Banditry - Balancing Mechanic? I doubt it


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cartomancer wrote:

I would imagine that Bandits would help remove items from the economy the same way non-Bandit adventurers would: drink a potion here, fire an arrow there, maybe even tearing apart useless gear to reforge into more useful gear.

The UnNamed Company will undoubtedly have a division for the production of its own potions, etc. This could work as an item sink as well, as a pile of herbs from a passing caravan would be more appealing than searching for some plants in a random hex, and not every caravan will be willing to just hand over what they reasonably should in a polite SAD; the rest could be a loss if the caravan should die.

Exactly this, but I hope more...

1. Yes, bandit companies will use stolen items and resources to craft their own consumables and gear. This removes those resources from the market, leaving what does make it to market more valuable.

2. Yes, bandit companies will have operational costs, especially constructing and maintaining hideouts.

3. Yes, bandit companies will be taking their stolen loot (coin) and spending that on training new banditry skills or improving on the ones they do have.

4. Yes, bandit companies will generate jobs for Guards, Enforcers, Guardians, Bounty Hunters and perhaps even Assassins. We might even partake in some of these ourselves.

I'm quite frankly amazed at how much thought GW has put into making bandits an integral part of the player economy, and they have not even made the Dev Blog, specific to bandits yet!!

Goblin Squad Member

Bluddwolf, you forgot one more crucial effect (that was discussed a year or more ago)

5. Banditry (with hideouts breaking fast travel and no instant item mailing) means there is risk associated with moving goods, making the economy more decentralized. This supports price differences making local traders, haulers etc viable playstyles.

Without risk, logistics is simply an inconvenience (and therefore removed completely in some games). With risk, it can be the core of the economic game (like PotBS).

I'd love at some point to see bandits blockade a settlement. And trader organizations employing bandits (and assassins) to try to monopolize certain routes.

Goblin Squad Member

I could definitely see bandits and assassins hired to eliminate and disrupt competing gathering camps for specific resources, to target competitors shipments into market, and to permit passage or even guard outbound shipments for a supplier. This would make it easier to control supply and market prices for specific goods.

And people think that bandits are the evil, greedy ones.


Sintaqx wrote:
I could definitely see bandits and assassins hired to eliminate and disrupt competing gathering camps for specific resources, to target competitors shipments into market, and to permit passage or even guard outbound shipments for a supplier. This would make it easier to control supply and market prices for specific goods.

Or if bandits control the trade routes, they become the traders.

The relationship can go either way. There will be incentives for traders to engage in banditry and for bandits to engage in trade. The dynamics are going to be very interesting to watch.

Goblin Squad Member

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Drakhan Valane wrote:
Where it gets weird is when you read SAD as Seasonal Affective Disorder.

My mood is definitely affected when it's bandit season :(

Goblin Squad Member

Bandit season isn't so bad. The pill might be kinda hard for some people to swallow, and depending on your individual reaction, the treatment can get expensive.

Goblin Squad Member

Tuoweit wrote:
Drakhan Valane wrote:
Where it gets weird is when you read SAD as Seasonal Affective Disorder.

My mood is definitely affected when it's bandit season :(

We plan on it being Bandit Season all year, in multiple regions, in multiple time zones, to provide nearly 24/7 coverage.

Goblin Squad Member

Bluddwolf wrote:
We plan on it being Bandit Season all year, in multiple regions, in multiple time zones, to provide nearly 24/7 coverage.

Now that's high quality Criminal Service.


Being wrote:
The issue is basically if all the crafters keep making, for example bronze swords, and those bronze swords don't find a way to cease existing then nobody will buy a bronze sword from the crafters since the market will be flooded with a million of them already.

Assuming no population growth, and a very limited variety of craftable goods and rapid rate of proliferation of the goods. I.e., what if the widget is so expensive/difficult to create that it takes a long while for any to exist on the server at all? If this rate is slower than the population's growth rate, there will always be a market for the widget.

If new widgets are added to crafters' repertoire faster than population growth, then those new widgets will also always have a market.

In practice, there's more ways to control item availability than just "sinks".

Goblin Squad Member

Plus, if you really want to up the price on bronze swords, you could always buy a lot of them and then destroy them. Well, the filthy rich could, at least.

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