Working the fields/mines/lumber camps

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I'm pretty sure that quests, trading and mercenary work

Which all lead you to killing bandits. The mercenary pay is a joke, and so is the trading. The only ones that are actually worth doing for money is eliminating bandits, or doing tournaments.
 
Hey, you guys are not wrong neither are stupid for desiring something else to the game... This is one of the reasons TW has a forum anyway hahahaha I just think that is not a very urgent need and is not a very hard thing to mod (and someone certainly will mod this), proof of that are the mods which contains the feature. Furthermore, they promised us a integrated mod manager to run multiple mods at the same time, just as a complete tool for modding, so expect this and many other crazy and well made mods.

And yes, I thought that playing as a peasant would be cool and stuff, and when I tried it, I did not spent more than 2 minutes on it and quitted for slay some bandits - and for sure this may happen with almost 80% of Mount&Blade players... This is why is not a urgent need. (I cleared an empty lot with a hoe for 60$ in real life anyway, why repeat this in a game for god sake, I'm tired of being a peasant  :lol: :lol:)

Not saying that's stupid, but is not what the majority of players expects from game like Bannerlord. If they put this into the game, ok, but I choose getting it 1 month earlier...  :lol: :lol:

Lolbash 说:
I'm pretty sure that quests, trading and mercenary work
The only ones that are actually worth doing for money is eliminating bandits, or doing tournaments.

Trading gives you a VERY GOOD money, even without those internet guides and with the most simple logic: supply and demand. Buy date fruits from sarranids, spice from khergits and sell it to the "western" factions = profit.

Winning a tournament sounds more reasonable to me for making money and renown than cutting crops or chopping iron from a dark mine.
 
Lord Brutus 说:
Excuse me?  I believe that Blongo just argued that I thought productive enterprises are stupid.  His words are so muddled it's hard to tell.

My bad, i meant this feature as in, the feature of doing manual labor, not the enterprise feature.
 
I'd again like to bring up my idea from several pages ago, namely not having to labor yourself, but being able to put some of your troops into labor rather than just hanging around in your party/garrison. It should cover most of the points of this thread without involving the player directly in harvesting/mining/logging/etc.
 
I just don't get why people want to have manual labor fit for peasants that somehow leads to same effects as hunting down people. Someone mentioned VC, as requested 'for rp reasons' they added toiling in the fields that took ages and gave minimal income - as it should - and reactions I remember from VC's subforum of the time were mainly 'WTF, I can't make money with that'. It was called boring in this very thread.

Okay, I guess being able to amass fortune after couple of days in the mine would explain how every peasant in Calradia can afford knightly gear, but come on. 'It's a fun, non-combat way to earn money' was an argument, essentially right away followed by 'and this is how one can incorporate combat into it, so it's not boring'.

Member of this forum created SAELIG, game that allows you to become landowner in Anglo-Saxon Britain. It's a really fun game, but combat, when added, will be token and largely off-screen, because it isn't focus. Similarly, you shouldn't really be surprised that Mount&Blade focus is fighting battles. Your character is past the point where they work the fields, they already decided to go out there, recruit soldiers and carve their way to the top of the social ladder. Imo, if you want to look at non-combat ways of amassing fortune think bigger, one should hope for expanded facilities management, trade and promised illegal activities - though here we also will be more of a mob boss, rather than spending fifteen minutes in-game extorting money on market.
 
The idea kinda reminds me of Rigale, but, personally, I would prefer if they added more depth to mercantilism rather than this. I feel that would suit the scale of the game better and could tie into the military/politics side of things much better.

I am not saying that this wouldn't/ couldn't add to the game (I think Rigale is pretty good in that regard) but that it would do so less than other features and likely clash with rather than compliment the core experience.
 
Horik6697 说:
Hey, you guys are not wrong neither are stupid for desiring something else to the game... This is one of the reasons TW has a forum anyway hahahaha I just think that is not a very urgent need and is not a very hard thing to mod (and someone certainly will mod this), proof of that are the mods which contains the feature. Furthermore, they promised us a integrated mod manager to run multiple mods at the same time, just as a complete tool for modding, so expect this and many other crazy and well made mods.

And yes, I thought that playing as a peasant would be cool and stuff, and when I tried it, I did not spent more than 2 minutes on it and quitted for slay some bandits - and for sure this may happen with almost 80% of Mount&Blade players... This is why is not a urgent need. (I cleared an empty lot with a hoe for 60$ in real life anyway, why repeat this in a game for god sake, I'm tired of being a peasant  :lol: :lol:)

Not saying that's stupid, but is not what the majority of players expects from game like Bannerlord. If they put this into the game, ok, but I choose getting it 1 month earlier...  :lol: :lol:

Lolbash 说:
I'm pretty sure that quests, trading and mercenary work
The only ones that are actually worth doing for money is eliminating bandits, or doing tournaments.

Trading gives you a VERY GOOD money, even without those internet guides and with the most simple logic: supply and demand. Buy date fruits from sarranids, spice from khergits and sell it to the "western" factions = profit.

Winning a tournament sounds more reasonable to me for making money and renown than cutting crops or chopping iron from a dark mine.

I said in my original post: "Can be added post-release so won't delay timeline"

Do not look here 说:
I just don't get why people want to have manual labor fit for peasants that somehow leads to same effects as hunting down people. Someone mentioned VC, as requested 'for rp reasons' they added toiling in the fields that took ages and gave minimal income - as it should - and reactions I remember from VC's subforum of the time were mainly 'WTF, I can't make money with that'. It was called boring in this very thread.

Okay, I guess being able to amass fortune after couple of days in the mine would explain how every peasant in Calradia can afford knightly gear, but come on. 'It's a fun, non-combat way to earn money' was an argument, essentially right away followed by 'and this is how one can incorporate combat into it, so it's not boring'.

Member of this forum created SAELIG, game that allows you to become landowner in Anglo-Saxon Britain. It's a really fun game, but combat, when added, will be token and largely off-screen, because it isn't focus. Similarly, you shouldn't really be surprised that Mount&Blade focus is fighting battles. Your character is past the point where they work the fields, they already decided to go out there, recruit soldiers and carve their way to the top of the social ladder. Imo, if you want to look at non-combat ways of amassing fortune think bigger, one should hope for expanded facilities management, trade and promised illegal activities - though here we also will be more of a mob boss, rather than spending fifteen minutes in-game extorting money on market.

I called for an expansion/improvement on it... not keeping it the same boring thing as it was in VC. I clarified that in the original post.
 
A fleshed out mercantile system would be a valuable addition to the game that I think every player would pursue at some point to change things up. See my previous post on controlling the supply of goods, it would provide a completely alternative route to becoming the most powerful person/clan in Calradia without ever swinging a weapon.
 
Lord Brutus 说:
In a game which promises so much in terms of combat, diplomacy, quests, NPC interaction, laboring in the mines would be my idea of hell on Earth.

Your relation with Terco_Viejo has increased from 1 to 3

Nicolas-Cage-Laugh-LOL.gif
 
Terco_Viejo 说:
Lord Brutus 说:
In a game which promises so much in terms of combat, diplomacy, quests, NPC interaction, laboring in the mines would be my idea of hell on Earth.

Your relation with Terco_Viejo has increased from 1 to 3

.
 
Terco_Viejo 说:
Lord Brutus 说:
In a game which promises so much in terms of combat, diplomacy, quests, NPC interaction, laboring in the mines would be my idea of hell on Earth.

Your relation with Terco_Viejo has increased from 1 to 3

It would honestly be the same amount of labor as training recruits in a village and probably less total time (unless bandits attack as a random event).  I think you're expecting to work 5 minutes straight bent over in the hot sun...nobody is saying that.
 
Ki-Ok Khan 说:
Terco_Viejo 说:
Lord Brutus 说:
In a game which promises so much in terms of combat, diplomacy, quests, NPC interaction, laboring in the mines would be my idea of hell on Earth.

Your relation with Terco_Viejo has increased from 1 to 3

.


Phalnax811 apologizes for the wild offtopic we're doing to you.
Much better this version with realistic graphics, the guy is quite a professional  :fruity::

 
Lord Brutus 说:
Wrong.  In Warband I can get a silk factory up and running in Rivacheg within about 2-3 hours of game play.  Grinding bandits, as you say, produces prisoners for ransom plus the gear they drop.  The silk factory produces enough cash that my cash balance each week is positive with the small size of my army at the time.
Is capturing & selling slaves for the first 2-3 hours in order to permanently acquire a high-end, automatic money generator an intuitive & sensible progression? They're so different that I would say no. A more thematically consistent method in Warband is to buy a load of trade goods & trundle off to another town to sell them. Unfortunately, this too requires capital.

I believe the notion here is that alternative ways to generate capital in the early game would cater to more playstyles than Warband does. As it stands, practically every fresh character's single viable option is combat. If other games have taught us anything, it's that some people like playing peasants. The systems would not have to be terribly robust to be fun & effective for the relatively short periods of time the average player would be expected to use them.

Essentially, let someone choose how to start off their character: combat & slaving (with its large XP gains), supporting a village through some manual labor quests (getting on good terms with them), or some combination of the two. Why should traders have to start as mercenaries or slave drivers?

Also, dial that grumpiness back a notch.
 
Any money making method in Bannerlord should be a viable option. Otherwise players will question why they are performing menial tasks when they could be progressing much faster through other methods.

Lord Brutus points out by far the fastest and easiest money making method in Warband. Other methods just don’t compare to the low risk/high reward nature of killing bandits in the early game.

Will adding manual labor be a viable money making method? Or will it be a feature people just abandon after a few tries? I imagine laboring will be low risk/low reward without the added benefit of slashing bandits and will be ultimately forgotten.
 
not a bad idea but even in VC I've always found that such labors should increase stats (of course up to a limit), since in BL there seems to be no Attributes at all, it should give some sort of skill level upgrade maybe!?
 
xdj1nn 说:
not a bad idea but even in VC I've always found that such labors should increase stats (of course up to a limit), since in BL there seems to be no Attributes at all, it should give some sort of skill level upgrade maybe!?

I have resisted the urge to poke fun at this post.
 
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