Workshops Nerfed into the Ground - & Possible Alternative Approaches to the problem

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Thesp

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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:

  • 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. :smile:
 
200 is fine in my opinion; its caparableto what you make if you own a keep; which is enough to maintain decent army until you can score a town; where the big money starts coming in. Lowering cost of workshops should occur though i agree.
 
Indeed, and the Steward skill tree does help with Keep outcome. However the perk in trader for 10% more workshop income (I believe its the first or second perk in the tree) is pretty pointless when capital easily surpasses the income cap.
 
i think they need to look at workshop balance in general, breweries and and linnen weavers have almost no income if you don't micro them (like 10 or even negative) and you don't have to micro wood or smiths at all.

I think you can probably set the workshops into two categories, consumer goods and luxury/finished goods. Consumer goods (food, clothing, etc) should not take as much micro since the market and supply is constant

luxury and finished goods should have more risk/ rewards and take more micro from a trader.

the 200 Cap is way to low because it prevents your clan from scailing into the late game because it is dificult to maintain an income to support multiple clan parties.

Also idealy make caravans very cheap and allow the player to set a trade route (bring raw material from town x and sell in town y because you have a workshop in town y)
caravans should cost 5k not 15 which is insane, (think about the cost of mules and troops and raw goods...)
 
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