Game Development: Le Happy Merchant

Announcements about major changes in Haven & Hearth.

Re: Game Development: Le Happy Merchant

Postby maze » Tue Nov 24, 2015 7:58 am

Image
and J&L was not kidding about the tradestand location~ we got the boxs hella far before they stop working.
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Re: Game Development: Le Happy Merchant

Postby Bearcub » Tue Nov 24, 2015 8:04 am

Thx for update, now my noobie life got easier! Hail frog legs!!!
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Re: Game Development: Le Happy Merchant

Postby barra » Tue Nov 24, 2015 10:28 am

jorb wrote:One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.

Unfortunately this really limits the potential for bartering with newbies. Many curios can't be requested because they're not used in crafting recipes. I can ask the customer for a pearl, but I can't ask for a woodshaving or spiderweb because they're non-ingredients. And other "upgraded" versions like everglowing embers only show up as base coal, so can't ask for them either. I reckon golden eggs would come up as normal eggs (I don't have one to test). Would compiling a list of these items help fix it?
loftar wrote:You do appear to need a good trolling.
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Re: Game Development: Le Happy Merchant

Postby Amanda44 » Tue Nov 24, 2015 11:10 am

barra wrote:Experimenting with wood colours:

Conclusion:
Image


barra wrote:
simimi wrote:I hope some kind person will make a page for it in the wiki, or a post to explain this in a way stupid people like me can understand.

You need a barter stand, at least two boxes and preferably a wall between the stand and the containers.

Build the barter stand
Claim the barter stand
Click connect and put the green hand in the first box
Put the red hand in the second box
Choose a desired item in the barter stand menu (confirm with enter)
Choose a desired quantity
Choose a desired essence, substance, vitality

The barter stand will automatically take 1 item from the box with the green hand, sell it for the item/quantity/quality marked, and put the new item in the box with the red hand. It will do this over walls and barriers, so all you have to do is build the stand outside your base and occasionally empty/refill the connected boxes.


You Sir, are rapidly becoming my favourite poster .... :D .... Thank you for both of these posts.

Do you have to choose a desired ess, subs and vit, meaning what if you don't care less? Lol, can you just leave it be? I use Amber client and just have it set to a single number and a single colour because otherwise it just makes my haven life far too complicated and I really don't know or care what any of those things do. :D
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Re: Game Development: Le Happy Merchant

Postby EnderWiggin » Tue Nov 24, 2015 11:29 am

Looks like buying item does not grant discovery. Why is that? If I can't make items out of materials I've bought because I had not discovered it by myself, then I don't have incentives to buy it.
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Re: Game Development: Le Happy Merchant

Postby barra » Tue Nov 24, 2015 11:32 am

Amanda44 wrote:Do you have to choose a desired ess, subs and vit, meaning what if you don't care less? Lol, can you just leave it be? I use Amber client and just have it set to a single number and a single colour because otherwise it just makes my haven life far too complicated and I really don't know or care what any of those things do. :D

I haven't had time to test it extensively, but since you can just leave 0 in any of the E/V/S fields I assume it's fine.
loftar wrote:You do appear to need a good trolling.
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Re: Game Development: Le Happy Merchant

Postby Procne » Tue Nov 24, 2015 11:51 am

Speaking of coins - I'm a little afraid about how would they work if people were able to mint coins. So I thought that maybe it would be possible to have towns mint their unique coins, just like different countries have their own currencies. And just like in the past countries backed up the value of their coins with gold reserves now towns would back up the value of their coins with goods available on stands. Coins from different towns would have different values, which would be based on what stuff you can buy for them. Basically it would work like the old points system in trade, with the exception that people would be able to stockpile those points for later. Or even exchange them for points from another village.
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Re: Game Development: Le Happy Merchant

Postby ramones » Tue Nov 24, 2015 11:52 am

I'm not sure if this will be as effective as it used to be in old system. There you could buy stuff until there was space in the barter (id had tons of space). Now if I want to sell hq axe in one slot for 40 blueberries, I can only make 1 trade, cause then my LC is full of berries already? Or is there something else I'm missing?
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Re: Game Development: Le Happy Merchant

Postby Granger » Tue Nov 24, 2015 12:02 pm

ramones wrote:Can the owner of the stand set perms for other co-villagers to be "co-owners" and help him with the barter, or is it fixed on one person only?

You can grant permissions on the claim where the containers are, so they can refill goods / empty payments.
They can't change prices (=items requested), but they can change items given (by putting them into the containers with green hands).

EnderWiggin wrote:Looks like buying item does not grant discovery. Why is that? If I can't make items out of materials I've bought because I had not discovered it by myself, then I don't have incentives to buy it.

True, but this might be intended to avoid the alts discover all items in 5 minutes exploit from prior worlds.
But you're right, this loweres the incentive to buy unknown stuff to exactly zero for legit uses.
Would you be ok with it giving the craft discovery, but not the LP connected to it?

ramones wrote:I'm not sure if this will be as effective as it used to be in old system. There you could buy stuff until there was space in the barter (id had tons of space). Now if I want to sell hq axe in one slot for 40 blueberries, I can only make 1 trade, cause then my LC is full of berries already? Or is there something else I'm missing?
Seems like you're missing nothing, since the biggest container we have is 63 slots (taken the one occupied by the red hand in account).

Jorb/Loftar: We need bigger storage options for this to work. Maybe some form of stockpile place on which one can right-click red hands (plural) to install, and can be emptied similar to tar kiln?
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Re: Game Development: Le Happy Merchant

Postby Avu » Tue Nov 24, 2015 12:10 pm

Using cb would be silly since it would decay.
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