Make tokens untradable

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

Re: Make tokens untradable

Postby Colin500 » Thu Jun 27, 2019 3:37 pm

azrid wrote:Economy is ruined by the fact that foraging is shit not that tokens can be used.
Also its going to be impossible for those people to get rid of all their tokens who collected hundreds of them without rmting them off below the official price. Even that takes the effort of constantly spamming their shit in the discords and then doing the transaction.
Your whole idea will probably just make rmt more widely practiced.


Tokens take a part in economy drop as well, how could you not see these early game threads with almost nothing but tokens being accepted.
Tokens that were acquired prior to the suggested change could remain tradeable, thus they could probably be more valuable than they are right now.
RWT is practiced in all of the mmo's and that can't be avoided, doesn't mean that the game at this stage should be borkened by a paid currency.

azrid wrote:Just like how once you purchase a token you don't need another one? lol
Have you seen the guy with 10 shark hats?
Hats will just more heavily replace tokens in trade and people will really start to push for hats being tradeable through barter stands.
Also the more tokens go into circulation the lower the price will go until it goes to the hands of a hoarder where it will probably stay almost forever. Last world you could see pretty big fluctuations in token prices as some whales brought their paycheck into the game.


There will always be hoarders in games where you can hoard stuff, just look Team Fortress 2 and the people who collect the same hats over and over, again nothing can be done against it but these are uncommon practices, thus hats will not replace the market as they are not the only valuable thing in the game, it will just make it easier to purchase X item from Y trader if you actually have the hat, that will be a rare event anyway.

azrid wrote:The longer the world goes on the easier it will be for noobs to get into the market as well. Stats will be easier to gain and it will be easier to set up industries for things people will buy from you.
There are a lot of helpful people in kingdom chats who will point you in the right direction if a noob just asked how they can be useful.


It is easier, because the value of items drops.
Traders drop prices as they can't sell the stuff due to not many being able to get tokens or resources like salt, but early world they try to keep the high prices, as there is higher player base meaning higher chance someone will be tempted enough to purchase tokens, once these numbers drop though, the prices fall down as well.

The issue is also that there is no universal currency, a trader could refuse to accept payment as long as it isn't token. Same thing is happening in Path of Exile, someone says he will sell an axe for 2 X, 2 X's are worth 200 Y, spruce brings 200 Y but the trader says he wants 2 X, what can a spruce do, he has to somehow exchange Y for X, but it's not an issue in PoE, so why does it work with PoE and does not with Haven and Hearth?
Mostly because X and Y are both available through playing, but also the fact that there is a higher amount of players in the game, thus there is a higher supply and spruce could more easily exchange Y for X.
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Re: Make tokens untradable

Postby azrid » Thu Jun 27, 2019 4:20 pm

Kaios wrote:I think you know that's not true or you are willfully putting on the blinders in this case. There was a thread here in which this same topic was also discussed quite a lot and I think many players agree that tokens do have a rather negative impact on the in-game economy, it's not the only factor of course but I do feel it is a rather large one myself.

And like I mentioned earlier you have players that aren't actively playing but holding on to resources or other things they can trade for tokens just so they can use them next world.

I would agree with you if we were still in the early world.
Right now you or a noob can buy tools made out of waste products(wrought iron) for a very low price.
Mining for iron is easier as a high enough pick to mine on upper levels is basically free. With time high enough truffle snouts will become more available adding another easy way of trading with others. Although foraging still needs to be fixed. This is also an accepted idea by most parties.
Gotta remember also that tradeable tokens give developers a cut on things that could otherwise be bought for real money.

The second problem you mention should be addressed with fixing game mechanics not making tokens untradeable. The sooner this is fixed the less long term damage is done to trading in the future. I do not look forward to all the token rich people trying to peddle off their pixels for real life money every day in discord.

You also give off a vibe that you are just trying to stick it to the people who took something from you.
Colin500 wrote:Tokens take a part in economy drop as well, how could you not see these early game threads with almost nothing but tokens being accepted.

We are not in the early world now and we wont be in an early world forever next world either. Times have changed noobs and old noobs need to learn and relearn how to make it in the marketplace. Just because back in the day you could trade picked flowers doesn't mean you can or should be able to forever.
Colin500 wrote:RWT is practiced in all of the mmo's and that can't be avoided, doesn't mean that the game at this stage should be borkened by a paid currency.

The best fix to RWT you could ever hope for is to give the developers a cut which tokens do. Same in Runescape.
Colin500 wrote:Hat trading will just make it easier to purchase X item from Y trader if you actually have the hat, that will be a rare event anyway

Untrue. People will just become hat collectors so they can sell/trade the extras. This already happens but it will just become a bigger thing if you get your way.
Colin500 wrote:It is easier, because the value of items drops.
Traders drop prices as they can't sell the stuff due to not many being able to get tokens or resources like salt

WRONG! Traders drop prices because quality goes up, people reaching the quality themselves and previous qualities become something they make out of waste products.
Colin500 wrote:The issue is also that there is no universal currency

Have you traded this world or the previous? The iron bar is an unversal currency.
Colin500 wrote:why does it work with PoE and does not with Haven and Hearth?

PoE example is bad. The games are very different. One is basically a single player game with open world trading the other is an open world permadeath survial game.

tl dr; Asking jorb and loftar to slash their purses is a stupid suggestion.
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Re: Make tokens untradable

Postby shubla » Thu Jun 27, 2019 4:36 pm

I agree that tokens are not good for this games economy.
You can't buy anything without them.
A change like suggested in the op may be a good thing for the game, maybe not for devs purses?

of course rmt still occurs even if tokens were made untradeable.
But totally not at the current scale.
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Re: Make tokens untradable

Postby Kaios » Thu Jun 27, 2019 4:54 pm

azrid wrote:You also give off a vibe that you are just trying to stick it to the people who took something from you.


I'm not so petty as to make suggestions or give criticism because it would hurt someone, I don't care if anyone trades with tokens. I have no problem with the aspect of RMT and I have traded with tokens myself but I can also realize when something is impacting other areas of the game negatively despite the significant in-game advantage it offers.

azrid wrote:Gotta remember also that tradeable tokens give developers a cut on things that could otherwise be bought for real money.


And that's fine but who is really reaping the reward if the game still ends up going no where fast in terms of player retention and then you have things like this going on:

azrid wrote:I do not look forward to all the token rich people trying to peddle off their pixels for real life money every day in discord.
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Re: Make tokens untradable

Postby azrid » Thu Jun 27, 2019 5:55 pm

Kaios wrote:
azrid wrote:Gotta remember also that tradeable tokens give developers a cut on things that could otherwise be bought for real money.

And that's fine but who is really reaping the reward if the game still ends up going no where fast in terms of player retention

Alright, discourage whales buying into the game. Lets see how willing jorb and loftar are actually developing haven then.
Unless they come out and say that they would be willing to work for less I don't think this is a reasonable request.
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Re: Make tokens untradable

Postby Kaios » Thu Jun 27, 2019 6:31 pm

azrid wrote:Alright, discourage whales buying into the game.


I don't think there's much evidence to say that this game has many whales at all, I certainly see many veteran players taking advantage of the casual and newbie market to gain tokens for themselves though. What is the incentive for a long-term player to buy a bunch of tokens when they can trade all the good stuff for them instead? It would seem to me that the bulk of money spent on tokens is more likely by casual players than it is by any single "whale" if there even is such a person in this game.

The amount of people willing to spend upwards of $100 or $1000 dollars on any game let alone a game like this is such a small amount and to rely solely on those people as an income source would not only be foolish it would ultimately lead to failure.
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Re: Make tokens untradable

Postby Fostik » Thu Jun 27, 2019 6:41 pm

Colin500 wrote:Tokens should be untradable and work in the same manner as in e.g. Runescape, where the bond can be gifted to another player, but it is instantly consumed by the receiver.

I'll get bashed anyway by the people who had the chance to amass tokens, but think about the early game trade that was partially killed by tokens.



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Re: Make tokens untradable

Postby azrid » Thu Jun 27, 2019 6:54 pm

Kaios wrote: It would seem to me that the bulk of money spent on tokens is more likely by casual players than it is by any single "whale" if there even is such a person in this game.

Vassteel last world kept filling his stands in CF with tokens on a regular basis.
Kaios wrote:The amount of people willing to spend upwards of $100 or $1000 dollars on any game let alone a game like this is such a small amount and to rely solely on those people as an income source would not only be foolish it would ultimately lead to failure.

You destroy the casual players ability to buy into a decent quality too. Foolish thing to do is to try to convince the devs why killing their income is a good thing.
In my opinion the only real solution is to develop noob friendly industries and fix foraging.
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Re: Make tokens untradable

Postby Colin500 » Thu Jun 27, 2019 7:18 pm

azrid wrote:
Kaios wrote:The amount of people willing to spend upwards of $100 or $1000 dollars on any game let alone a game like this is such a small amount and to rely solely on those people as an income source would not only be foolish it would ultimately lead to failure.

You destroy the casual players ability to buy into a decent quality too. Foolish thing to do is to try to convince the devs why killing their income is a good thing.
In my opinion the only real solution is to develop noob friendly industries and fix foraging.


Foolish is expecting the playerbase to grow in a permadeath game with possibility to purchase items and or stats with dollars, and we're not talking foolish here.
Income is one thing, but second is fixing the game's economy, and for sure as hell you can't admit that tokens affect it horrendously.

I'd like devs to earn money, but also I would like the game to be more fair if it's a permadeath where you can lose all your stuff, however if you pay few $ and then handle them to Kowalsky next door you could repurchase all you've lost.
The early game is the most important moment of the game, as it is supposed to keep players from quitting, however, the struggling spruces are literally UNABLE to trade in any matter if they don't spend money on the game, which is unappealing as it sounds.
I'm not even going to discuss the rest of your no's against the token limit, as all you keep on saying is "LET THE DEVS EARN MONEY" which is being repeat over and over, we get it, they live off our purchases, however they could be earned in a different manner than MTX currency.
Hats would also never be as much valuable as tokens are, so simple fix is do what I said with tokens and possibly remove free hats from golden sub and make everyone purchase them (so that they can earn more $, here you go azrid!).
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Re: Make tokens untradable

Postby Aceb » Thu Jun 27, 2019 7:53 pm

Colin500 wrote:
azrid wrote:
Kaios wrote:The amount of people willing to spend upwards of $100 or $1000 dollars on any game let alone a game like this is such a small amount and to rely solely on those people as an income source would not only be foolish it would ultimately lead to failure.

You destroy the casual players ability to buy into a decent quality too. Foolish thing to do is to try to convince the devs why killing their income is a good thing.
In my opinion the only real solution is to develop noob friendly industries and fix foraging.


Foolish is expecting the playerbase to grow in a permadeath game with possibility to purchase items and or stats with dollars, and we're not talking foolish here.
Income is one thing, but second is fixing the game's economy, and for sure as hell you can't admit that tokens affect it horrendously.

I'd like devs to earn money, but also I would like the game to be more fair if it's a permadeath where you can lose all your stuff, however if you pay few $ and then handle them to Kowalsky next door you could repurchase all you've lost.
The early game is the most important moment of the game, as it is supposed to keep players from quitting, however, the struggling spruces are literally UNABLE to trade in any matter if they don't spend money on the game, which is unappealing as it sounds.
I'm not even going to discuss the rest of your no's against the token limit, as all you keep on saying is "LET THE DEVS EARN MONEY" which is being repeat over and over, we get it, they live off our purchases, however they could be earned in a different manner than MTX currency.
Hats would also never be as much valuable as tokens are, so simple fix is do what I said with tokens and possibly remove free hats from golden sub and make everyone purchase them (so that they can earn more $, here you go azrid!).


Hey, let me pong this ball and tell You that if somebody cared to spend few $ to get back where they were, they will stick with game instead of grinding before they go back and quit because of getting bored.

Also, your idea won't change anything, will make thing worse. If You want to achieve something here, limit either everything or nothing.
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