Basic public market

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

Re: Basic public market

Postby sMartins » Mon Jul 17, 2017 11:55 pm

jorb wrote:Decay does nothing principally to break autarky, though. It simply increases the drain on resources and has a huge potential to simply make the game a lot more tedious.


I have suggested about this some time ago ... basically i was saying that decay should work with quality, not delete your item, but loosing quality ... following this line the industry could be expanded even more, with stuff to restore quality and high stats chars needed for the jobs, allowing also more specialization and intercation between players.
example: if that guy gave to me that super 9999 axe, cool, but it will last just for some time, i can repair it myself during time but will not be anymore 9999, cause i'm not good like that guy ... so i need to come back to him or improve by myself or not having anymore a super axe.
P.S. Maybe if your stats correspond to your item quality ... you made by yourself ... it will not loose quality?
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
User avatar
sMartins
 
Posts: 3046
Joined: Wed Nov 11, 2015 10:21 pm
Location: Italy

Re: Basic public market

Postby Pinkie-Pie » Tue Jul 18, 2017 1:25 am

NO! NO NO NO A THOUSAND TIME NO! This entire point of this game is that EVERYTHING is made by a player. Nothing is magically 'dropped' or spawned from an NPC shop.

Every coin was once a bar that was once ore that was at some point mined by a player.
Image
User avatar
Pinkie-Pie
 
Posts: 382
Joined: Sat Jun 29, 2013 4:52 am
Location: Empress Snuggle's personal bakery

Re: Basic public market

Postby Potjeh » Tue Jul 18, 2017 3:12 am

Different places having different comparative advantages is a cornerstone of trade. I think realm buffs are an avenue to implement this, if the buff choices are expanded into fairly deep trees, where going far down a branch (ie getting a powerful, but highly specialized buff) precludes using buffs from another branch.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Basic public market

Postby ricky » Tue Jul 18, 2017 4:35 am

jorb wrote:Decay does nothing principally to break autarky, though. It simply increases the drain on resources and has a huge potential to simply make the game a lot more tedious.


I'll have to disagree with you here, I think basic tool decay would create a more complex market. Nabs will have to choose between purchasing the lower quality tool with higher durability or purchasing the high quality tool with low durability.

Making durability = quality would be very interesting as there would be a constant battle to keep the very best tools.

As it stands, you need only one good set of tools and a little dedication and you can skip whole industry grinds
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
jorb wrote:Ideally the game should play itself.

The only thing necessary for the triumph of evil is that good men do nothing.
User avatar
ricky
 
Posts: 1470
Joined: Fri Apr 02, 2010 5:00 am

Re: Basic public market

Postby viznew » Tue Jul 18, 2017 6:48 am

personally i dont want anything none player built in world imo, but thats not saying much, but i think currency system works theres multi markets that have held thier own i think the biggest issues faceing markets is the lack of costumers the ones i know of that have regular paying visitors are great and for some players thay seem to enjoying working on economics of it all, its part of the game, sure may need work on parts but should stay player designed and built
ImageImage
User avatar
viznew
 
Posts: 1171
Joined: Thu Jul 07, 2016 1:34 am
Location: siletzia

Re: Basic public market

Postby Onep » Tue Jul 18, 2017 7:06 am

isdel wrote:Trade is made difficult/irrelevant because of the quality system. The majority of goods aren't fungible so traders who aren't larping are only interested in very high quality items or ones that have their scarcity enforced by the game itself (fate curios). Thus the economy has next to no need for second-tier producers (hermits, small villages, etc.) because volume can't make up for low quality.

Concerning the thread topic, I don't think an official market will ever happen. The devs' stated policy is minimum interference in the world, and a dev-run marketplace flies in the face of that concept.

jorb wrote:Decay does nothing principally to break autarky, though. It simply increases the drain on resources and has a huge potential to simply make the game a lot more tedious.

I saw this and was curious how it'd be possible to enable easily accessible bulk trading for low Q goods, yet retain the necessity of private trading of high Q goods. Or perhaps negate the difference in the two?
What if there was some sort of tool or structure that let you advertise what you're selling to everyone else who had that structure? You could look at the offers and then select it and it'd give you an arrow similar to quests to the direction of the barter stands. It might also be necessary to implement a form of time measurement e.g. "2.5 days of walking away." This would allow traders big and small to easily advertise their goods to other players without having to create a trade topic.
I myself was always a particularly lazy trader. I'd trade off my old workstations and tools for next to nothing just because I wanted to help other players out. But arranging trade meet ups was often a hassle. I think this sort of arrangement would help foster an economy as well as help create a standard value for the goods.
This helps to negate the need for an NPC market, but also allows players to still create their own. Perhaps it could be on a village based system where the village could list all their goods in one tab and players could browse them. So, in a way, it'd also incentivize people to join a village (or at least create their own). Basically, the browser would see a list of goods available at that village and could see what they wanted to trade for said items. Possibly, it could even denote that village's currency of choice and their exchange rates to other currencies.
Heck, if you wanted you could even tie markets to realms. Each realm could have it's own billboard of village markets and currency exchanges. This could be a golden opportunity to make realms more than buff magnets. The more I think about it, the more I'd love to see village markets tied to realms. For people actively seeking trade goods they could travel from realm to realm scouting the markets and figuring the best deals. Or, simply settling for trading with the closest realm.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Basic public market

Postby Onep » Tue Jul 18, 2017 7:27 am

Here's a quick mock-up I threw together.
Image

From my experience it seems that one thing this game really struggles with is the social interaction aspect. So many people are on edge when they encounter other players. I think this would be a wonderful way for quiet hamlets to let themselves be known throughout the realms. Also, having an "active traders" tab would be a nice way for village traders to list themselves to be contacted for items that don't work in barter stands.

This is the best idea I've had since tedium™.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Basic public market

Postby ekzarh » Tue Jul 18, 2017 8:34 am

jorb wrote:Not at all keen on OP, but this...
... Is very much true. Not a fan of decay, but more fun and good incentives to break the general autarky that sets in quickly would be a huge boon for the game. I don't have any silver bullets, however.

Unfortunately, if players can reliably produce smth - the will rarely trade for it. Same goes for real medieval life.
So there are 3 things which incentivize trade -
1) things with random or scarce production and satisfiable need (pearls, epic gear in other games etc. Salt is unsatisfiable so you rarely see it traded)
2) Things which your class and level allow to produce while others can't (not working in Haven at all)
3) Things which you can't get while others can.

1. We have 2 is impossible. How to get 3.

IMO The only choice I see is un-even world. So zones where you can get 3:1 farming, zones with rich metal, zones where livestock grows faster and zones with steady wild animals spawn have to be like 100-200 minimaps away and separated by lands where 'all is bad'.
Although, I doubt it would work as intended with charterstones and roads :(
User avatar
ekzarh
 
Posts: 328
Joined: Tue Dec 20, 2011 9:42 pm

Re: Basic public market

Postby jorb » Tue Jul 18, 2017 10:45 am

We did some experiments with the varying alchemical qualities as localized resources of a kind in Salem, and the result of that -- admittedly perhaps not a perfectly executed experiment though it was -- was that the high end factions simply maintained, and felt they had to maintain, several different bases to preserve their autarky. It wasn't particularly fun.
"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."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Basic public market

Postby Potjeh » Tue Jul 18, 2017 10:55 am

That's why I'd like it to be a product of realm policies rather than the RNG.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 51 guests