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Also you can relocate a stall by clicking the stall and click the four directional arrows on the upper right on the pop-up window.
The algorithm used by houses to determine availability is just poorly designed. I think it is just a rote count of all stalls of each type multiplied by 5 minus each house that is connected to the stall instead of whether there are stalls with units available which is terrible game design.
AS AN EDIT, HAVE AN ESSAY EXPLAINING THE THINGS ABOUT THE STUFF, MY WACKY CHILDREN.
https://steamcommunity.com/app/1363080/discussions/0/4342110886676547550/?tscn=1715742940
It isn't broken, it isn't 'not working'. It just works with its OWN mechanics, unique to *this* game. And that is why people are having such a problem... Because Manor Lords is not game 'x'. Mind breaking, isn't it ;)
You can be sassy all you want but "own mechanics unique to this game" doesn't make it a good mechanic. A mechanic that is tedious and wastes my time is bad in my opinion. I play games to have fun, yes challenging but FUN. It can still be a sh!t mechanic. At least you did link some information, I will read later. Don't try to patronize people who already love the game.
Never. I don't even bother. Because I don't need too. That is working with the mechanics of this game. I literally spend 5 seconds clicking a handful of buttons in a storehouse.
And then about the same in a granary. And then later on, another 5 seconds in another granary. That is all. No moving people around. No staring at things, waiting to see what happens so I can move/change things. Nothing.
And yea, sassy, for sure, because everyone is having problems trying to brute force their way through things, wondering why it doesn't work.
When, well...you don't need to. Go read that essay I wrote. And have written different variations to other people. And realize how simple, and effective, this system is...if you work with it.
As it stands, it is a pretty well designed system. If you decide to work with it.
If you don't, yes, I can see how it would be a horribly designed system.
Honestly, the 'people actually work' mechanic is awesome. And sets it apart from every other game. And I applaud the dev for making that choice, because its not *just* like every other game.
As an edit? I'm not patronizing anyone. Let alone you. Or anyone in this thread. I honestly want you, and everyone else, to enjoy the game. Except people aren't, because they are, for some reason, fighting a mechanic instead of working with it. That is the reason why literally ALL OVER these boards I've done what I can to help people understand how and why things work, trying to help them understand how ridiculously simple it IS to have things work. Even farming.
For what it's meant to do. That is the caveat. Yes, there could be adjustments, yes some things are a bit wonky.
This applies to automatic farming too. Never a problem with that either. Even with the general hilarity of some of the janky stuff that goes on. That could use some tweaks too, but, again, just like the market system, the basic framework works great.
Read.
Understand.
Master the things.
Become l33t.
Repeat.
The whole thing needs to be reengineered from the ground up to not be stupid.
The system doesn't even make sense. Why is there a market to distribute goods that the people themselves produce because they are your slaves so they don't get paid? Why not have them just pick up the goods straight from the warehouse? This is a COMMAND ECONOMY, not a free market. If this were a free market you wouldn't even have the level of control you do and could only rent out land which people would choose to use as they see fit.
The purpose of a market is for people to sell the goods they themselves own and produce on their own. Not to distribute goods produced via a command economy.
And your slaves? No...not even close. This isn't a command economy, at all. You, as the Lord, don't own jack. At all. Other then the land beneath their feet.
EDIT: Hell, YOU don't even own the land beneath their feet. The big boss does...Kings Tax, yo?
Hence, the market. Among many, many other things that fit Feudal setup perfectly,
People not understanding the mechanics of something doesn't mean its poorly designed... Hell, I think its amazingly well designed, and since its so damn different from what is the norm? Total win.
Again, not a problem on my side with markets. At all. Ever. Follow the mechanics. Use the mechanics. Things flow.
Choose to not do so, or even attempt too? Heads, against walls.
It works great. It actually makes a lot of sense how it works once you take a minute to listen to people who have made it work. And really its not hard at all.
The first mistake that has been around since day 1 is this idea that people want to have a huge market zone in the center of town. Center of town is fine (but not required, center of production is key), but you dont understand how markets work if you think its a good idea to have 10 stores selling firewood in a town with 50 families. That isnt even a game mechanic mistake, its just a bad idea to think that way in general and the game will punish your bad idea. I like that!
The next mistake that people make is not paying attention to how the families/workers interact with the market, their jobs, their needs etc... This is too bad because its a super interesting concept that I havent seen in other games. It too works really good, especially in the beta release where some AI pathing issues were resolved as well as a tweak to the food consumption selection process. Basically, the people in your stalls do the stall supplying as a side job. All you need to do is minimize their walking time to keep everyone satisfied. Thats the literal meta of this game right now. So easy.
Anyways, go play the game and watch how it works. Its a brand new game with lots to discover! Im sure it will be tweaked over time and the really really simple market mechanic will be built upon with more features.
Its a mistake to say its bad design or bugged because its neither. Perhaps missing a few features, which is sort of a fair critisism but early access games are not supposed to be full featured.
The dev has an awesome market framework in place that is only complicated if you make those two mistakes i mentioned. Im sure over time more market features will be added and I think they will be great!