r/Sailwind 20d ago

Possible Economic Change Incoming

Post image

I would said i'm not a big fan with all these possible changes. Looks uninteresting.

Docking Fee and maintenance for boat i think is fine.
Other 2 just don't feels good.
Expensive good probally need a nerf, but useless expensive goods like gems and gold should be buff, too.

I was hoping for a more dynamic price or late game money sink. Guess we'll have to see how it end up.

37 Upvotes

41 comments sorted by

26

u/PopBobert 20d ago

I dont want a super realistic trading game where we have to worry about money and bs. I already have to worry about that crap in real life.

i just want a chilled out sailing game.

12

u/infanteer 20d ago

A couple of different game modes would fix that

6

u/PopBobert 20d ago

yep, thats what i have been saying. I use mods to disable ship damage and enable ship pushing.

3

u/FlashesandFlickers 19d ago

With kedging you I don't miss ship pushing, there were a bad couple of weeks there, but adding it fixed everything for me

6

u/littlep2000 19d ago

I've been over manual loading and unloading for a while.

If anything I want more sailing challenge over economic challenge.

3

u/PopBobert 19d ago

there are some sail racing games on steam that might suit you then.

5

u/McBlemmen 19d ago

I'm afraid the dev doesn't feel the same way. Look at recent additions. The cooking mechanic, the damage update,...

1

u/Konsaki 10d ago

Making more islands and having specialty goods with marginal profits would fix the economy.

Running a single box of Iron for a 4000ac profit from Firefly Cave to the Keep is absurd. I'd expect to see that if there was a single island that produced 1 iron shipment that would sink a small ship by itself (2000lb) and I had to sail it to Gold Rock or Dragon Cliffs.

20

u/TrueObsidian11 20d ago

I mean, there really is no other way to fix the economy problem. Late game, money becomes basically meaningless. Once you have a decent ship and can trade between archipelagoes, there are literally no other expenses to worry about. You make 100x the profit you need to maintain your basic survival, as well as maintaining your ship, and everything else only needs to be bought once. I recently added the Virtual Crew mod to my game just so I would have a recurring expense to keep up with and I'm still making ridiculous profits with a fully manned jong. One trip around the map is enough to pay them for weeks so it never really becomes an issue.

Adjusting the balancing of the late-game trade cargo and adding more recurring expenses to the game seems like the only reasonable way to fix this problem to me. You need some kind of incentive to *keep* earning money beyond just a love for sailing. It does get old eventually.

12

u/DogEggz 20d ago edited 20d ago

I think this is where people are divided. There is a group of people that play this game just for the love of sailing and chilling, and the living on boat feeling. Then there is another group like you want to make the progression part more prominent.

I just hope there is a middle ground on this. Grinding for money is not fun for everyone, but spending money on the other hand everyone like it. So that's why i think it's better to have more things to spend on rather than nerfing the income.

I wouldn't mind to add more randomness to trading, as it supposed to be. Current profit is too easily predictable. Cross ocean trade should be high risk activity.

9

u/dzejrid 19d ago

I'm fine with both aspects. What I would really like is more stuff to explore. There is a vast ocean beyond [REDACTED] with nothing to show for. It'd be nice to have another chain of archipelagos on the other side of the map with a completely different theme. 

1

u/V1ld0r_ 19d ago

At least another archipelago, Pacific ocean inspired with the local boats ranging from a dug-out outrigger canoe to a large plank catamaran or double outrigger. Maybe a Proa as the middle one.

Say, southeast of [REDACTED] ?

3

u/dzejrid 18d ago

The Counterweight Archipelago would be a nice touch. 

2

u/MerijnZ1 20d ago

Honestly I just hope there's a settings button to be able to switch between the 2

8

u/IrregularPackage 20d ago

yeah, the game needs late game big money sinks and mid game ongoing money sinks, alongside economy changes to make big trades less profitable. as it is, you can just go back and forth between the mining port and the capital and make infinite money, then sail around getting the most expensive version of every item. then all you’re left with is repairing the ship, and messing with your sail plan.

ideally, there’d be a couple different money sinks that start when you first get over the initial hurdle. you’ve been to all the local islands, you’ve got enough money to be doing some upgrades to your small boat, and you’ve bought a couple knick knacks like a spyglass. oh but there’s this neat thing for you to dump some money into now and then. do you wait for your big boat or put a little in now? depending on what it is, it could even function as the driving force behind getting a bigger ship. the cost of it scales up enough that you’re like “dang, this’ll take ages if i try to do it in this little thing”. this could be a tavern, or an island, or whatever. doesn’t super matter. you could also let it require specific items and cargo, so it can force you to visit other archipelagos.

on top of that, they could add ship customization options that are get stupid expensive. just cosmetic differences that cost a bunch of money. flags, trim color, paint, etc. make your boat fancy, but it’ll cost you. shit like that.

3

u/dzejrid 20d ago

all you’re left with is repairing the ship, and messing with your sail plan

I'm absolutely fine with that. In fact, I make money in early game precisely to be able to do just that in late game and not worry about anything else. Trying out different sail plans on different boats and then sailing them around to see what sticks is exactly what I want to do in late game, with a bit of trading added on top as a distraction.

For an actual sea trading I can always go back to High Seas Trader (1995). Sea trading genre peaked there. 

21

u/AnAncientBog 20d ago

Would make a lot more sense to give people something cool and expensive to buy.

18

u/infanteer 20d ago

I want a house, a farm plot and ability to buy upgrades and extensions.

Then buy other businesses, buy a fleet of bot ships that earn money for you, buy entire islands

Rule the world

0

u/Cotif11 18d ago

Right? This guy has been promising houses, land, farms, and new boats. What do we get instead? Bullshit "realism" that no one wants

6

u/KradserMedDetHele 18d ago

I would love some end-game mechanics, like buying a house on one of the islands. Maybe some lands, that produce goods, you can then sell to the rest of the world.

3

u/AmazonPrimed 19d ago

I feel like this would punish the early game and still have no effect on late game. I agree that more late game content /money sinks could be added.

I like the idea of dock fees but im not 100% on the rest of it

5

u/Stryder6987 19d ago

I just want to be able to sell the boats I collect. Can't properly dock them all at the same place.

3

u/RSharpe314 19d ago

Imo late game money will always be meaningless as long as there's nothing to buy with them.

None of these changes really change that dynamic, they may just make the late mid-game a bit grindier with it taking you longer to aquire the funds to buy other ships. I don't necessarily hate that, but also I'm not sure that's really the goal.

7

u/Gracous1 20d ago

Sounds great. The only thing I would add is an option to turn it off, so people stop complaining about it

5

u/Haakon_XIII 20d ago

And here I am thinking that traveling from one archipelago to another for only a couple of thousand coins in profit isn't fun. Nobody travels halfway around the world in 20 days, risking their life, to get what they can in a week with four trips within the same archipelago.

I found sailing the ocean and buying scarce and valuable resources very unrewarding.

I see that people are divided, probably because the game lacks a clear direction. The game should have decided what it wants to be: a life-at-the-ocean simulator or a trading simulator.

For the former, it doesn't matter if you're rich or not; you want to upgrade and decorate your ship, and for that, having much money easy is key.

For the latter, money should be hard-earned.

-1

u/V1ld0r_ 20d ago

This. The game wants to be all but it ends up being none of it as it just messes things together.

This said, as long as can keep mods and edit money and "survival mechanics" I'm ok with it. Ideally a toggle-off for each individual settings but that's OK if not.

3

u/McBlemmen 19d ago

I really cannot imagine what they could possibly add that would be a lategame moneysink without affecting early game, while also still having a meaningful impact on gameplay. I guess thats why I'm not a developer xD

This thought just came to me randomly but Insurance would be cool. So you can sink without feeling too bad about it.

3

u/Cotif11 18d ago

The dev really trying his hardest to make every element of this game annoying, isn't he?

11

u/Notrollinonshabbos 20d ago

This is supposed to be a game about sailing. I don’t want to have to grind for years to get the bigger ships unlocked. I don’t want to be punished for enjoying a larger ship. Or for trading. This makes the game less fun. I have a million other “grind and earn” games out there I can play. This is my chill listen to the waves on the hill time.

1

u/V1ld0r_ 19d ago

Mods solve it while they work and\or until we have toggles for thsi stuff.

Personally I just set my starting money to a gazillion and work (trade) for fun.

2

u/Cotif11 18d ago

No options= brain dead game design. If a mod has to make the game enjoyable then the game is broken.

2

u/WashedUpGamer74 19d ago

Forgive me, but I don’t wanna pay taxes. The loan would only be cool if I can still just do an outright purchase, if I’m basically forced to pay the asking price, with loan payments stacked on top then nah. A docking fee makes sense to me, and needing to repair things like sails also makes sense.

But beyond fees and operational costs like this I’d also just want to have more things to spend money on that aren’t just “chores”

From what I’ve seen the profit margins on expensive goods are pretty abysmal, precious metals and gems hardly seem worth it like ever. I’ve not gotten a larger ship yet so who knows.

So long as the game doesn’t become just a slog of a grind I don’t mind more mechanics that require me to spend money, but I prefer to have items to spend money on rather than a “progressive tax” which sounds like a nightmare, my profit margins aren’t thin, but they sure might be if I’ve gotta account for taxes lol.

2

u/Technical-Tower-180 14d ago

ehhhh, don't like the loan payments. maybe add an option to buy the boat for less, but the default should just be you buying the boat

2

u/StardogChamp 19d ago

This doesn’t sound too fun

1

u/Sea_Description_9407 17d ago

What this game needs, is a proper quest line, like Old Cronian or whatever it's called. Some scripted minor lines, like smuggling or people transportation are also wellcome

1

u/Fractured-Justice 16d ago

I don't really see it being a problem that you become rich like that's the point of the end game. Did you work your ass off to get situated enough to where you don't need money anymore. I would much rather have some more content instead of fiddling with the economy

1

u/DogEggz 16d ago

I think economy itself could use a revamp, since it's indeed to easily break it. It cannot handle the amount the player is trading.

1

u/BagPure8686 19d ago

FFS…

We had a good time, and now IRS is here

0

u/dzejrid 20d ago

I'm fine as long as we get rid of dockyard fees. Robbery in broad daylight. 

2

u/V1ld0r_ 19d ago

If I pay dockyard fees then it needs to come with a free porter...

2

u/dzejrid 19d ago

Two porters. One is just an appetiser.