Why Manor Lords’ Trading is a Bit Undercooked: Insights from Reddit

Manor Lords, a new game, is causing a stir in the gaming community, particularly among its early access players who are excited to explore the detailed medieval setting for trade and warfare. However, a post on the game’s subreddit suggests that not all aspects of the trading system have been perfectly fine-tuned as anticipated. A player named RussianNinja_au voiced frustration over the balance and worth of trade items, specifically noting that the economics of selling swords seem off when compared to other goods like slabs. This viewpoint echoed with many players, leading to a broader discussion about the complexities of the trading system within the game, leaving some gamers feeling like they received less value than expected.

Summary

  • Players are frustrated with the trading system, particularly the valuation of items.
  • While some understand early access limitations, many feel the game lacks balance and depth in its economic systems.
  • Comments suggest that understanding real-world economics might help clarify the in-game trade dynamics.
  • Discussions reveal a desire for iterative improvements to enhance gameplay experience.

The Great Sword Slab Debacle

In simpler terms, RussianNinja_au expressed that their goal was to create swords for sale, but they found out that selling a sword for only 8 units wasn’t as profitable as selling basic slabs, which cost 4 each and require an investment of just 2 units. This stark contrast made the community express frustration, as it raised concerns about how developers are evaluating crafted items. It’s not just about an economic oversight; it also shows players’ dissatisfaction with investing time and resources into making weapons that seem less rewarding compared to easily profitable options.

Furthermore, players in comments expressed shared annoyance about the trading restrictions. One user pointed out cleverly, “AutoModerator” itself hinted that it’s an early access version, suggesting patience could be beneficial. Nevertheless, not all players are prepared to be patient while fixes are being worked on. As more opinions were shared, it was clear that the issue wasn’t primarily about poor design, but rather the game needing significant refinement to reach its full potential.

Understanding Medieval Economics

As a gamer delving into this conversation, I find myself pondering over the economic aspects of the medieval era, as fellow player Dkykngfetpic pointed out. It seems during that time, labor was relatively cheap while transportation costs could be steep. Interestingly, it appears that the true value in swords might stem not only from their intrinsic worth but also from their role in arming soldiers. This fresh angle offers a deeper insight: Maybe we should reconsider our trading strategies, acknowledging that items don’t always hold an equal value at all times. Austinhoward14 added to this thought, suggesting that labor doesn’t automatically equate to increased value; instead, it shapes the product itself. It’s a straightforward yet profound epiphany: Crafting weapons may not guarantee financial gain, especially in a world where practicality could outweigh prestige.

Interestingly enough, TheAngryPenguin23 joined the conversation, pointing out that even though the design of these medieval items may appear flawed, it’s crucial to strike a balance between their availability and player demand. Just because a sword looks impressive doesn’t necessarily mean there’s a high demand for them in the game’s economy. Perhaps it’s worth investigating why players seem less drawn to swords. In fact, if metal is more valuable than its use in weapons, the entire production process seems somewhat bleak and dystopian.

Where’s the Cooking Fire? Incomplete Features in Early Access

A recurring sentiment among the comments indicates a resigned acceptance of the game being in early access. Imaginary_Try_1408 succinctly summed it up as, “Everything is still not fully cooked.” To put it simply, early access games can often seem like they serve a mix of only partially developed concepts. Players understand that there will be flaws, but what they really desire is a more substantial trading experience. Commenters complained about the imbalance, where farming and crafting feel more like tiresome tasks instead of enjoyable gameplay. One user even went so far as to compare it unfavorably to older games such as “Stronghold Crusader,” which managed to tackle these complexities much earlier in gaming history.

Despite understanding it’s still in its early stages, the main complaints revolve around a desire for frequent updates and refinements instead of prolonged wait times. Users have voiced similar frustrations concerning the pace at which issues are addressed compared to the development cycle. Many players have expressed this sentiment, urging for speedier fixes and improvements. They argue that while the game is still being developed, it doesn’t mean they should endure obvious problems in the trading system without any indication of prompt solutions.

The Vision for Trading and Economic Interplay

In conversations about the rationale behind the trading system, there was a focus on a broader perspective as well. Fosaken-Sun5534 highlighted that the game aims to foster multi-settlement gameplay, suggesting that if trading goods become overly profitable, it could potentially undermine the goal of developing multiple settlements, which are crucial to the game’s functioning. Players seek authentic economic interactions, but when economics lean too heavily on specific goods, it can limit the creative freedom players desire.

Previously, PoroPanda noted that trading was excessively biased in older game versions, allowing an easy accumulation of wealth by solely exporting a specific item. However, this has now been replaced with a more complex goods system, which although promising, presents its own difficulties. The decrease in profitability from monotonously selling one item necessitates diversification among players. At the same time, the quest for economic equilibrium leads to inventive tactics and negotiations between players—a fascinating element that many appreciate when the mechanics are well-developed.

Ultimately, the posts and comments reveal a persistent dialogue between game enthusiasts and creators on what effectively works within Manor Lords. The devotion towards this game is profound, with players yearning for its success and growth into the creative vision they envision. The hurdles in the trading mechanics are indicative of the growing pains experienced during early access, necessitating patience from players while they express their concerns. As they anticipate updates and enhancements, gamers will persist in advocating for community-based ideas and shared knowledge to guide them through the trade currents of their medieval journey.

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2025-05-13 09:24