Hafen's economy and logistics and how it's ruining the PVE.

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

Re: Hafen's economy and logistics and how it's ruining the P

Postby Terry6390 » Sat May 26, 2018 3:38 pm

I like the ideas by the original poster and some of the others in here, right now the no limit travelling kind of feels cheesy and makes the map feel incredibly small with little reason to explore anything.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Sprymazi » Sat May 26, 2018 3:40 pm

Playing solo or playing in a village don't change the lack of end game content when it comes to PVE, which the thread was about. Also it's not the ability to trade that ruins it, it's the inflation of quality of items that doesn't scale well with the games content that does. I respect you if you want to LARP, RP, PVP or whatever, but there is no question that item Q right now makes all PVE content obsolete with or without a village.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby waga » Sat May 26, 2018 3:44 pm

Sprymazi wrote:TL;DR The logistics and economy ruins the game by enabling new players to skip over hundreds of steps of PVE by finding a single vein of gold or something similar that they can sell.


You ranting 2 paragrapgh about gold then later your tldr show that you don't understand the economy no.
that and talking about troll and mammoth being endgame pve.
so why bother to argue?

I'm getting tired of these nerf everything and stats cap that flourishes recently ...
It has been discussed ad nauseum already
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Sprymazi » Sat May 26, 2018 3:48 pm

synaris wrote:
AntiBlitz wrote:i think you are quite on the dot when creating these statements, of course the events that unfold in the game are unpredictable, so Jorbtar cant truly influence them, and for all we know, next week CF could fall and everything you said becomes null and void, just as Aurora's economy. Christ, i was quite rich with Aurora's currency, and when it fell, i was holding nothing more then silver bars.


that right there.

every haven world is pretty chaotic. the assholes of the server could get bored and decide to destroy the fair tomorrow. in addition, i don't believe people should be punished for trading. don't forget the INVESTMENT made into that fair. it didnt come out overnight. it didnt spawn randomly, someone didnt just so happen to shit it out and make something out of it. it was planned, it had assloads of work put into it, and it is CONSTANTLY MAINTAINED. that is the price for the fairs existence. and thats good enough for me.


I respect all the hard work put into the Fair, but the item Q is still way to high for any PVE content, even if the whole Fair collapses, it only requires 1 anvil or treeplanter's pot to continue the high q inflation and those items will be sold elsewhere, e.g the forums. With the trails the market is globalized with or without the Fair.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Sprymazi » Sat May 26, 2018 3:50 pm

waga wrote:
Sprymazi wrote:TL;DR The logistics and economy ruins the game by enabling new players to skip over hundreds of steps of PVE by finding a single vein of gold or something similar that they can sell.


You ranting 2 paragrapgh about gold then later your tldr show that you don't understand the economy no.
that and talking about troll and mammoth being endgame pve.
so why bother to argue?

I'm getting tired of these nerf everything and stats cap that flourishes recently ...
It has been discussed ad nauseum already


Even if you mean Lodges and Bat Caves, they are still dirt easy to beat solo. So yes, my point is still valid.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Ardennesss » Sat May 26, 2018 4:06 pm

Sprymazi wrote:
synaris wrote:
AntiBlitz wrote:i think you are quite on the dot when creating these statements, of course the events that unfold in the game are unpredictable, so Jorbtar cant truly influence them, and for all we know, next week CF could fall and everything you said becomes null and void, just as Aurora's economy. Christ, i was quite rich with Aurora's currency, and when it fell, i was holding nothing more then silver bars.


that right there.

every haven world is pretty chaotic. the assholes of the server could get bored and decide to destroy the fair tomorrow. in addition, i don't believe people should be punished for trading. don't forget the INVESTMENT made into that fair. it didnt come out overnight. it didnt spawn randomly, someone didnt just so happen to shit it out and make something out of it. it was planned, it had assloads of work put into it, and it is CONSTANTLY MAINTAINED. that is the price for the fairs existence. and thats good enough for me.


I respect all the hard work put into the Fair, but the item Q is still way to high for any PVE content, even if the whole Fair collapses, it only requires 1 anvil or treeplanter's pot to continue the high q inflation and those items will be sold elsewhere, e.g the forums. With the trails the market is globalized with or without the Fair.


I'll let you in a secret as long as you promise not to tell anyone else. Trade can, and did, and will continue to, exist without the Community Fair. We live in a digital age with access to public Discord channels that can be used to communicate and barter. The only thing the Fair does is act as a hub, and is probably the only reason the game even has >200 active players right now.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Sprymazi » Sat May 26, 2018 4:12 pm

Ardennesss wrote:
I'll let you in a secret as long as you promise not to tell anyone else. Trade can, and did, and will continue to, exist without the Community Fair. We live in a digital age with access to public Discord channels that can be used to communicate and barter. The only thing the Fair does is act as a hub, and is probably the only reason the game even has >200 active players right now.


Just as my post said
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Re: Hafen's economy and logistics and how it's ruining the P

Postby AntiBlitz » Sat May 26, 2018 4:18 pm

Ardennesss wrote:
Sprymazi wrote:
synaris wrote:that right there.

every haven world is pretty chaotic. the assholes of the server could get bored and decide to destroy the fair tomorrow. in addition, i don't believe people should be punished for trading. don't forget the INVESTMENT made into that fair. it didnt come out overnight. it didnt spawn randomly, someone didnt just so happen to shit it out and make something out of it. it was planned, it had assloads of work put into it, and it is CONSTANTLY MAINTAINED. that is the price for the fairs existence. and thats good enough for me.


I respect all the hard work put into the Fair, but the item Q is still way to high for any PVE content, even if the whole Fair collapses, it only requires 1 anvil or treeplanter's pot to continue the high q inflation and those items will be sold elsewhere, e.g the forums. With the trails the market is globalized with or without the Fair.


I'll let you in a secret as long as you promise not to tell anyone else. Trade can, and did, and will continue to, exist without the Community Fair. We live in a digital age with access to public Discord channels that can be used to communicate and barter. The only thing the Fair does is act as a hub, and is probably the only reason the game even has >200 active players right now.


correct, but what i believe is the original issue was how we as people created currency for the world, which allows players who are new to completely access content that should be above them by simply mining out the currency from the ground, which in and of itself is a simple task. Previous worlds attempted currency numerous times and failed, only in these past iterations has it shown to be stable at all. Most trades were barters, because both parties then receive some sort of good that has value. I dont think anyone is going to bother denying that trade isnt a thing. Its that trading on a global market scale currently creates the issue that players come in, get the best stuff immediately, and forego the grind that creates beginning level gameplay and milestones. If you'd stop being so fucking dense and looked beyond the word trade, you could attempt to fix the issue, if you believe there is something more to take out of this discussion, which there in fact is. For example, the world is a bit small when roads are built and you can teleport across the world in seconds.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Ardennesss » Sat May 26, 2018 4:24 pm

TL;DR The logistics and economy ruins the game by enabling new players to skip over hundreds of steps of PVE by finding a single vein of gold or something similar that they can sell.


So you'd prefer that players that start 8 months into the world stay 8 months behind everyone else? If somebody works hard to gather something of value, they should feel free to trade it in exchange for whatever someone is willing to sell them. The fair gives most of the world that capability. Before the fair we just used forum posts and PM's to setup trade deals.

So how can we solve this? These are some of my suggestions.

1: Make a new travel point system. Make it so it calculates the distance you travel with a trail and the longer you travel for the more points it drains from your travel points. Travel points can be earned in many different ways, like quests, tasks or other misc stuff. But can also slowly regenerate itself. Make it so you can somewhat increase your maximum travel points by questing or credos which enables you to travel longer roads. This opens up for a more local trade.


People will just make 10 travel alts and have them do whatever the easiest method is to regain the points. If you effectively take away the ability to travel large distances, they'll just move closer to the hub. Nothing is currently discouraging local trade other than laziness.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Ardennesss » Sat May 26, 2018 4:29 pm

correct, but what i believe is the original issue was how we as people created currency for the world, which allows players who are new to completely access content that should be above them by simply mining out the currency from the ground, which in and of itself is a simple task. Previous worlds attempted currency numerous times and failed, only in these past iterations has it shown to be stable at all. Most trades were barters, because both parties then receive some sort of good that has value. I dont think anyone is going to bother denying that trade isnt a thing. Its that trading on a global market scale currently creates the issue that players come in, get the best stuff immediately, and forego the grind that creates beginning level gameplay and milestones. If you'd stop being so fucking dense and looked beyond the word trade, you could attempt to fix the issue, if you believe there is something more to take out of this discussion, which there in fact is. For example, the world is a bit small when roads are built and you can teleport across the world in seconds.


What? Jorb and Loftar created a currency when they created a rare resource that was needed in many endgame recipes. You think we somehow changed the world by putting gold bars through a press and naming them "Golden Quill?" You could still just trade the bars. Gold has literally always been a currency since it was added. If you want to talk about an actual problem, talk about trade-able hats and game time tokens. Those are a much bigger problem than gold is for incoming players. Dropping $75 on 12 tokens is currently worth about 108 bars of gold.
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