Raging Womble
Banned
At first I thought a view very similar to you all, that the banks were brilliant, and the have revolutionised PW, and in a way they have. The mod is a far more attractive concept to a casual player.
But in doing this, it has lost a key element of it. That is, the interdependence between fighters and workers.
And why is this a problem?
It is quite simple. There is no element of interdependence any more , which for those who don't understand what that means, the role of Lord no longer is the role of organising soldiers, serfs, and engineers, it is a simple role of organising fighting. And this is because of the banks. There is no incentive for a Lord to organise a faction in terms of serfs, engineers, and soldiers. His only incentive is to fight.
But this isn't the fault of the lord, this is the fault of armour saving and banking. Money is not lost. You die, someone loots your gear. You log out, your gear remains. There is no loss of gear, so there is not the right amount of demand for new items. The supply of resources- Iron, wood, linen, exceeds the demand to a ridiculous extent. The supply of leather and wheat does not come anywhere close, because there is no need for it, and it is not cost effective.
The one trade that comes close to working as it should is the horse trade. Horses are made by lords when needed, lords tell people when they should be made etc.
Now, because of this problem with supply/demand, there is not any reason for soldiers to assist in the gathering of materials and resources during peace time. Ask yourself, when was the last time you declared war in order to gain access to a mine, or to gain another resource? Or when was the last time you organised your men into groups, telling them what to do. It just doesn't happen any more.
And then, because soldiers have **** all to do during peace time they don't act like it is peace time, they run around robbing because they are bored. They don't rob for money, they rob to piss the other player off and kill them, because that is why we are all here, to fight. And can we really blame the players for this?
I don't think so. We (Nexus) are the ones who have put the banking and gear saving scripts into PW, so we need to deal with any **** that they bring. Can we deal with it? I don't know. I have a few ideas, but ultimately, they all fall short due to the bottomless banks.
Scene creators should take a little of the blame, but in all honesty, the banks and gear saving has resulted in no one bothering if the iron mine is not right outside their door.
Vornne seems a bit pissed off at this himself, here he states:
Vornnes response to bank caps on how much you can spend on a day
The view of Semiramis
Another good post by a player (Korbal) I haven't seen for a while was made on Taleworlds. If you are still around, let me know.
TLDR: The mod is ****ed.
Or maybe not.
Something we need to bear in mind when looking for a solution.
Money that has no benefit to the current server environment is utterly, and entirely useless.
So, it is simple. Remove banking and armour scripts.
In fact it isn't. We remove these, then you would see 80% of the playerbase joining Avalon or whatever other server decided to put up with scripts. If this is going to be fixed by removing the banks, it needs cooperation across all servers, and that just isn't going to happen. Yes, we could perhaps get Avalon to agree to remove it, but then another server would pop up, etc , etc.
So bank limits.
The overall solution which I believe is the only way to fix this:
Maximum 150k in your bank. The rest you must carry around on you. Then no money robbing permitted, just armour and items.
Strategic scening. Make resources important. Make mines important. Make farms important.
All stocks start on 0.
But in doing this, it has lost a key element of it. That is, the interdependence between fighters and workers.
And why is this a problem?
It is quite simple. There is no element of interdependence any more , which for those who don't understand what that means, the role of Lord no longer is the role of organising soldiers, serfs, and engineers, it is a simple role of organising fighting. And this is because of the banks. There is no incentive for a Lord to organise a faction in terms of serfs, engineers, and soldiers. His only incentive is to fight.
But this isn't the fault of the lord, this is the fault of armour saving and banking. Money is not lost. You die, someone loots your gear. You log out, your gear remains. There is no loss of gear, so there is not the right amount of demand for new items. The supply of resources- Iron, wood, linen, exceeds the demand to a ridiculous extent. The supply of leather and wheat does not come anywhere close, because there is no need for it, and it is not cost effective.
The one trade that comes close to working as it should is the horse trade. Horses are made by lords when needed, lords tell people when they should be made etc.
Now, because of this problem with supply/demand, there is not any reason for soldiers to assist in the gathering of materials and resources during peace time. Ask yourself, when was the last time you declared war in order to gain access to a mine, or to gain another resource? Or when was the last time you organised your men into groups, telling them what to do. It just doesn't happen any more.
And then, because soldiers have **** all to do during peace time they don't act like it is peace time, they run around robbing because they are bored. They don't rob for money, they rob to piss the other player off and kill them, because that is why we are all here, to fight. And can we really blame the players for this?
I don't think so. We (Nexus) are the ones who have put the banking and gear saving scripts into PW, so we need to deal with any **** that they bring. Can we deal with it? I don't know. I have a few ideas, but ultimately, they all fall short due to the bottomless banks.
Scene creators should take a little of the blame, but in all honesty, the banks and gear saving has resulted in no one bothering if the iron mine is not right outside their door.
Vornne seems a bit pissed off at this himself, here he states:
A problem with that is the disconnection of player money from the current environment: if there is no stock at all, people can't buy anything, but someone with piles of spawnable money can use it to buy items other people have created. So someone who became a multimillionare by exploiting a bug undetected months ago or by droning away on deserted servers, can then swoop in and repeatedly consume the items made by newer players who are starting from scratch as the mod was designed; a sort of "multi level marketing" effect where players rank up by simply hanging around for ages, not contributing anything useful in the latter stages. This mod was designed around player skill, with dynamic competition and involvement, not to reward lazy players who feel entitiled to power and riches by hanging around the game for years.
The effort is not linked to the reward in any meaningful way when players can stack up millions forever, outside the current environment; the price of a certain type of armor raised from 15K to 150K to would not make any practical difference to someone with easy millions stored from some glitch or exploit, but it could ruin many features of the game for people who play the mod as designed, cooperating and competing within the current game environment to gain equipment and control. I think "balancing" games by just increasing prices is a terrible idea, because it makes the main method grinding away stupidly until the ridiculous costs can be afforded.
People might object that things like mining iron ore or gathering flax are pretty boring "grinding", but the point of the intended design is that they work in with the weapon and armor supply, taken from limited resource locations which could be controled by other players or organised factions, making the end result not grinding because the mining or processing is only a part of the interactive and competitive whole. Incidentally, scene design where - for example - iron mine location and ore amount is so plentiful that there is no need for competition works against this, as do server rules that presume "peaceful commoners" must be let alone to grind in safety: as I have repeated in this thread, over the years.
-Vornne
I think the game play becomes pretty pointless with safe long term storage of money and items, reducing to mindless grinding at a certain time when there is little competition and a scene with a bug or design that allows extremely easy money or item acquisition, then being able to log on for months afterwards with the ability to repeatedly troll around bothering other players, with little care for the current situation of the game world.
-Vornne
Vornnes response to bank caps on how much you can spend on a day
Question : You can pile a lot of gold - but you can't use more than 150k per day. It is actually the cost of a full tincan armour and weapons set bought from Merchants on Nexus now.
Response from Vornne: It doesn't matter - that is still a lot of money that has no benefit to the current server environment, through adding resources or weapons, or just by populating the game with serfs that give a reasons for protection and area control. Limiting money withdrawals per day would mainly just affect people that have nothing else to do all day, not people who play an hour or two at night after work or school, who might not bother to make any other contribution to the server than buying weapons and armor to kill people.
To the people who complain about current servers just consisting of endless wars and robbing: it's your own fault for wanting the rest of the game to be made irrelevant. Since the "end game" of powerful combat troops and equipment is made stupidly easy rather than require ongoing intelligence and effort, almost everyone will just be a "tin can" wandering around trolling other people, feeling that there is nothing else worth doing.
Quote from: Baskakov_Dima on April 11, 2014, 02:24:28 AM
When enough people in a group playing together have vast piles of money to keep buying top tier weapons and armor no matter how foolishly they play, they can dominate other players: it spoils the dynamic, competitive, consistent environment parts of the mod design.
-Vornne
The view of Semiramis
Quote
it completely breaks the game by allowing people to accumulate wealth and then move it out of other's reach definitely, not just in game mechanics (aka, chest deep in a castle basement)
It steals all the ROBBERS (yes you read right!) the fun in the game, since except the carried gear, no one is worth being robbed as all people (except me, likely) never carry money. Ever thought of that part ?
Thing is I remmeber back in the day, when looting someone of wealth (logically, a Lord or important knight) was basically the high end goal for a robber- if you did that, you was trough with robbing and made for the day, or, with a really thick purse like Tywin Lannister would carry it, for at least until the next reset and I don't know how you feel about this, but I personally never felt the motivation to like set up a murder trap for someone to loot his gear and then sell it, despite I could.
While basically arguing straight against it in theory (since it is as described game breaking), I personally would of course also advice to set a cap on maximum bank money (which needs to be around 100k for not-Lords, for the simple reason that 100k alone already are plenty to lightly arm an army, and the idea of money cap is to reduce inflation)
-Semiramis
Splintert *Slightly edited due to his two word response not making sense out of context*
Quote
The problem is infinite capital, and the the only way to keep persistent characters without bank is to put all money in players hands and disallow money robbery.
Another good post by a player (Korbal) I haven't seen for a while was made on Taleworlds. If you are still around, let me know.
TLDR: The mod is ****ed.
Or maybe not.
Something we need to bear in mind when looking for a solution.
Money that has no benefit to the current server environment is utterly, and entirely useless.
So, it is simple. Remove banking and armour scripts.
In fact it isn't. We remove these, then you would see 80% of the playerbase joining Avalon or whatever other server decided to put up with scripts. If this is going to be fixed by removing the banks, it needs cooperation across all servers, and that just isn't going to happen. Yes, we could perhaps get Avalon to agree to remove it, but then another server would pop up, etc , etc.
So bank limits.
The overall solution which I believe is the only way to fix this:
Maximum 150k in your bank. The rest you must carry around on you. Then no money robbing permitted, just armour and items.
Strategic scening. Make resources important. Make mines important. Make farms important.
All stocks start on 0.