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it's insane to me that in KCD1 there was a perk that basically doubled merchants gold, and it just simply doesn't exist in KCD2. There are a lot of borderline useless perks they could've just left out entirely.
That Troskowitz scribe must be making absolute bank then considering he regularly has like 1400 gorschen.
actually solid well written answer. still think there should be a bulk buyer but it makes sense in the context of what you're saying.
makes sense. then should the loot system be changed then? because the amount of loot given is crazy when the merchants in game don't have a lot of money on hand. or use artistic license and give them more cash. why use artistic license to allow players to buy items that would have to be forged irl but then drop tons of loot that u can not sell or use? it just seems kind of dumb to allow artistic license for purchising items but not allowing it for selling it. either don't use artistic license at all or allow it for both sides of the transaction? to me, i think way to much loot is available in its so simple to repair damaged armor and weapons that it makes all drop viable. maybe to repair weapons and armor the player has to work in the forge and bang away for a certain length of time with the proper materials gathered up. many players won't bother if they have to spend an hour of real time repairing or making weapons and armor. i would spend the time for rare items or if i needed money then i would get in the forge and hammer out a couple swords or something. maybe that would prevent the wonton grabbing of battlfield loot
But after all the KCD2 was developed for casual gamers, hence inventory is huge.
Artistic license is needed to implement the author's idea. Warhorse obviously wanted players to wear more than one armour kit in the game. That's why traders works like modern shops - just enter and buy. And obviously they didn't want players to become overpumped moneygods. Developers couldn't remove looting, because it would break the game completely, and they didn't want to balance economy properly (that's why silk garment in the game cost 40 groschen, or 7 silver coins which is a complete nonsense. IRL it would cost 2-7 gold coins, or 12 times more.), hence they tried to balance economy in lazy way - just reducing the amount of money in traders cash desks.
No, we shouldn't. Jindrzhich is not a blacksmith no more. He's a professional warrior now. Selling the loot was the main source of income of soldiers in Middle Ages. Sometimes looting started when the battle was still active 😉
The amount of groschen you get is also way to much. I have no use for 20k+ groschen. I mean, for what do I need that much money? For the fancy armor that the next bandit probably has?
Imho a simple solution would be reducing the amount of loot, make Quality 3 armor shop exclusive and don't allow the player to repair to 100% condition.
Let the player repair up to 50% and with a trader up to 75% (random numbers here) and if you really, really want 100% condition armor and qualitiy 3, you need to buy new gear. Then the trading becomes a "here is 5 used pair of gloves and a bit of groschen, gimme your best gloves you have".
Trading becomes less groschen focused.
Right now, there is not a single trade where I actually pay. I always empty out the groschen of the trader, regardless if I buy new stuff, because I have to much to sell.
I mean I get it...it is the standard RPG thing where you strive to horde and horde and horde to finish the game with a ton of stuff you never use...but this would be a great game to break that tradition on. On my second run I started looting nothing but gloves/gauntlents and the lighter helmets. I just got to Kuttenburg and I still have about 10k groschen. There is going to be a couple peieces of armor I will want to buy, but one random bandit event and I will have the loot I need to trade for them. After that...I will probably stop even looting the gloves and helms.
My view is that the overall economy is not tuned well--quest rewards are very small to a point past mid-game when it is almost upsetting to get 150 groschen for a quest that took me an hour to do. It is all the more ridiculous when I have 5k+ groschen to my name at that time. The quests in 2nd area are only worth doing them for their non-monetary gains as few hundred groschen at that time are completely non-consequential when I can fight endless amount of Sigismund enemies or bandits that carry gear worth multiple thousands of groschen.
My idea of the solution is something in line of the following:
1. increase amount of groschen rewarded for completing quests
2. reduce selling value of gear by 15 to 30%
3. make valuable gear more rare - NPCs should only wear 1 or 2 valuable pieces, rest should be average gear.
4. introduce system for traders to increase their money supply the more often you trade with them
5. remove players ability to steal so much valuable gear from traders or at least tone down respawn of the valuable gear.
Ultimately, this all comes down to what player wants to do. KCD2 is not a survival game where the developer can limit access to all resources and make austerity central point of the game. If you want, you will always be able to make more money than you will ever need in these type of RPGs.