The Guild 3

The Guild 3

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Market - Economy - Not finished ?
Hey There

Long time waiter since i bought the game untill its playable like Guild 2. High hopes for stable multiplayer so keep it up. I decided to see where the game is at this point and it looks a whole lot better. The Market however seems completely borked. Some goods seem to never sell keeping the market full and the prices high. Other goods are completely broken and keep selling for high amounts. Don't get me started on counting houses... They are ridiculous.. from 10k to 40K to 250K

It seems that the high end stuff and the basic goods are the only things being bought and fluctuating in prices. Things like carts and walking canes seem to never get bought keeping the profit margins if any on woodworker low at first tier.
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Showing 1-10 of 10 comments
Masterhummel Jul 9, 2019 @ 2:27pm 
I see more fluctuation, even with the beginners-tier items, but it seems pretty random. There doesn't seem much of a simulation beind it right now.
SPQR_CAESAR Jul 9, 2019 @ 4:00pm 
I just bought the game yesterday, I played 7 hours today since i had free time and ♥♥♥♥♥♥♥♥♥ man it killed the fun instantly. The economy of the market is absurdly unbalanced. I got crazily rich with luxury items so fast it's just a joke and it doesn't just happen with those, there are a lot of items that get the normal price x5 at least from cities. I mean i can understand if something has 60 value with shortage having i dont know maybe 100 but not 300 or more. It makes the game too easy and the fun it's completely gone because i could buy whatever i wanted. They definetely need to fix this asap.
Last edited by SPQR_CAESAR; Jul 9, 2019 @ 4:00pm
Dracon Jul 9, 2019 @ 6:30pm 
The problem I see is that opponents just build EVERYTHING.
If your opponent is a handywork base class and you are too... well you can as well quit the game, because no matter which profession you choose, they'll take it too. And not only that they'll just take all available ones... 0/10 on the fun scale when this happens early in the game.
-= Dc_Dave =- Jul 14, 2019 @ 1:51pm 
I Noticed that some basic goods are retardedly profitable while others just don't seem to sell on the market. Also when hovering over the market an item might say it has 42 in stock on the interface, the tooltip will say there is 67 in stock and i can select to buy 67 but only 42 can actually be bought. Leaving an unbuyable 25 pieces in stock forever causing the price to always be stuck at the lowest possible sell / buy price.
Last edited by -= Dc_Dave =-; Jul 14, 2019 @ 1:51pm
Zelda-a7xrayburg Jul 14, 2019 @ 2:12pm 
Originally posted by -= Dc_Dave =-:
Leaving an unbuyable 25 pieces in stock forever causing the price to always be stuck at the lowest possible sell / buy price.

i noticed the same then i started buying the unbuyable from the stores not the markets
Itchy.de Jul 22, 2019 @ 1:04pm 
I actually see prices of stuff like horse carts moving like mad. To a point where producing stuff on your own more or less becomes pointless. Buy horse carts when they are at 4k - sell at 30k. Boom, almost 1000% profit and sometimes the prices switch from one to another book end within a couple of minutes without any obvious explanation (stock remains the same).

TG2 suffered from wares not actually consumed over a long period of time, but TG3 makes prices feel very random.
Tyleet Jul 22, 2019 @ 10:45pm 
Hi,
you are right, in our efforts to make the market feel more alive we overshot. The next patch will see another set of balancing changes to the economy to counter being able to make insane amounts of money just by buying+selling the same article as well as reducing the chance of an item jumping from minimum price to maximum by just buying one copy of it from the market.

It is still a work in progress and we are aiming to find the right sweet spot where the market feels like it is alive without being exploitable.
General Chaos Jul 23, 2019 @ 5:32am 
Originally posted by Tyleet:
Hi,
you are right, in our efforts to make the market feel more alive we overshot. The next patch will see another set of balancing changes to the economy to counter being able to make insane amounts of money just by buying+selling the same article as well as reducing the chance of an item jumping from minimum price to maximum by just buying one copy of it from the market.

It is still a work in progress and we are aiming to find the right sweet spot where the market feels like it is alive without being exploitable.

In TG2 the AI didn't seem as active in terms of building new workshops, so I wonder if part of the solution here is to make the AI actually assess market prices when deciding what shops to build (if they don't already). If blacksmith goods are scarce in a town and can fetch a high price, a player would probably think to build a blacksmith shop, so maybe the AI should engage in a similar calculation?
Itchy.de Jul 25, 2019 @ 11:25am 
Originally posted by Tyleet:
Hi,
you are right, in our efforts to make the market feel more alive we overshot. The next patch will see another set of balancing changes to the economy to counter being able to make insane amounts of money just by buying+selling the same article as well as reducing the chance of an item jumping from minimum price to maximum by just buying one copy of it from the market.

Awesome, didn't expect this issue to be addressed that quickly! You guys rock.
SPQR_CAESAR Jul 25, 2019 @ 1:46pm 
Originally posted by Tyleet:
Hi,
you are right, in our efforts to make the market feel more alive we overshot. The next patch will see another set of balancing changes to the economy to counter being able to make insane amounts of money just by buying+selling the same article as well as reducing the chance of an item jumping from minimum price to maximum by just buying one copy of it from the market.

It is still a work in progress and we are aiming to find the right sweet spot where the market feels like it is alive without being exploitable.

Thank you very much guys, with that fixed the game can be incredibly fun.
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Date Posted: Jul 9, 2019 @ 1:52pm
Posts: 10