Why the hell is the Tannery so overpowered?

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Yeah, I was looking at that too. So if you doubled all the cattle production conversion_speed variables would that double the amount of animals processed a day? Is that how to read that? Meaning, with the current values, 1 cow is processed every second day and 1 sheep is processed every day?
 
You could always hack around with the values and see what happens if you're so inclined. I think the other side of this stuff is done in .Net if you wanted to try and take it apart. I'm not going fishing, I think they're gonna revisit this stuff at some point when they get to it making whatever you do now kind of useless.

I'd assume there's some kind of daily (or timed somehow) function that calls this stuff and processes it, yeah. Not sure of the details.

What does seem obvious is that there's more out than in and when you place a tannery, boom supply demand is met and profit goes up.
 
I think that increasing artisan processing of Hides and Leather is required to fix the constant undersupply of Leather, which would in turn normalise the profitability of Tanneries. I haven't bothered to experiment though for the reasons @somethinglightthat mentions. Additionally, why would I want to nerf Tanneries in my game when I think their profitability is the closest to what I believe a wisely placed workshop should be? :smile:

TW will get around to it at some point. Tannaries being anomalous doesn't appear to be a complex problem, just requires some iteration and tuning.
 
Right, I don't think the tannery is wrong, I think the rest of them suck.

What's really the point to me about workshops is that I place one and I get out of the loot bandit economy somewhat and can actually start building up. For the love of the flying spaghetti monster that doesn't need to take longer than it already does.

Real economic balance would have to happen on a bigger scale and trying to address that right now is futile until they get to it.
 
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