No Valuable Trade Goods

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: No Valuable Trade Goods

Postby rye130 » Mon Nov 16, 2015 6:37 pm

Sevenless wrote:But when forage bots became widespread, everyone could have a cabinet of flotsam with little effort.


The interesting thing is that even with botting at an all time high last world, there was still plenty of trading.

Tonkyhonk wrote:im not sure why the game has to cater to bot needs. how about quit botting and see how trades can be meaningful?
you are fully aware why the issues/changes you listed exist now, right?


Quality shit post! The way I play the game is irrelevant to the issue. With bots or not I still don't want to take time get 200 blueberries to pay for my quality goods when the game limits how much I eat to the point where I make additional characters I don't intend on playing just to get rid of my food.
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Re: No Valuable Trade Goods

Postby jorb » Mon Nov 16, 2015 6:41 pm

Thank you for this thread. I find it very interesting and would love to see more discussion on the subject.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: No Valuable Trade Goods

Postby sabinati » Mon Nov 16, 2015 6:51 pm

well, i disagree that there are no valuable trade goods. there are a lot of them, even ones that newer players can produce. i think the problem is rather one of logistics.
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Re: No Valuable Trade Goods

Postby rye130 » Mon Nov 16, 2015 6:52 pm

sabinati wrote:well, i disagree that there are no valuable trade goods. there are a lot of them, even ones that newer players can produce. i think the problem is rather one of logistics.


Could you give some examples?
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Re: No Valuable Trade Goods

Postby AAlex » Mon Nov 16, 2015 7:06 pm

Tonkyhonk wrote:im not sure why the game has to cater to bot needs. how about quit botting and see how trades can be meaningful?
you are fully aware why the issues/changes you listed exist now, right?


What do you mean?

Are you saying botting = no trading?

Botting will exist whether you like it, or not. It's more imporant to remove the ability to create ridiculous advantage like troll/ pearl botting, and that seems like why most of these fate/ experience changes have come into play.
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Re: No Valuable Trade Goods

Postby sabinati » Mon Nov 16, 2015 7:09 pm

rye130 wrote:
sabinati wrote:well, i disagree that there are no valuable trade goods. there are a lot of them, even ones that newer players can produce. i think the problem is rather one of logistics.


Could you give some examples?


of what, valuable trade goods?

good clay, water, soil, coal
gold pebbles, gold, silver, pearls
high q bears
any metal
hard leather
silk
glimmermoss
fate curios
suckling maws
barrels of milk
perch, plaice
blueberries
linen
bricks
sketchbooks

i could probably think of some more, idk
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Re: No Valuable Trade Goods

Postby AAlex » Mon Nov 16, 2015 7:18 pm

sabinati wrote:i could probably think of some more, idk


Stones :geek:
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Re: No Valuable Trade Goods

Postby sabinati » Mon Nov 16, 2015 7:20 pm

q100+ i guess? do you mean bulk stones?
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Re: No Valuable Trade Goods

Postby rye130 » Mon Nov 16, 2015 7:32 pm

sabinati wrote:good clay, water, soil, coal


True, exchanges of quality resource nodes will always be worth doing, but its unlikely someone looking to buy a quality pickaxe or some similar item will have access to higher quality nodes than most developed villages that would normally trade.

sabinati wrote:gold pebbles, gold, silver


Nodes of gold/silver more common than other. Used a gold bar for a throwaway idol recently. Also not too accessible for newer players.

sabinati wrote:pearls


Currently has no value as a crafting material, and for their rarity, give too little LP. This causes anyone with pearls wanting to buy something to value them way more than the person receiving them does ("I don't want to give away this rare pearl for cheap" vs. "It only gives 5k lp, it isn't worth it for a high price").

sabinati wrote:high q bears


Definitely valuable in trades. Difficult for newer players.

sabinati wrote:any metal
hard leather


You only really need so much construction grade-materials. I guess traders would accept some of it, but would quickly have more than what they need.

sabinati wrote:silk


Valuable, difficult for new players.

sabinati wrote:glimmermoss


I get more than enough in a trip to satisfy my needs of glimmers for more than awhile.

sabinati wrote:fate curios


I feel like they are in the same place as pearls. Too rare for their own good causing people who have them to overvalue them.

sabinati wrote:suckling maws
barrels of milk


Not sure on these. Can't tell yet how the balance is with cheese as I don't have enough experience.

sabinati wrote:perch, plaice
blueberries


Eating at 300% on characters means the demand for these for int on alts is lower than ever before.

sabinati wrote:linen
bricks


Less demand than before since there is less reason than before for expanding vclaims (no declaiming pclaims, no crossroads). Less travel means less bases/outposts and less demand for bricks.

sabinati wrote:sketchbooks


In a similar place as sub tokens.

I'm exaggerating when I say "No Trade Goods" but I think there are definitely "Worryingly Less Trade Goods". I don't know, I might be completely off-base here.
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Re: No Valuable Trade Goods

Postby Sevenless » Mon Nov 16, 2015 7:33 pm

Tonkyhonk wrote:
rye130 wrote:I'm not sure what the right solution to this issue is and I'd like to see some discussions on ways to solve it.

im not sure why the game has to cater to bot needs. how about quit botting and see how trades can be meaningful?
you are fully aware why the issues/changes you listed exist now, right?


That can work on an individual level, a person can stop botting. But it cannot be stopped on a societal level in that way. The devs have chosen not to use their scarce resources on attempting to police it.

The whole reason I brought up XP was that for beginners to contribute meaningfully to a trade system without adding value to botting, it needs to be a gated system. XP is just such a system, as is Fate.

If we separated it into a separate system entirely, you could make it so that each paid account accumulates a flat amount of "worship" each day. Allow it to be spent on XP (boom, anyone who is XP locked now has an option to alleviate the issues), and those empowered craftables I was talking about. Restricting it to payed accounts is to prevent alt abuse, and value wise it should come in as being worth less than a sub token for trading so people don't sub accounts just for these worship points.

I don't feel this is an ideal situation, it will feel somewhat contrived. But the entire trade system of legacy depended on very bottable things. The only mechanism I see out of it is a form of guarenteed basic income for every "legitimate" player. This allows rich in ingame resource players something to desire from everyday hermits.
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