The Amount of gold dropping in maps is insufficient to do the League Mechanique
I'm only at level 5 buildings and I farmed maps for 2hrs straight.
Went to kingsmarch, dumped all the gold, had 18hours of workers wage. Then upgraded one building and had 8minutes left. I upgraded the farm so that they work 15% faster, but then ran out of gold so they run 100% slower. So then I was encouraged to run more maps to get more gold only to upgrade a single building and not have enough to keep the workers going, exhausting gameplay. |
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Gold definitely needs to scale steeper into higher tier maps. I'm at 95/115 objectives, running 15-16s now and I don't really find much more gold than in white maps. It's maybe 2 times more (10k per map instead of 3-5k) while town upkeep costs are rising WAY faster than that. And beyond red maps there's not much else - T17 juicing with delirium and scarabs? That's going to max out at like what, 25k per map?
With upkeep costs that high I'll just skip on mapping because they demand insane wages even at rank 7, let alone 9 or 10. |
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with gold being a drop, range builds also miss out on a ton of gold unless they walk over every area they offscreened, making wide open maps not that ideal.
if gold goes core, then having something on the atlas would be nice, maybe a node that just auto gives you the gold instead of it being vicinity based. ofc, it being default like this would be best, but i imagine ggg and probably some of the playerbase enjoys that "go and pick up gold off the ground" feel...but again, poses some problems. strongboxes that give a ton of gold would be a great node too to help with this, since its an easy plug and play mechanic. or even shrines that have a gold shrine that boost gold dropped. there's more ways to increase the gold with new mechanics than just raising the baseline, tho we likely wont see it this league. |
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" i think there needs to be a line drawn down the middle to satisfy both parties. to me the biggest issue is players lack proper control of HOW they want their settlers experience to be. for example, do you want to be a end game settlers juicer with everything maxed out, or do you just want to take advantage of the settler's gambling/crafting where you spend more of your currency on yourself directly. this all stems from 1 main issue, which is upkeep costs. players upgrade but the cost to downgrade is too high. if you have 10 workers at level 10, you cant set them to "work at half cost". if you were to reroll to get level 1 workers it would cost you a huge lot to reroll the hire list. it simply is not sustainable. i myself did not understand that the cost for rerolling hires ALWAYS INCREASES. which i fear will lead to frustration down the line as i rerolled a lot at low level, not realizing the ramifications. i do agree with you on this tho where this mechanic is meant for players to grind it out. tho i would prefer if players were given an option to reduce their worker efficiency/cost as well where we can set an entire department to perform at level 1 but with level 1 upkeep costs. being forced to pay the full costs can be punishing and drains a players gold reserves a huge lot. it definitely is still early in the league. the first week isnt even over, but i would say that the pressure of "not having enough coins" is a huge detractor which can definitely cause players to quit. [Removed by Support]
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also if gold goes core it could be a good contender to bring some sort of MF back to the game - extra gold from monsters, a stat ripped off Diablo II directly.
Granted, in D2 you didn't needed it as gold was very common and easy to cap anyway but in league like 3.25 where you're starved for gold, you actually could use a gold find item or two. |
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I just keep lower Tier workers around.
Using 3 lower Tier workers have less wage and bring in more than a single higher Tier. It doesn't exactly make sense but outside shipping and similar it's not really worth the increase. "Never trust floating women." -Officer Kirac
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slave in life
now slave for worker in game Poor my life! Work 8 hrs a day Then farm 8 hrs a day too for those worker!!! |
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someone somewhere did the math with no-life juicer being the target ...
sure if someone can do 20 maps an hour 8+ hours a day at 5k gold average per map they will have 800k gold to play with and do just fine problem is thats miniscule part of the playerbase - not everyone is a streamer megablasting every map in 2-3 minutes normal player will do 4-5 maps per hour and play for 2-3 hours before real life interferes thats 75000 gold ... my town is mostly level 5-6 with the best workers i have at lvl 6 most at 4-5 and im already at 3k+ wages with 40 out of 60 population and half the workers idling to keep the gold bleed lower ... so im already at 72k gold per day required in just running expenses which is preventing me from progressing because all gold i get is eaten up by wages and there is barely anything left for upgrades let alone stuff like black market the 2-5k gold should be for white maps yellows should be 8-10k and reds 15-20k per map for this to be sustainable without it feeling like a second job ... or just cut expenses in the mechanic by half at least if more gold in system is undesirable ... but as it is the main league mechanic becomes unusable slog for anyone not willing to spend 10 hours a day in game grinding maps |
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" Dude I get like 10k gold a map you don't have to put ungodly amounts of time into the system to get something out of it. If you go full workers everywhere at all times you are wasting a lot of gold unnecessarily. Like in investment, think about how you distribute your resources according to what needs to be done. If you are still at level 5-6 on most upgrades, think about what the next step is. Obviously the big money is shipments, so getting port to rank 11 is a worthwhile goal. However, mining level 11 provides extra gold per ore you find in maps, gives better yield and mines faster (saving gold in the process), so that's the best immediate upgrade available imo. You don't need 3 Disenchanters getting you thaumaturgic dust either. Those guys are pricey for what they do, and you only need 2k dust per shipment to get double the value. You can get those wages down to very manageable values and focus on upgrading. Invest early, then reap the benefits. Especially farming will return tons of currency in the long run since it directly converts to currency. Edit: just to prove I'm not talking out of my arse. Playing in a private league and I got this from one of my last big shipments: The opposite of knowledge is not illiteracy, but the illusion of knowledge. Last edited by ArtCrusade#4438 on Jul 31, 2024, 7:00:49 AM
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This system is actually well balanced.
I'm experiencing gold shortage at the moment BUT i'm still upgrading my facilities and i'm on like day six of the league lol. Once i'm maxed out I'll be having more gold to spend on stuff like DEing or NPC-mapping. This system was giving me bad vibes of WOW Draenor garrison system - that one was not balanced at all. It ran on its own fuel (garrison resources), which was self-sustainable. You could log into the game for 3 minutes a day and still haul full shipments of gold and gear. But it is not like that, not even close. Mappers have very high upkeep cost but you're not expected to just dump maps into them and have them up 24/7. Same for disenchanters. I have 200K dust and even 100 is enough to make huge shipment boost. Do i need to produce more dust now? Nah, I don't think I do. Last edited by Esubane#6099 on Jul 31, 2024, 7:18:44 AM
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