Wartales

Wartales

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Robineus May 6, 2024 @ 4:43am
What's the point of the Tavern?
I started a new game with my regular start, farmers looking for a new life, they opened the tavern, called it the Grey Rider, put in the basics and built it up over time. The trouble is that you can't seem to fail the tavern, it has no negatives or risk attached to it in any sense it just becomes a light management sim that lets you make between 100-200 crowns every shift/rest.

It really seems weird compared to the rest of the game which is often designed around needing an enormous amount of resources to craft simple things and then we added this magic tavern which you can access form anywhere, which produces hoards of wealth that removes an challenge from the economy (which wasn't a great or well balanced thing to begin with).
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Showing 1-15 of 64 comments
Robineus May 6, 2024 @ 4:47am 
I don't know the natural progression of things it seems would have made more sense to have a start your own village somewhere rather than the own your own magical inn.
mrak20105 May 6, 2024 @ 5:55am 
Originally posted by Robineus:
I don't know the natural progression of things it seems would have made more sense to have a start your own village somewhere rather than the own your own magical inn.
And what are the differences? In the name? Replace cooks and winemakers with farmers and builders. Dishes based on grown vegetables and industrial products. This will be a village management simulator, instead of a tavern management simulator. The game is called War Tales. Players bought it because it was about War stories and interesting turn-based battles, and not about the economy. If I want to manage a village in a medieval setting, where there are uninteresting battles, but interesting development of the city. Then I'll buy another game.
Robineus May 6, 2024 @ 6:56am 
Originally posted by mrak20105:
Originally posted by Robineus:
I don't know the natural progression of things it seems would have made more sense to have a start your own village somewhere rather than the own your own magical inn.
And what are the differences? In the name? Replace cooks and winemakers with farmers and builders. Dishes based on grown vegetables and industrial products. This will be a village management simulator, instead of a tavern management simulator. The game is called War Tales. Players bought it because it was about War stories and interesting turn-based battles, and not about the economy. If I want to manage a village in a medieval setting, where there are uninteresting battles, but interesting development of the city. Then I'll buy another game.

And you think managing the tavern is somehow more in line with 'tales of war' than managing a village? You just said you think they're exactly the same with different names. Some people really enjoy contradicting themselves in the same post, it's fascinating.
Last edited by Robineus; May 6, 2024 @ 6:57am
Robineus May 6, 2024 @ 7:05am 
At any rate if you have no imagination whatsoever then you could propose that the village is exactly the same except with the village you could have the option of tailoring it more towards what your company does and which path they more affiliate with. You know those path things the ones where you can focus on trade or exploration and so on? Guess the game makers really dropped the ball there because that's more economy based than war stories based.
Usikava May 6, 2024 @ 7:31am 
Originally posted by Robineus:
At any rate if you have no imagination whatsoever then you could propose that the village is exactly the same except with the village you could have the option of tailoring it more towards what your company does and which path they more affiliate with. You know those path things the ones where you can focus on trade or exploration and so on? Guess the game makers really dropped the ball there because that's more economy based than war stories based.
You totally miss the point.
And I'd agree with OP and mrak20105... Tavern is just massively unbalanced and it's doesn't matter what wrap is around it... I could understand this being more of a big party\end game kind of thing where you'd need to invest first to start getting passive income. Right now it's just a BS money out of a magic realm...
Himelin May 6, 2024 @ 7:31am 
I've owned the tavern for a week. My tavern is now in Grinmeer Town at a very advanced level. Good little DLC.

But for me, the tavern brings little to the game. It remains "shop" management which can bring in money, new cooking recipes, and stars in culinary guides ... a game within a game.

But we discover the very interesting use of civilian characters, and especially spies and thieves. And I think these features should have wider future use in gaming.

We should be able to use spies and thieves for other missions. Spies to discover the location of treasure throughout the territory (gems and weapons), and thieves to rob houses in cities (objects and money). Additionally, rooms should be available to house mercenaries, and a stable should be able to house animals. The tavern could also be a place of smuggling and trade ...

For me, the tavern should become the mercenaries' base to integrate it perfectly into the game. A new tab at the bottom right of the screen ?

Good game !
:dwarven:
Last edited by Himelin; May 8, 2024 @ 3:40pm
Robineus May 6, 2024 @ 7:41am 
Originally posted by Usikava:
Originally posted by Robineus:
At any rate if you have no imagination whatsoever then you could propose that the village is exactly the same except with the village you could have the option of tailoring it more towards what your company does and which path they more affiliate with. You know those path things the ones where you can focus on trade or exploration and so on? Guess the game makers really dropped the ball there because that's more economy based than war stories based.
You totally miss the point.
And I'd agree with OP and mrak20105... Tavern is just massively unbalanced and it's doesn't matter what wrap is around it... I could understand this being more of a big party\end game kind of thing where you'd need to invest first to start getting passive income. Right now it's just a BS money out of a magic realm...

So I missed the point but being the OP you totally agree with me, righto. (Helps if you explain what you think the point was).
Last edited by Robineus; May 6, 2024 @ 7:42am
Robineus May 6, 2024 @ 7:47am 
Originally posted by Himelin:
I've owned the tavern for a week. My tavern is now in Grinmeer Town at a very advanced level. Good little DLC.

But for me, the tavern brings little to the game. It remains "shop" management which can bring in money, new cooking recipes, and stars in culinary guides ... a game within a game.

But we discover the very interesting use of civilian characters, and especially spies and thieves. And I think these features should have wider future use in gaming.

We should be able to use spies and thieves for other missions. Spies to discover the location of treasure throughout the territory (gems and weapons), and thieves to rob houses in cities (objects and money). Additionally, rooms should be available to house mercenaries, and a stable should be able to house animals. The tavern could also be a place of smuggling and trade ...

For me, the tavern should become the mercenaries' base to integrate it perfectly into the game. A new tab at the bottom right of the screen ?

Good game !
:dwarven:
We keep getting so close to having a base but not quite, the camp has upgrades, you can build trading posts, now you can own an inn (haven't tried the ship dlc yet), it's like they can't decide which one they want to settle on to turn it into a full fledged base of operations.
Himelin May 6, 2024 @ 8:11am 
Robineus@

I think adding a few more options to the tavern would allow it to better integrate into the game, to stop giving that "game within a game" feeling that doesn't add anything to the story. This is the impression I have after several hours of playing in the tavern.

Well, the camp already serves as a base : we could imagine the use of spies and thieves from the camp ...

Good game !
Robineus May 6, 2024 @ 8:19am 
Originally posted by Himelin:
Robineus@

I think adding a few more options to the tavern would allow it to better integrate into the game, to stop giving that "game within a game" feeling that doesn't add anything to the story. This is the impression I have after several hours of playing in the tavern.

Well, the camp already serves as a base : we could imagine the use of spies and thieves from the camp ...

Good game !

I agree with that.
araxdebold May 6, 2024 @ 9:01am 
Most TABLE top games have a Tavern ownership in the games... so they are staying with the games abilities. Do not use the tavern if you do not want it...
Nasarog May 6, 2024 @ 9:10am 
For me? Some interesting stuff to do. Also, I get to stow my animal mercs and what not. Also also, it's fun, but totally optional.
Robineus May 6, 2024 @ 9:32am 
I am well aware that you can choose not to use it, after I did use it though it feels strangely implemented and out of place, yes it's pretty but it has absolutely no challenge, adds no depth, simply hands you money for doing nothing really.

To me that seems like a strange design choice.
Robineus May 6, 2024 @ 9:38am 
Personally I would have gone with what someone previously suggested years ago which is the ability to take over outposts once you free them and then turn them into whatever you want either trading outposts or military or a mix which seems to make a lot more sense for the mercenary/adventure company you have and is actually connected to what you're doing in the world.

But they've never gone with that presumably because of balance or something? Which yet again begs the question of why you would add this hugely unbalanced free money bag (leprechaun not included).
Nasarog May 6, 2024 @ 9:47am 
Originally posted by Robineus:
Personally I would have gone with what someone previously suggested years ago which is the ability to take over outposts once you free them and then turn them into whatever you want either trading outposts or military or a mix which seems to make a lot more sense for the mercenary/adventure company you have and is actually connected to what you're doing in the world.

But they've never gone with that presumably because of balance or something? Which yet again begs the question of why you would add this hugely unbalanced free money bag (leprechaun not included).

I like that idea as well.
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Date Posted: May 6, 2024 @ 4:43am
Posts: 64