (with profit) weapons and armour. Only trade goods. which, lets be honest, is a bit weird.... after all: Calradia is a land of war, and only think you can profit and experiance from is..... dealing with food.... Same with caravans. they only deliver goods.
 
It is also odd that a trade good in the form of stock, as in, cows, sheep and hog do not get trade rumors either for some reason. Seems like some kind of oversight to me.
 
The whole traiding system is weird in that case. I dont think you get trade experiance from selling (with profit) weapons and armour. Only trade goods. which, lets be honest, is a bit weird.... after all: Calradia is a land of war, and only think you can profit and experiance from is..... dealing with food.... Same with caravans. they only deliver goods.
If you buy armor or a weapon then try to sell it you won't make a profit because afaik weapon/armor prices don't vary. I see this as a good and bad thing. Any weapons or armor you get after a battle don't affect trading because you didn't buy them in the first place so that makes sense to me.

It is also odd that a trade good in the form of stock, as in, cows, sheep and hog do not get trade rumors either for some reason. Seems like some kind of oversight to me.
Yeah I find that kind of strange too and the prices vary quite a bit on them so they could be good sources for trading.
 
I agree, I don't get why the horses and livestock don't have the rumors. That said, I still trade them regularly and just developed a manual eye for what is the right price.. I think you can still make money on this if you watch the prices on them, even without the game holding your hand there. Why, in older games you used to have play with pen and pad and jot this sort of thing down. So, it's odd that they are singled out in lacking the rumors, but its not the worst thing.
 
If you buy armor or a weapon then try to sell it you won't make a profit because afaik weapon/armor prices don't vary. I see this as a good and bad thing. Any weapons or armor you get after a battle don't affect trading because you didn't buy them in the first place so that makes sense to me.
What i mean is a situation where, say you buy 10 pugios in one town, and sell it with profit in other. AKA arms dealing. Battle gear trade, yeah sure, thats allright
And i think its a bit... strange. there could be a potential in this game for arms and armour trading, but... maybe thats just me
 
What i mean is a situation where, say you buy 10 pugios in one town, and sell it with profit in other. AKA arms dealing. Battle gear trade, yeah sure, thats allright
And i think its a bit... strange. there could be a potential in this game for arms and armour trading, but... maybe thats just me
The downside to this is the potential that rather than selling your battle loot in any city, you'd be inspired to travel to the city where you can make the most profit. Not necessarily the worst thing, but I could see how some might have an issue with that. That said, I think a little more diversity in this area, at least, would add some more flavor to the game.
 
What i mean is a situation where, say you buy 10 pugios in one town, and sell it with profit in other. AKA arms dealing. Battle gear trade, yeah sure, thats allright
And i think its a bit... strange. there could be a potential in this game for arms and armour trading, but... maybe thats just me
I know exactly what you meant and as I said all weapon/armor prices are the same across the board and that's good and bad. While it does cut out the possibility of trading those items having it does cut down on the bs of buying a piece of armor and worrying about is it priced too high, and if you consider that some armors are faction based imo it would be too much hassle in the end.
 
I think eventually the player will have to have some income from weapon and armor sales reduced in order to maintain a balanced economy. Javelins cannot sell for 100k.
 
I think eventually the player will have to have some income from weapon and armor sales reduced in order to maintain a balanced economy. Javelins cannot sell for 100k.
It's puzzling that TW has nerfed so many other ways to make money in this game but they haven't touched this. I hope that what they're doing is remaking crafting completely because crafting in general is the worst I've ever seen in any game I've played and that's saying something. Hopefully it gets done sooner rather than later.
 
It's puzzling that TW has nerfed so many other ways to make money in this game but they haven't touched this. I hope that what they're doing is remaking crafting completely because crafting in general is the worst I've ever seen in any game I've played and that's saying something. Hopefully it gets done sooner rather than later.
I don't know if they want to touch it, because if they make gear prices reasonable, then it'll all be available for sale and they won't be able to keep the good armor out of our hands.
 
I don't know if they want to touch it, because if they make gear prices reasonable, then it'll all be available for sale and they won't be able to keep the good armor out of our hands.
There are some pretty simple fixes for crafting.
1) Make leveling and prices based on the value of components not swing damage this gets rid of spikes in how fast you can level and cuts out the crazy overinflated prices of crafted stuff especially how comparable tiers of items can vary wildly in price.
2) Get rid of random unlocks, why tf TW decided to do this is beyond me. Random unlocks for crafting is far far far too slow and it's counterproductive to someone who wants to craft. As a crafter you havce to hope to get a piece unlocked that you want. :facepalm: It should always start off with tier 1 unlocked but have different tiers unlock as you level up in crafting.
3) Get rid of stamina for crafting this isn't an mmo or a mobile game. If for some stupid reason TW is so worried about someone doing too much crafting (why it would matter in a single player game idk) then allow stamina to regen while moving in the world map.

None of this is that hard to figure out and it's like no one at TW ever looked at how any other rpg did crafting. Sometimes I wonder if the devs even play rpgs because so many of the systems and mechanics of this game are so ass backwards.
 
1) Make leveling and prices based on the value of components not swing damage this gets rid of spikes in how fast you can level and cuts out the crazy overinflated prices of crafted stuff especially how comparable tiers of items can vary wildly in price.
I agree with your suggestions, but for this, there's still the problem that TW wants to keep high powered gear like 180 damage Warrazors out of reach of the player by pricing them absurdly high. So they'd have to change all of the formulations to make it work. They'll either have to give in and make prices reasonable, or make recipes for javelins cost hundreds of thamascene steel, which would be a different kind of pain in the ass.
 
I agree with your suggestions, but for this, there's still the problem that TW wants to keep high powered gear like 180 damage Warrazors out of reach of the player by pricing them absurdly high. So they'd have to change all of the formulations to make it work. They'll either have to give in and make prices reasonable, or make recipes for javelins cost hundreds of thamascene steel, which would be a different kind of pain in the ass.
Well they're the idiots who painted themselves into the corner by having insane armor/weapon prices. If they don't find a reasonable way to deal with it then I'll mod the hell out of it and be happy.
 
Well they're the idiots who painted themselves into the corner by having insane armor/weapon prices. If they don't find a reasonable way to deal with it then I'll mod the hell out of it and be happy.

What I don't understand is how hey figured this would be a good system to begin with, looks like zero planning went into this.
 
I know exactly what you meant and as I said all weapon/armor prices are the same across the board and that's good and bad. While it does cut out the possibility of trading those items having it does cut down on the bs of buying a piece of armor and worrying about is it priced too high, and if you consider that some armors are faction based imo it would be too much hassle in the end.

Actually, I think the fact that many armor pieces are faction-based is exactly why it would be a nice feature. It makes perfect sense than an imperial armor piece would be cheaper in an imperial city than in a Sturgian one. Most armors already only appear in their respective culture markets, so the issue of possibly buying one for too high a price is not really that much of an issue, as we could keep price variation within same-culture cities to a minimum or even keep it the same, with only price differences being between cultures. Then it would allow for interesting trading like exporting Asurai weapons to sturgia as exotic goods and the like. Personally, I would love to do some arms and armor dealing.
 
Supply and demand also kinda wacked as well. Example is you get fish at Amp for low like lets say this play threw its 7. Youll never see that price even at 200+ trade skill again at that town. It will almost always increase to 9-12 and stay there, but I mean this town still has its 800+ fish that it always generates zz I get how supply and demand works but maybe i trade to much then and the market knows this so they thing i ALWAYS need this item even tho they have so much. Has anyone tested this by isolating towns? im thinking about doing it just to see what kinda effects it generates. I'm almost always a trader and the best trade is the FIRST trade i ever made at a town And its the FIRST profit thats the biggest. afterwards its always a decent price. i just had a town offer me 180 for cheese at 30 trade skill. I sold them 200 from another town that sold it for 10. They bought at the lowest of 50Gold thats still a 40gold profit out of 180. first time seeing cheese that high. I also have 1100 hrs in this game and multiple play threws bc of how wacked the game is sometimes with war.
 
后退
顶部 底部