Workshops what happen when

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dannazgu

Sergeant at Arms
I'd like to know what happen when you buy a workshop into a town and then sell it again, you lose forever or can you buy and/or open another one again.

@Flesson19

do you know?
 
If you have the money, you can. It's the same when you lose it because the city-owning faction is at war with you, you can buy a new one when the war is over. I'm pretty sure you can have multiple ones in the city also.
 
Exactly right, you can buy and sell as many times as you want. The only issue is in 1.2.0 you can't buy from shop workers anymore. You are forced to buy from the shop owner so you must pay the 2,000 denars to change it to something else. Instead of making shops better as an investment, they have made it cost even more to get very little profit. @Duh_TaleWorlds why are we making shops cost even more instead of lowering their price to make them a decent investment?
 
Exactly right, you can buy and sell as many times as you want. The only issue is in 1.2.0 you can't buy from shop workers anymore. You are forced to buy from the shop owner so you must pay the 2,000 denars to change it to something else. Instead of making shops better as an investment, they have made it cost even more to get very little profit. @Duh_TaleWorlds why are we making shops cost even more instead of lowering their price to make them a decent investment?
From what I can tell, changing the production was always intended to cost 2000.

I believe the workshop costs were picked with the potential of their active management (warehouses) in mind.
 
From what I can tell, changing the production was always intended to cost 2000.

I believe the workshop costs were picked with the potential of their active management (warehouses) in mind.
That's fine if that was the plan. What I am saying, if the shop costs 30k and you make 200 a day would take 150 days or almost 2 years just to break even. But the problem is most shops need micro management to make decent money and now you have added an additional 2k. So instead of helping shops a "little", you increased cost. Many people just ignore them now, you have turned them from a good investment to help cut wages to extremely low profit investments that aren't worth getting unless the situation is perfect. The problem is the 1.8 economy change made them make much less unless you manage them a lot. Then you doubled the cost to even buy one(which I think is based more on prosperity, And once again, now you need to pay 2k to change one no matter what. I specifically tagged you letting you know the price to buy needs to be reduced. At this point I don't care how much but they need some help to make them actually worth investing into since right now I have many other ways to make much more money with my 30k investment. Where is the harm to lower then 25%-50% and see how they are? Also I wondered why the time_forward command was removed from the command console. That was a huge command that helped with long tests, but still no word after a week as to why.
 
Are you discussing workshop performance in terms of "fully passive" or in terms of active management (players buying raw materials low & selling processed goods high)?
 
@Flesson19 If I remember correctly, one thing that also screwed the profitability of workshops (in addition to its cost increase) was the economic simulation being shortened from 10 years to 2 years during the inital game generation when first starting a new campaign/sandbox (I think in 1.8?), which resulted in deflation causing prices to fall for the first couple of years until the prices stabilize and then increase with inflation. If what I wrote is right, do you think that re-lengthening the initial economic simulation to 5, 8 or even back to 10 years would help the workshop profitability? Although I still think that decreasing workshop prices is a good call, since workshops are intended to be an early-mid game investment.
 
Are you discussing workshop performance in terms of "fully passive" or in terms of active management (players buying raw materials low & selling processed goods high)?
I know the the new economic system in 1.8 it's very dynamic, but 2 points, first the output produced for almost all shops is so high that many shops produce so much that they go idle constantly requiring you to buy the output to make profit. If you want it, I can make a video showing how this process has caused shops to be mostly unprofitable unless weekly you but that output. Not many want to manage their shops on a weekly basis to make profit. Second a few shops are not working right when it comes to production for a few patches now and have trouble almost all the time to make anything, those being smithy, wood workshop and now in 1.2, wool weavery for the first time since I've been testing shops since 1.5 are no longer a safe workshops to buy. Something about the armor weapon producing shops are not able to make money good. I have been giving strong feedback since 1.8's economy change and I don't think I can see any good change to help them, in fact I advise people not to buy shops and use that money for other investments. I have been trying to get you guys to understand the issue for about a year now and have been pretty much ignored. I don't expect a shop to be bough and left making tons of money a day and be amazing passive income, however where they are at right now, most are a waste and take years to just break even. It 'needs' tweaking badly but no one will listen or act upon it to fix the potential problems, like the fact that most shops in Sturgia are trash need help. You've changed production from other villages in the game but wont touch any for sturgia. As people say this isn't a trading game but a fighting game with trading, at this point buying output and someone selling input is almost a weekly chore to make money. Why can't we get a happy medium after a uyear for shops instead of just ignoring them
 
I think that means you are focused on the fully passive experience? Which is fine, just want to be sure I understand your feedback.
 
I think that means you are focused on the fully passive experience? Which is fine, just want to be sure I understand your feedback.
no doesn't need to be fully passive at all, but right now it's the opposite end of the spectrum. Most shops require constant management. Can't we find the happy medium to it. You can make on money with shops but i you truly micro manage them you can make real good money? Also again, you know wy the time forward command was removed, it was a huge time saver for testing and really want it back, no clue why it was removed
 
no doesn't need to be fully passive at all, but right now it's the opposite end of the spectrum. Most shops require constant management. Can't we find the happy medium to it. You can make on money with shops but i you truly micro manage them you can make real good money? Also again, you know wy the time forward command was removed, it was a huge time saver for testing and really want it back, no clue why it was removed
yeah, I'm finding workshops so unsexy (in portuguese we say brochante), the money invested there takes too long and sometimes none at all, I bought several brewery close to amitatys and close them so that mine would be the only one and some weeks I keep seeing 0 income event putting the max grain in the warehouse....

And because we have a higher power now, NE empire under Ascyron, conquered most of southern and western empire with me being his loyal commander and brother-in-law. (waiting he dies in battle or for a wound, to take over) we have being at peace for so long

I understand workshops are like investments (real estate, or stocks) the paying out will eventually be higher than your investment
 
Right, but under the current system the output will flood the town quickly causing the shop to go idle then you make hardly nothing. I can make a video explaining it but I doubt the devs will watch as I have been mentioning this for a year and nothing has been done. Micro managing is one of the 4 steps I talk about to make good money for shops now, it shouldn't be a requirement but an option to make more. There is a reason this video has 100k views and is my #1 video. I know how the system works and I keep saying the system "Needs Tweaking" is all, not that we should make 500-1000 a day, but 200 and going idle constantly is not what I want to invest 30k into, shops are mostly a waste and I don't know why they can't be adjusted to make just a 'little" more. I have given tons of ideas to help and nothing has been done. @Duh_TaleWorlds
 
That video gives me the impression we are talking about different things in terms of active management. I am referencing the following: You buy raw resources at a cheap location, you process them in your workshop, you sell them at an expensive location.

My initial query was aimed at determining whether your profitability observation concerned that. I still cant quite tell but it doesnt seem like that.
 
That video gives me the impression we are talking about different things in terms of active management. I am referencing the following: You buy raw resources at a cheap location, you process them in your workshop, you sell them at an expensive location.

My initial query was aimed at determining whether your profitability observation concerned that. I still cant quite tell but it doesnt seem like that.
no I was referring to set and forget, just buying a shop and letting it sit there and not touch it. Buying input to put in the shop and selling the output is micro managing(what I call it) If you constantly watch a shop it can make decent money, but if you buy it and leave it alone, the output is so high it floods the town quickly, pottery for example, soon after buying the pottery produced is so much the price in tow n is 40%-70% below market value which causes the shop to go idle since the game thinks it won't make money. That is the new mechanic of workshops. Most shops "require" that you do it and most people dont want to spend time each week buying and selling from your shop. I am not talking about the new system putting input in your shop and holding the output to sell elsewhere. Most people don't want to do that all the time. buying the shop and buying and selling input/output all the time is micro managing, just buying it and et it run is set and forget. Right now nearly every shop requires micro managing to be profitable on a consistent basis which many dont want to do. You have created a system that requires people for the most part to provide the input and buy the output. That's fine if you want to do that, but as I say constantly, there needs to be incentives to spend time micro managing and the profit you make doing it doesn't justify the time it takes. If you stopped by my stream anymore I could explain it in 2 minutes so you would understand instead of typing these long messages trying to get through our language barrier we have. I know the workshop system perfectly and understand the whole process to make money but most don't want to waste time doing it. There just needs to be some tweaks is all I'm saying but even if I give ideas for a solution they are ignored and nothing is done. It's been this way since 1.8 economy change which is why since 1.8 I have I think 3 workshops videos from 1.8-1.2. Many have abandoned shops since they are so unpredictable or time wasting. All you need to do is make a few tweaks to the system to help with them is all and I have given my ideas for almost a year no and everyone has been ignored, work with us, dont fight us, but after a year of a mechanic getting worse, we do get frustrated. 1.8 hurt shops and subsequent patches have made it worse. Just look at my last workshop video for 1.1.4 and I explain each shop and why they are bad,
 
no I was referring to set and forget, just buying a shop and letting it sit there and not touch it. Buying input to put in the shop and selling the output is micro managing(what I call it) If you constantly watch a shop it can make decent money, but if you buy it and leave it alone, the output is so high it floods the town quickly, pottery for example, soon after buying the pottery produced is so much the price in tow n is 40%-70% below market value which causes the shop to go idle since the game thinks it won't make money. That is the new mechanic of workshops. Most shops "require" that you do it and most people dont want to spend time each week buying and selling from your shop. I am not talking about the new system putting input in your shop and holding the output to sell elsewhere. Most people don't want to do that all the time. buying the shop and buying and selling input/output all the time is micro managing, just buying it and et it run is set and forget. Right now nearly every shop requires micro managing to be profitable on a consistent basis which many dont want to do. You have created a system that requires people for the most part to provide the input and buy the output. That's fine if you want to do that, but as I say constantly, there needs to be incentives to spend time micro managing and the profit you make doing it doesn't justify the time it takes. If you stopped by my stream anymore I could explain it in 2 minutes so you would understand instead of typing these long messages trying to get through our language barrier we have. I know the workshop system perfectly and understand the whole process to make money but most don't want to waste time doing it. There just needs to be some tweaks is all I'm saying but even if I give ideas for a solution they are ignored and nothing is done. It's been this way since 1.8 economy change which is why since 1.8 I have I think 3 workshops videos from 1.8-1.2. Many have abandoned shops since they are so unpredictable or time wasting. All you need to do is make a few tweaks to the system to help with them is all and I have given my ideas for almost a year no and everyone has been ignored, work with us, dont fight us, but after a year of a mechanic getting worse, we do get frustrated. 1.8 hurt shops and subsequent patches have made it worse. Just look at my last workshop video for 1.1.4 and I explain each shop and why they are bad,
What do/can you even do with the money in the end anyways? It's a set-and-forget mechanic; a party wage 'discount'.
The recent workshop changes should give traders an added mechanic at the very least as travelling merchants but this has never really been an economic/market-like game - not even close.

If it was back to when workshops were like ~$10k with 300-500denar profit? You get your 10mil quicker - but for what purpose? It's not like there's a scaling difficulty 'managing' workshops anyways.
 
You buy raw resources at a cheap location, you process them in your workshop, you sell them at an expensive location
It would be a lot better if we could set routes for our caravans, take goods from workshops and sell ir elsewhere. Just a little bit of control, so they don't get killed off on every single war you are forced on would be nice.
 
It's worth noting if you pile supplies in the warehouse your products will be in town super cheap which you can then sell at high profits. So I do like the new system, my only complaint is passive income on warehouses is still very low. Lower war income and weapon/armor prices and raise passives.
 
Since i have no workshop video to make for 1.2, I am making a video explaining what's the problems and what could be done to help them. I plan to make it a little humorous like the Critical Drinker
 
I know the the new economic system in 1.8 it's very dynamic, but 2 points, first the output produced for almost all shops is so high that many shops produce so much that they go idle constantly requiring you to buy the output to make profit. If you want it, I can make a video showing how this process has caused shops to be mostly unprofitable unless weekly you but that output. Not many want to manage their shops on a weekly basis to make profit. Second a few shops are not working right when it comes to production for a few patches now and have trouble almost all the time to make anything, those being smithy, wood workshop and now in 1.2, wool weavery for the first time since I've been testing shops since 1.5 are no longer a safe workshops to buy. Something about the armor weapon producing shops are not able to make money good. I have been giving strong feedback since 1.8's economy change and I don't think I can see any good change to help them, in fact I advise people not to buy shops and use that money for other investments. I have been trying to get you guys to understand the issue for about a year now and have been pretty much ignored. I don't expect a shop to be bough and left making tons of money a day and be amazing passive income, however where they are at right now, most are a waste and take years to just break even. It 'needs' tweaking badly but no one will listen or act upon it to fix the potential problems, like the fact that most shops in Sturgia are trash need help. You've changed production from other villages in the game but wont touch any for sturgia. As people say this isn't a trading game but a fighting game with trading, at this point buying output and someone selling input is almost a weekly chore to make money. Why can't we get a happy medium after a uyear for shops instead of just ignoring them







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Thank you for the advice sir, I will surely keep it in my mind :smile: I appreciate you.
 
最后编辑:
So, if you use the warehouse system and you store inputs and take products to go sell high, will you gain trade skill for doing so? Or does it still deny you trade skill because you didn't "buy" the product?

If you have items in the warehouse and you lose access to it do you lose them forever?
 
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