120 denars for free. you keep the alley even if you are at war with the faction which holds the alley. in addition it gives you rougery (alley defense) and bandit troops (+passive rougery if you use them). rougery perk is the pinnacle for massive loot (+ money / good gear). it actually opens up the path for long term criminal playthroughs. something a lot wished for in some way.I´m kind of a disappointed. It´s a crossed item from the feature list.
It doesn´t really add anything to the game but some alley fights which are not that "impressive". The system has no connection to the rest of the game but the "increased criminal rating" which can be ignored.
I mean it´s better to have it than to not have it, but to be honest you´ll spend like 20 min in this new feature in a playthrough. I hope mods can improve it.
And if you´re a min/max player, ~120 denars and beeing able to recruit a few bandits are not worth a companion slot.
But was any of that shown? That's what I meant; it was just pie-in-the-sky and/or just marketing. What was actually shown was basically a workshop -- if even that.
As long as I make xxxx denars with each battle it doesn´t really matter.120 denars for free.
120 denars for free. you keep the alley even if you are at war with the faction which holds the alley. in addition it gives you rougery (alley defense) and bandit troops (+passive rougery if you use them). rougery perk is the pinnacle for massive loot (+ money / good gear). it actually opens up the path for long term criminal playthroughs. something a lot wished for in some way.
imo it adds a lot and even if its not perfect - yes the income could be higher - it points into a good direction. good stuff.
As long as I make xxxx denars with each battle it doesn´t really matter.
Yes, that´s a problem. And I think this makes the mid/late game kind of boring. As soon as you can win like every fight money doesn´t matter. And everything related to income becomes unimportant. Why should I care about the 286 denars my workshop make if I can make like 5k denars with one battle that I easily win?Yeah... until they really fix the incredible disparities between money making options with smithing being way above everything else and loot selling being a distant second over the pitiful amounts anything else gives, basically money doesn't matter and it's all RP value.
Yes, that´s a problem. And I think this makes the mid/late game kind of boring. As soon as you can win like every fight money doesn´t matter. And everything related to income becomes unimportant. Why should I care about the 286 denars my workshop make if I can make like 5k denars with one battle that I easily win?
I wish the tactics skill tree was actually interesting and fast to level up. Tactics skills' primary effects should affect troops' battlefield performance such as their combat movement speed, their ammo count, their damage against shields, shield hp, etc. (basically bonuses that we already have for captains but for party leaders that stack on top of captain perks). Then they can be useful for auto-resolve if need be.Also, doing a playthrough with this focus will allow a player to actually focus purely on Vigor and Cunning, giving everyone the chance to have a drastically different build.
I'd settle for interesting. I don't think I've ever spent an Attribute Point in it.I wish the tactics skill tree was actually interesting and fast to level up. Tactics skills' primary effects should affect troops' battlefield performance such as their combat movement speed, their ammo count, their damage against shields, shield hp, etc. (basically bonuses that we already have for captains but for party leaders that stack on top of captain perks). Then they can be useful for auto-resolve if need be.
In Warband the Tactics skill gave you bonuses to troop spawning. The higher Tactics you had, the more troop ratio you could have at the start of the battle than your opponentI wish the tactics skill tree was actually interesting and fast to level up. Tactics skills' primary effects should affect troops' battlefield performance such as their combat movement speed, their ammo count, their damage against shields, shield hp, etc. (basically bonuses that we already have for captains but for party leaders that stack on top of captain perks). Then they can be useful for auto-resolve if need be.