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 svino » Fri Mar 23, 2018 7:43 pm

yes, as shubla already mentioned, i'm pretty sure the biggest factors for making a healthy flowing economy is

#1 deterioration of more items
when you do metal spiralling you end up with hundreds if not thousands of spare wrought iron bars, which you can almost only use for mine supports or curiosities (curios are now not a high priority when you can just do quests instead)
I think it would make all tools more valueable that they had wear or condition.
Why would people ever buy a new butcher knife, pickaxe, scythe or shovel? this world we have very much surpassed the "quality cap" for those items.

#2 localization of resources
make materials more localized. so that we cannot make and maybe even not grow everything ourselves.
maybe the extreme would be that certain crops/trees only grow in certain zones(temperatures)?
but a little easier would be to localize stuff like: rocks, or wild animals (now that we have more than just fox,boar,deer,bear).
User avatar
svino
 
Posts: 298
Joined: Mon Jun 06, 2011 4:09 am

Re: Ideas for a more stimulating economy?

Postby shubla » Fri Mar 23, 2018 8:58 pm

svino wrote:#2 localization of resources
make materials more localized. so that we cannot make and maybe even not grow everything ourselves.
maybe the extreme would be that certain crops/trees only grow in certain zones(temperatures)?
but a little easier would be to localize stuff like: rocks, or wild animals (now that we have more than just fox,boar,deer,bear).

Useless as long as we have trails/charter stones.
People would just make long long hunting trails and separate farming outposts.

Maybe if instant teleportation is removed, this would become interesting.
Even if you had farming outposts, you would have to deliver stuff between them with wagons/knarrs. Which is dangerous.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Ideas for a more stimulating economy?

Postby viznew » Fri Mar 23, 2018 9:05 pm

svino wrote:yes, as shubla already mentioned, i'm pretty sure the biggest factors for making a healthy flowing economy is

#1 deterioration of more items
when you do metal spiralling you end up with hundreds if not thousands of spare wrought iron bars, which you can almost only use for mine supports or curiosities (curios are now not a high priority when you can just do quests instead)
I think it would make all tools more valueable that they had wear or condition.
Why would people ever buy a new butcher knife, pickaxe, scythe or shovel? this world we have very much surpassed the "quality cap" for those items.

#2 localization of resources
make materials more localized. so that we cannot make and maybe even not grow everything ourselves.
maybe the extreme would be that certain crops/trees only grow in certain zones(temperatures)?
but a little easier would be to localize stuff like: rocks, or wild animals (now that we have more than just fox,boar,deer,bear).


yes these ones def sound like thay would help economy

esspeciaclly if tele port nerfed or taken away

also the point that more rare things that noobs chould obtain whould help the low q barriers

if something like say potions that when used provide small buffs and a bunch of new food that requires rare plants that cant be farmed (mallow, fennel, a few dozen other flowers (cause i did a ton of reaserch on flowers))
thay would be rare and the mats gathered by anyone adding some flow

even just rare things from crops and in house things that can be crafted into rare stuff whould add a little flow



and now my random crazy add to the pile

chould add player made quest stand

the employer sets a quest (gather 200 cinibar or kill 3 trolls and bring back to stand for payment) no exp only the items offered is rewards from the quest

there chould be a multi options for payment (say i bring the last troll and complete quest i can choose between the payments set by the employer or refuses and get stuff back (make it not exploitable if stall distoryed current quest items send to hf on a timer of like 12 hours so wont be abused)

if employer sets for 3 payments its based on complete quest say thay finished and i middle of quest it will tell me complete and quest goes away and the quest items iv input go to hf

suggested before but prob not quite like this lol just a random thought exercise not sure how much it would effect economy
ImageImage
User avatar
viznew
 
Posts: 1171
Joined: Thu Jul 07, 2016 1:34 am
Location: siletzia

Re: Ideas for a more stimulating economy?

Postby » Fri Mar 23, 2018 10:01 pm

shubla wrote:Maybe if instant teleportation is removed


Paving roads already makes them more convenient even w/o teleportation. I'd kinda like not being able to teleport. It's super convenient though. And makes socializing easier.

Maybe teleporting along a road (unless on claim?) could have a random chance to give an encounter with a dangerous creature at one of the waypoints, increasing in chance with the length of the road.

Surely there are some mythological creatures that like to waylay travelers? Or maybe it could be some random chance to get a wound or debuff?
User avatar
 
Posts: 175
Joined: Mon Feb 26, 2018 9:50 am

Re: Ideas for a more stimulating economy?

Postby iamahh » Fri Mar 23, 2018 10:47 pm

nerf world terrain information: remove minimaps terrain tiles, randomize some stuff at the server...

if every player had to build his own world knowledge and this somehow wasn't so trivial to share, then you could have specialization and rarity
iamahh
 
Posts: 1806
Joined: Sat Dec 12, 2015 8:23 pm

Re: Ideas for a more stimulating economy?

Postby Kaios » Fri Mar 23, 2018 11:52 pm

It's an unpopular answer but I'd have to agree that removing any forms of fast travel beyond hearthfire travel would have a significant effect on the in-game economy and on trade in general, especially if there were more localized resources specific to certain geographic regions as was also mentioned. Obviously that change has numerous effects on the game itself but I think the effect it would have on in-game trade would be overall positive as it forces a more dynamic trade environment in terms of both market placement and the moving of trade goods. Once we have bridges what's the excuse to keep fast travel anyways?
User avatar
Kaios
 
Posts: 9174
Joined: Fri Jul 30, 2010 2:14 am

Re: Ideas for a more stimulating economy?

Postby iamahh » Sat Mar 24, 2018 12:00 am

Removing fas travel alone would make factions work more but they eventually achieve quality and price dominance

you'd need to make world knowledge personal to each player, not easily shared
iamahh
 
Posts: 1806
Joined: Sat Dec 12, 2015 8:23 pm

Re: Ideas for a more stimulating economy?

Postby shubla » Sat Mar 24, 2018 12:14 am

iamahh wrote:you'd need to make world knowledge personal to each player, not easily shared

And in what way would this make big factions not dominant?...

Maps could still be made, either by hand or then custom clients.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Ideas for a more stimulating economy?

Postby Mario_Demorez » Sat Mar 24, 2018 1:57 am

Expand the world, new resources in the far reaches of the hearth lands. These far reaches are so treacherous that no hearth magic can be used inside these dark lands. No roads, no hearthing, and no hearth fires or claims. High quality animals but way more ferocious. Foxes as strong as bears but produce q200 materials, mammoths in these lands will be unbuffed but pack animals. Trolls walk among the surface as cracks in the land form. Sadly no soft metal but iron will be abundant. Random ruins (dungeons) will have 1 time use recipes to be learned, once learned the new item can not be taught to another hearthling. These lands will be known as "legacy lands."
Mario_Demorez
 
Posts: 596
Joined: Sun Jan 11, 2015 9:32 pm

Re: Ideas for a more stimulating economy?

Postby Ninijutsu » Sat Mar 24, 2018 3:23 am

Mario_Demorez wrote:Expand the world, new resources in the far reaches of the hearth lands. These far reaches are so treacherous that no hearth magic can be used inside these dark lands. No roads, no hearthing, and no hearth fires or claims. High quality animals but way more ferocious. Foxes as strong as bears but produce q200 materials, mammoths in these lands will be unbuffed but pack animals. Trolls walk among the surface as cracks in the land form. Sadly no soft metal but iron will be abundant. Random ruins (dungeons) will have 1 time use recipes to be learned, once learned the new item can not be taught to another hearthling. These lands will be known as "legacy lands."


So, like Salem's darkness? All for it.
Of another era.
User avatar
Ninijutsu
 
Posts: 2225
Joined: Sat May 22, 2010 4:22 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 86 guests