Thesp
Recruit

The recent workshop nerf has quite adversely affected my desire to continue playing the game for the time being. The nerf is far too strict, hampers the trade play-style and makes trade perks irrelivant, as well as makes the system completely redundent and not worth the investment.
Rather than nerfing workshops into the ground; I would like to propose alternatives (and welcome other players to do so constructively). We all wanna see this game become great. The alternatives I've drafted are as follows:
Other alternatives are welcome, so long as they're constructive. These are three that I drew up while playing the game before getting frustrated and closing it down.
If any of the developers take the time to read this; thank you ever so much for your time. I really do wish the best for the game, and these suggestions aren't made in order to belittle your work - but to possible contribute to better alternatives.
Rather than nerfing workshops into the ground; I would like to propose alternatives (and welcome other players to do so constructively). We all wanna see this game become great. The alternatives I've drafted are as follows:
- Set the cap to a reasonable level: While not solving the issue at heart, a lighter cap will give the system more relevance. I've seen a ball park number of around 500 - 700 with some more liberal players suggestion a cap of 2000. Whilst Taleworlds may not like these numbers another possibility would be allow players to set this cap themselves, allowing how much assistance they want with the economy.
- Adjusting the workshop capital system from the ground up: Whilst the cap has been implimented, its possible to see numbers it would generate as 'capital' in game. From what I can gather; this number represents a mix of prosperity of the town and supply available depending on the workshop. We all know the Wood Work numbers generate crazy outputs so an alternative nerf would be to adjust these factors into more reasonable outcomes - Make getting 10k income a real challenge - something only possible by playing the markets, attacking supply lines and disrupting trade opponents. This would likely make the system feel more rewarding to players whilst also ensuring that time, effort and resources need to be put in to get the best bang for the buck.
- Making the workshops cheaper or increasing the total workshop cap: With an average price for a workshop being 14k. It takes 70 in game days to receive a return in an investment. This is assuming that you are not also paying out of the wazzoo for upkeep, meaning that, unless you can secure a second for third workshop, its going to take more like 100+ days (and that's me being generous with the maths). A better alternative, in my opinion, would be to ether reduce to asking price for the workshop (down to the ball park of ≤10k) with the base cap increase to 5, rather than 3. This would, if no other alternative is found, at least make buying workshops worth the investment in the first place.
Other alternatives are welcome, so long as they're constructive. These are three that I drew up while playing the game before getting frustrated and closing it down.
If any of the developers take the time to read this; thank you ever so much for your time. I really do wish the best for the game, and these suggestions aren't made in order to belittle your work - but to possible contribute to better alternatives.
