Ideas for a more stimulating economy?

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

Re: Ideas for a more stimulating economy?

Postby tigerlrg245 » Fri Mar 23, 2018 7:50 am

synaris wrote:the ability for entire villages to specialize in certain things would help. more buildings designed for such a thing. say some sort large glass manufacturing building that gives a small quality boost to glass and glass products made in it, of course we actually need more glass things in the game for that to be worthwhile....


Village wise buffs maybe?
that'd be dope
every village would start with one buff as a choice from multiple, like increased quality on baked goods / increased quality of carpentry products
and they'd be able to gain more buffs from menhir like structures that work only for the village
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Re: Ideas for a more stimulating economy?

Postby synaris » Fri Mar 23, 2018 10:18 am

no, nothing like a buff or realm bonus or whatever. i mean literally specialize due to the space and workload involved. using specific buildings to gain those bonuses. like something as large as a grand hall dedicated to glassblowing, say anything you make with glass using those machines would get a 10% quality bonus.
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Re: Ideas for a more stimulating economy?

Postby shubla » Fri Mar 23, 2018 11:34 am

ctopolon3 wrote:
shubla wrote:Add wear mechanics to everything.


high Q armor set takes 100-200k dmg before be broken... it not change anything

Add more wear to everything.
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Re: Ideas for a more stimulating economy?

Postby tigerlrg245 » Fri Mar 23, 2018 11:34 am

synaris wrote:no, nothing like a buff or realm bonus or whatever. i mean literally specialize due to the space and workload involved. using specific buildings to gain those bonuses. like something as large as a grand hall dedicated to glassblowing, say anything you make with glass using those machines would get a 10% quality bonus.


But then what stops one village from just being larger and doing everything? if these bonuses only go up to like 10% for each then you can simply maximize your production without requirement for maintenance. with village buffs at least you have to choose out of a few. maybe make your idea require there being only few buildings of that type in each place.
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Re: Ideas for a more stimulating economy?

Postby shubla » Fri Mar 23, 2018 11:36 am

tigerlrg245 wrote:
synaris wrote:no, nothing like a buff or realm bonus or whatever. i mean literally specialize due to the space and workload involved. using specific buildings to gain those bonuses. like something as large as a grand hall dedicated to glassblowing, say anything you make with glass using those machines would get a 10% quality bonus.


But then what stops one village from just being larger and doing everything? if these bonuses only go up to like 10% for each then you can simply maximize your production without requirement for maintenance. with village buffs at least you have to choose out of a few. maybe make your idea require there being only few buildings of that type in each place.

World size could be drastically increased, instant teleportation could be removed. Then make those things region-limited.
This way you would have to specialize, as you could not do all od the things, even with alt villages.
Of course, the issue would be. That trading would be mighty hard too.

Another way to stimulate economy is to make mechanics so you can not become jack of all trades. (For example, buff credos and limit your character to have only maximum of 5 of them or so)
If you can do everything yourself, there is no need to trade.
For example in eve online, your character has to train many months or even years to become even intermediate in some trade, and every character costs 15-20 or so euros a month! You simply can not do everything yourself, thus you must trade.

In other words.
Require characters to specialize, and make the game p2p, so you would have to pay lots of money for each character. This way not that many people could afford to make character for every specialization, and they would have to trade.
The fact that you can currently just do 10 alts is major factor in reducing the trade between players.. Even without some serious specialization mechanics.

In eve online, resources are also localized very hardly.
You can find some things only in specific places, which are far away from each other. Further increasing the difficulty of doing everything yourself.

Of course. Eve online and HnH are two quite different games. But eve has without a doubt, the best player made economy in any game that has ever existed, so maybe something could be learnt from them.
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Re: Ideas for a more stimulating economy?

Postby azrid » Fri Mar 23, 2018 11:56 am

p2p will kill HnH though
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Re: Ideas for a more stimulating economy?

Postby Pan_w_okularach » Fri Mar 23, 2018 1:33 pm

basic income
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Re: Ideas for a more stimulating economy?

Postby synaris » Fri Mar 23, 2018 4:17 pm

tigerlrg245 wrote:
synaris wrote:no, nothing like a buff or realm bonus or whatever. i mean literally specialize due to the space and workload involved. using specific buildings to gain those bonuses. like something as large as a grand hall dedicated to glassblowing, say anything you make with glass using those machines would get a 10% quality bonus.


But then what stops one village from just being larger and doing everything? if these bonuses only go up to like 10% for each then you can simply maximize your production without requirement for maintenance. with village buffs at least you have to choose out of a few. maybe make your idea require there being only few buildings of that type in each place.


absolutely nothing. thats the beauty of it. one village can technically do everything, but it becomes so unfeasible that trade is inevitable.
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Re: Ideas for a more stimulating economy?

Postby tigerlrg245 » Fri Mar 23, 2018 4:34 pm

So the point would be to implement more complex industries like cheese and wood farming/carpentry so that it won't be about what you skill in your character per se, but instead what you actively
spend time doing, right?
this means no need for alts for only bypassing some stats since you'll need to actively work anyway and also have some stats.

most trading is centered around fep, equipment, local resources, or high q materials.
maybe add more things like pepper and cheese that take time to make and people will want in a high amount. (though with the current feasting system, why would anyone. maybe just bash the feasting system and the market will fix itself)
another thing I can think of is more credos like potter with potter's clay, giving more depth to the materials trading
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Re: Ideas for a more stimulating economy?

Postby DDDsDD999 » Fri Mar 23, 2018 7:22 pm

Food: Inflate the FEP bar by like 10 times, and have it give 10 points upon filling up so you can't just one-tap your FEP bar with foods at 10k stats. This makes it so the variety bonus from foods is actually useful, so people eat more than 3 foods.

Remove bonfires since they're broken.

Rework drinks so they give individual buffs e.g. beer gives a 10% bonus to STR feps, wine gives a 90% hunger mod multiplier, etc. Each sip of a drink increases the number on the buff by X, increased by quality, and the number is how many food items can be eaten until the buff expires. Only one drinking buff at a time. (Or maybe you can combine the drink buffs, but the effects are slightly reduced for each one. High-end players can try to drink every drink for a small net-gain if they want to expend the effort, but the benefit to cost ratio goes down faster and faster.)

Equipment: Have individual items be the focus of metal spiraling, rather than just spiraling anvils/hammers so everything you touch is god-tier (like leather). Spiraling metal is insanely profitable because you can just shit out god items non-stop. Basically your goal when spiraling should be to make a good item, rather than a good industry, so you can't just pop out things with minimal effort, at higher quality than anyone else can make. Also make it so you can repair armor so you don't just lose your 10k gold plate armour.

---

Could probably write up more, but basically every industry gets funneled at some point into a) Stats or b) Gear, so best to address the root cause.
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