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Think of it as a "Coffee for the Devs" type of deal with some cool (if you like it) content.
Yes, next optional DLC right here...
Also, I don't think it really makes any difference, other than allowing me to not literally run between cities dozens of times to make enough gold to get out of the early game.
Money was irrelevant by mid-game anyway, even before the tavern. In the game I dropped to start over with the Tavern DLC, I had 90K gold and counting and nothing to do with it.
So, while we have more gold sooner, I don't think 90K or 400K gold in the coffer really makes any difference.
The game always needed a late-game money sink. Now, it just *really* needs one.
Well that is what I was referring to with the unbalanced to begin with economy. And this really only enforces my point that they dropped a dlc which adds something that was completely unnecessary and even worse appears to a plug to avoid the very early game they created.
A level of integrity of the mercenaries could be one of the solutions to regulate downwards the big "treasure" : if a certain amount is exceeded, there would be the risk that one of the mercenaries present in the camp disappears definitively during a next rest with a quarter or half of the "treasure"...
Donations to help plague victims (churches) or the construction of Grinmeer Cathedral could help regulate big "treasure" by bringing in influence, or other things ...
The gold aside, a random chance for one your mercenaries to just leave? Quite frankly, I'd stop playing the game and never touch it again (or just mod it out) if this were implemented. Maybe tie it to happiness and make mercenaries who would already leave in the current version of the game also steal from your resources on the way out.
Oh, and maybe have prisoners who escape take what they can carry, too.
This and similar ideas would be a much better route to go. Maybe more services that cost gold to unlock, such as the Travel Post. Perhaps even something that works in a way where the more you continually invest the better the rewards.
Something that would be kind of cool is a merchant that specializes in finding specific items that you want for a premium fee, then sells that item (in a quantity depending on the item type or on how much you pay) to you a while later. Kind of like the recruitment listings you can make at taverns to find new mercenaries, but for items. Could be used to track down specific pieces of equipment, or materials that are a pain to find. Maybe even make it cost extra (a lot more) to have said item also scale to the level of your troop (rather than one level lower like most merchants on Adaptive).
Being able to put up your own bounties would be interesting, too. Like maybe you're highly wanted right now, so you could put up a bounty for guards in a specific zone for a fee to reduce the number of patrols. Or you could even put bounties on a specific faction (i.e. bandits or deserters) to reduce the number of that group type in a zone. Or maybe a bounty on merchants to make them more likely to be found in combat with bandits...so you can swoop in and save or attack them for a profit, of course!
Worst idea(s) ever. A hard PASS from me. Please play Battle Brothers if you want such random crap to happen.
"This thread was already old so we just randomly locked it because it's generating conversation again like it's supposed to, Valve finding ways to serve you that you never asked for."
Storage space the generates money, has unique animations and is kinda cute?
Only 1,2% players have the "Reach Level 15" Achievement so is this a bug or did no one ever did this before?