LTG 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.
Currently, some goods are sold at too high prices, while others, that might require significant effort to produce, have extremely low prices, so we plan to link pricing to data and logic in the future.
To make it more fair, we want to set prices for goods, considering the time spent on their production.
The 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, etc.
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.
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