Life Is Feudal: MMO
29.03.2024

Details on Changes in Selling Prices to the Crown
Greetings, Feudals!
Today, our game design team wants to share the details of changes in Life is Feudal: MMO's economy, namely — the rebalancing of item prices selling to the crown.
As a game design team, we constantly strive to enhance our players' gaming experience and therefore turned our attention to the goods pricing system. After all, it's the prices of goods and services that determine player motivation to engage in various activities.
Currently, some goods are sold at too high prices, while others, like agricultural products that require significant effort to produce, have extremely low prices. We consider this unfair and plan to link pricing to data and logic, not just subjective feelings, in the future.
We believe that players invest their most valuable resource in the game — their time. Therefore, we plan to set prices for goods, taking into account the time spent on their production. This will make the prices more fair.
For example, take Rags, the production of which requires both the time spent creating Simple Cloth and the use of Sewing Tools. The selling price of this item will rise from 4 copper to 8 copper, while the Hardened Steel Pickaxe’s price will go down from 70 to 57 coppers, since it requires less time and effort in production.*
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*the data presented is not final and can be changed by the release time
However, the prices for most things have not changed so drastically.
In addition to the time spent on producing a particular item, our updated pricing model takes into account many factors such as rarity, assembly complexity, type of resources, and others. We will also be able to correctly change the prices of goods in case of changes in action speed, recipes, and other game changes.
We believe that with the addition of data and analysis in studying the game economy, prices will fairly reward the player for the amount of effort invested, because it's more pleasant to do your favorite thing knowing that the fruits of your labor will be properly appreciated.
At the same time, certain items have lost their value, and this may upset some, but we ask for understanding - this risk is necessary to take. We want to create a "healthy" gameplay experience and diversify it with a multitude of gaming activities. In the end, everyone will win!
Thus, we aim to make our project more attractive to all players, regardless of how much time they are willing to invest in it. We would love to hear your opinion and suggestions on this matter. Thank you for being with us!
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