token sinks

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

Re: token sinks

Postby pppp » Tue Sep 03, 2019 7:16 pm

But if a new player is supposed to play for his own achievements, what is even the point for him to play an online game? The only thing he gains is a chance to be harassed by more developed players, which is a minus in most cases. The whole point of double "M" in MMOG is player interaction. The same logic can be repeated at the level of a group, which can play on a private server without being harassed by other groups.

Headchef wrote:I just mean there is 0 logic in making valuable things appear randomly among the map for the sake of giving people credit to spend at markets

Maybe start seeing game economy as a food chain where grass is given to herbivores for free.
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Re: token sinks

Postby Agrik » Tue Sep 03, 2019 8:11 pm

Zentetsuken wrote:Tokens definitely need a sink or some kind of nerf to remove them as the main trading currency.
These things contradict each other. A "sink", as an additional use, increases demand and value of tokens, so it's opposite to a "nerf" which is supposed to decrease value and usage, as I understand it.

What I can suggest to token owners wishing to make use of their tokens, it is to start advertising the game (among friends, on other game forums and media) with giveaway of free subscription by means of those tokens. It is not a new sink but exactly the intended use of tokens.
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Re: token sinks

Postby shubla » Tue Sep 03, 2019 10:00 pm

Just add ability to turn them back into money easily so these russians and polish men can get some bread to eat!
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Re: token sinks

Postby Headchef » Tue Sep 03, 2019 11:04 pm

pppp wrote:But if a new player is supposed to play for his own achievements, what is even the point for him to play an online game? The only thing he gains is a chance to be harassed by more developed players, which is a minus in most cases. The whole point of double "M" in MMOG is player interaction. The same logic can be repeated at the level of a group, which can play on a private server without being harassed by other groups.

Headchef wrote:I just mean there is 0 logic in making valuable things appear randomly among the map for the sake of giving people credit to spend at markets

Maybe start seeing game economy as a food chain where grass is given to herbivores for free.


Cast iron is grass but people are lazy to mine due to annoying mine mechanics.
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Re: token sinks

Postby pppp » Wed Sep 04, 2019 9:02 am

Cast iron works well as trading stuff but it has non-zero entry requirements and we see another side of the problem with cast iron - escaping qualities. There still should be some blueberry grade stuff to trade to buy initial tools (ok, we have bugs but meh). Also, later in W10 people wanted at least q80 cast iron which was then beyond reach of an average newb, but we had gray clay in "blueberries" role to help bridge the gap.
I have to agree with Granger in the part that *something* has to be done with q growth, especially if that q growth is fueled by easily obtainable raw material like cast iron. Not buying into raw stat decay though.

The other downside of iron being the only tradeable stuff at early level is everyone is forced to mine which turns a sandbox into Dwarf Fortress clone, aside being pearl diving simulator. Other activities should also give a chance to generate valuable items. The difficulty is to make it less bot-friendly and alt-friendly.
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