SP - Economy Why equipment pricing should dramatically drop

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Then why does it cost under 1000 denars to upgrade any peasant to use them?
Because they own their stuff. They're all mercenaries and you pay for their work, not their equipment. They want more salary? They get better, buy better sword and gambeson and approach their lord with "how about 10 denars a day, mlord?")
 
Because they own their stuff. They're all mercenaries and you pay for their work, not their equipment. They want more salary? They get better, buy better sword and gambeson and approach their lord with "how about 10 denars a day, mlord?")
so that still doesn't explain why my troop with a 40 denar daily wage can afford better armor and weapons than me. when he also gets free room and board because I'm also feeding them.
 
so that still doesn't explain why my troop with a 40 denar daily wage can afford better armor and weapons than me
Mercenary unions? =)

Actually not only player loots the battlefield. Guess he's the last who gets his hands on all that swag.
 
Currently it's so easy to make money from selling looted gear it makes all other ways of making money redundant. I agree equipment should be cheaper. Especially the player selling used equipment. And upgrading troops should be more expensive.
 
Agreed. That doesn't necessarily mean items has to be cheap or can't be expensive, but a reasonable price. It's just a realistic economy shouldn't be affected by mandatory factors. I also agreed this is kinda a quick "fix". The current price is definitely not fixing any existing problems but a state of inflation, as every lord wearing millions of denars on them. A reasonable price of a realistic economy can also work better with other parts of the game, as a foundation to solve any problems or further development.
 
reduce the loot, no reason to go looting every single scarf off every dead enemy from a single battle and selling 60 of them to the shop at 10 gold a piece.
Just remove all the stupid things from loot and leave a few important things like some weapons and armors, reduce their sell value you reduce overall gold inflation which reduces the cost of all armors.
I currently am lord of Poros under the Aeaseri maxed it all out, with 2 caravans running and I only make 3,000 a day which mostly covers troops in my city and army leaving me just 900 a day profit, compared to that armor in the store that costs 67,652 gold.......
 
I'd rather see unit upgrade costs AND upkeep significantly increased, and better value from "battlefield loot" to make up for it instead.

Horses are dirt cheap considering historical reality. That armor you just picked up, even if it's worn or torn, is still likely to be weeks if not months of possibly specialist work. Likewise for more elaborate weapons.

Would also nicely serve to de-alienate the difference between "simple but effective" weapons like spears and axes, and "specialist warfare" weapons like composite bows, swords or glaives (or even more elaborate polearms, though that's probably domain of mods). And armor SHOULD be expensive as soon as metal is involved.

But that's just, like, my opinion, man :wink:
 
Agree with OP for the most part here. Though I would not like to have to buy the weapons in trade menu to outfit my troops since that would just become tedious micromanagement after a while. I'd like to see a mechanism where the price of equipment for the units your upgrading to and from is calculated and just pay the difference.

Ever tried taking a fief? It provides sh*tload of money.

Ever tried crafting a javelin and selling it? It provides a lot more money for much less effort.
 
I'd rather see unit upgrade costs AND upkeep significantly increased, and better value from "battlefield loot" to make up for it instead.

Item prices decreasing (along with starting money, money from quests, arena, etc) would accomplish the same without making denars feel like Zimbabwe dollars.
 
+1. Lots of ways of economic re-balancing present themselves, but I feel like nerfing loot and slightly buffing passive income is the best way to put a (slight) check on mid-late game gold snowballing without hurting the early game player too much. The early game player would get less from bandit/looter loot, but they could also afford better gear earlier. Then, the early-mid game player's workshop income + first 1 or 2 fief tax income would be more meaningful.
 
I don't think equipment prices are necessarily set in stone yet. Bramborough is right, the prices are all relative to what the economy will look like by the end of development. Once they get player income to a level they think is acceptable, they can alter the price structure of gear to match their vision.

But I think there are primarily 3 reasons why high tier equipment is so expensive, and (full disclosure) I think it's fine the way they've structured it.
  1. An Elite Cataphract might kill a couple dozen troops within its lifespan, but a player with that same equipment might get a couple dozen kills per battle. Any equipment is far more useful in the player's hands than it is in the hands of other troops, and so it costs far more for the player than it would for a troop (it's a gameplay decision at the sacrifice of some realism).
  2. Price serves as a form of power gating. If they squashed all the prices down so that a player could afford a full set of high tier equipment within the first month or two of the game then there wouldn't be much need to add low and mid tier gear because the player would blow right past that part of the game. In Warband equipment was gated by attribute points. By not doing it that way, you allow players to freely assign attributes without having to worry about what equipment they may want to use down the line. It makes the non-battle skills and attributes more viable.
  3. You buy it for life; you can't lose it if you have it equipped. TaleWorlds seems to be committed to making the cost of losing battles palatable so players don't feel forced to constantly save scum to prevent starting over from square one. The game is designed around allowing the player to lose sometimes, and it's better for it IMO. If they reduce equipment costs, but allow it to be stolen after being captured, then you now have to hunt down new gear, and that's just one more hurdle the player has to clear before they can hop back in the saddle. That's also why recruiting and upgrading costs are kept relatively low too, IMO.
I know not everyone will agree with the above design philosophy, but personally I think it's the right approach.
 
+1. Lots of ways of economic re-balancing present themselves, but I feel like nerfing loot and slightly buffing passive income is the best way to put a (slight) check on mid-late game gold snowballing without hurting the early game player too much. The early game player would get less from bandit/looter loot, but they could also afford better gear earlier. Then, the early-mid game player's workshop income + first 1 or 2 fief tax income would be more meaningful.

This, plus higher troop costs. Making it harder to field a large army early game but easier once you have tax income (as long as tax income is buffed).

Alternatively, to not turn denars into inflated Zimbabwe dollars. All other numbers could be lowered. Much lower prices on items and lower rewards from quests, arenas, etc.
 
The prices of equipment sword and the rest need to be lowered majorly and black smiths are player selling swords for 100k plus .This silly . Drop the prices but put a item health (lowers damage or protection to make players repair them) so they need repairing and have high priced items cost more to repair. the maximum cost even for the best item should be 3000 gold . The armies equipment repair could also come into a factor.
 
Agree strongly with the OP, and have written similar suggestions myself. The price of gear for troops and for player/companions should be the same. The cost for outfitting one soldier with a certain set of equipment should be the same as equipping yourself in the same way. The main income sources should be taxes and trade, not battlefield loot.

IF the mechanic of upgrading troops was changed so that you could only upgrade troops if you owned the equipment for them (like war horses for cavalry), then loot could be useful for arming troops, but not something to make you rich. I would fully support such a change, but would settle for consistency between prices for gear and prices for equipping troops.
 
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