shubla wrote:Devs should in general work towards making trading more feasible. Not suggesting anything specific, but pointing out that they should in general give some thoughts while pondering mechanics to think what would make people trade more.
As I see it, the main thing that undercuts the trade is the absence of locality. Why trade anything if you can get everything yourself? Especially if you are the strongest group, you will be able to do most things better than any other player.
In order for a trade to flourish (for example, ore for flax), one shouldn't be able to obtain both goods single-handedly. Those ore-rich and flax-friendly regions should be distinct, and it should be problematic to cover both regions with one group of people. With all the alts and botting, I suppose, it boils down to the (im)possibility to
defend both bases with the same army.
Which, in turn, means that one shouldn't be able to reach a distant and different (remember, resources to trade!) region in a time short enough to defend both starting point and destination. Even for a strongest and richest group. There should be limits, simply for the purpose that players do not subdue the whole game. I believe, that's how EVE works? Unfortunately, that's not how H&H works, with all the possibilities to cross half a world and back in a blink of a eye. I remember my feeling when it took many hours to reach a distant part of the game world (W8 or W9, not sure): "Wow, that's a really cool large game world!" Now I see, with all the teleportation the game has, the H&H world is quite small for most influential players.
What I suggest is to place really good resource regions ~1 day of fastest movement apart, while placing worse ones closer, of course. Then to get rid of all teleports, maybe except the most emergency one (with heavy downsides). Let players start in central region and then explore as they wish, or stick to this more populated region.
shubla wrote:Why there is less demand for many goods is another question.
IMO, it's not that demand of
goods is low. What is low is demand to
exchange these goods.
Barbamaus wrote:I strongly believe we would need some way to have players specialize in a specific field, and make some activities somewhat "group efforts" instead of a player being able do anything by themselves.
Credos could play a big role in it. Potter's clay is one of the few examples that comes to mind of items that not everyone gets to make.
I'm afraid even credos won't help much, as they have not many requirements of a real personal skill and brain activity. And everything else would be either bought or grinded-botted the same way.
Sevenless wrote:Tokens would be a lot less mandatory as a currency if new ones had an expiry date for example. I don't think anyone would be trading primarily tokens if they only lasted 2 months.
I've had an idea to return tokens to their original buyers at each wipe. Wouldn't it be better than an expiration?
Sevenless wrote:I'm curious how much revenue is "stolen" from the devs when people buy tokens off big time traders to recycle them into trades with other big time traders.
I want to note that any token that is bought but not yet used is like a price paid without the sold object being yet taken. Of course, it can be taken at any time then, but for some time the money is already there while nothing is gone. It's quite a favorable prepayment.
Zampfeo wrote:I believe localized resources were added to replace this aspect of the game
They are simply too close to each other and thus technically can be controlled by one group if it's strong enough.
shubla wrote:I don't know exact numbers but tokens are probably making some money for devs so they are afraid to do changes into them.
The worst thing happening is the developers becoming dependent on people who do not care about the game, only about winning whatever they see and/or personal comfort.
I apologize in advance, though I wrote this wall of text, I don't know whether I will be able to answer any replies to it quick enough.