Can we have an auction house, unironically

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

Re: Can we have an auction house, unironically

Postby SlicingTheMoon » Sun Oct 30, 2022 10:22 am

SnuggleSnail wrote:
SlicingTheMoon wrote:I would say no to this idea, it is fully possible to build a something similar with effort and resources.

You can already teleport across the world and back so we dont really need anything to make it easier.


The lowest common denominator absolutely has not been able to consistently get to markets across the world since world 10. Even as an autistic sperg retard with high stats traveling to whatever bay on my alt takes like 80% of my weariness.

Even if teleporting were free similar to OP is not something you can make in-game, which is something you'd understand very well if you'd ever bought 60 cupboards of something at once, or been obligated to clean out input/output cupboards that are across the world 5 times a day.

For something such a large portion of the player base enjoys doing so much I think it's very silly Jorbtar hasn't leaned into this more, because trade is very tedious to the point most people just sorta don't, especially longterm.


You do know that maybe the trading would have developed better if people would not have been killed or robbed while traveling as much, and guess who is the main culprit in player killing/robbing? It is you, and now you suggest an alternative solution to a problem you created yourself and that idea is completely outside Jorbs and Loftars vision of the game, they want the game to stay as realistic as possible, the tedious parts of the game is simply the part of it that makes this game worthwhile. At least that is what I believe.

If you want people to be willing to travel far and wide for your need of resources, help the trade to develop, build main trading hubs, guarantee safety for them and everyone using them to some extent. You of all people have the military power to do so, but you have such an negative reputation it might be impossible to get people to trust you, specially those you have already robbed, there would be plenty of people who would try to sabotage what ever they can, just because it has your name on it.

But then you are not the kind of person who would even go through the trouble of doing that in the first place.
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Re: Can we have an auction house, unironically

Postby SnuggleSnail » Sun Oct 30, 2022 11:31 am

> just change human nature and trade will be better

lol I can't even
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Re: Can we have an auction house, unironically

Postby Zentetsuken » Sun Oct 30, 2022 11:55 am

I think the fact that most of the veterans of this game have gotten to a point that they are either quitting or unironically breaking free from the monotony of nostalgia driven yearly play-throughs and actually suggesting changes that go against the very fiber of the game and what the vision for it was is very telling.

Haven has evolved in to a really bad, broken, unbalanced and unfun game with no comprehensive direction forward despite the devs protesting that they do indeed have a grand vision still.

Something huge needs to change in this game in order for it to be enjoyable and balanced again, and it is clear that a year's worth of tiny content patches or spending years adding silly mechanic updates like OCO or ridiculous systems nobody asked for like tree conversations is not going to solve anything.

Time to go back to the foundation and begin a full redesign.
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Re: Can we have an auction house, unironically

Postby DonVelD » Sun Oct 30, 2022 12:29 pm

SlicingTheMoon wrote:waaaaah waaah you killing people = no trade

lmfao maybe instead of blaming people for the game being bad you should look at the changes that made travelling harder (intentionally or not) for no reason whatsoever you dimwit, you can't change people but you can change the retarded mechanics

i'm willing to bet you'd be one of the people that would be against making travelling more convenient because "fuck the factionboys game should be harder" ((while it doesn't hurt them anyway btw))
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Re: Can we have an auction house, unironically

Postby Zentetsuken » Sun Oct 30, 2022 12:35 pm

DonVelD wrote:fuck the factionboys game should be harder


interesting take, I think it would also be a good idea to consider removing pvp
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Re: Can we have an auction house, unironically

Postby DonVelD » Sun Oct 30, 2022 1:14 pm

Zentetsuken wrote:interesting take, I think it would also be a good idea to consider removing pvp

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Re: Can we have an auction house, unironically

Postby SlicingTheMoon » Sun Oct 30, 2022 6:59 pm

DonVelD wrote:
SlicingTheMoon wrote:waaaaah waaah you killing people = no trade

lmfao maybe instead of blaming people for the game being bad you should look at the changes that made travelling harder (intentionally or not) for no reason whatsoever you dimwit, you can't change people but you can change the retarded mechanics

i'm willing to bet you'd be one of the people that would be against making travelling more convenient because "fuck the factionboys game should be harder" ((while it doesn't hurt them anyway btw))

This game is heavily depending on the players playstyle, if major factions choose to be aggressive killing people on sight, of course there will be less trading.
If the major factions would be more defending and less aggressive against every single player they meet, then the trade would flourish.
Players would be more daring to leave their village and do the trades you guys want, if the risk did not out weight the reward for doing so.

You guys want to have all the benefits of your play style while begging Jorb and Loftar to remove the bad side effect of it, that is what I am against.
I am not complaining about the killing, just pointing out the effect of killing people has on the trade.

I dont care about "Factionboys" I like the game to stay realistic that is all.
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Re: Can we have an auction house, unironically

Postby Xoatl » Mon Oct 31, 2022 6:26 am

SnuggleSnail wrote:People complain a lot that there's nothing nabs have that people want, but honestly nothing could be further from the truth. If it were easy to transport/buy/sale things in large volume I would buy:
  • Everything for every credos
  • Everything for every numens
  • Bulk dogshit curios
  • Bulk dogshit foods in bulk (if hunger system lets that be viable)
  • bulk dogshit drinks (wine, perry, apple cider, etc)
  • Specifics ingredients I don't want to make setups for (spices, mushrooms, eggs, livestock meat, flour, seeds, etc)
  • Support metal
  • Ore
  • Coal
  • Generic anynQ building materials (clay, wood, tar, boughs, rocks, bricks, rope, leather, wax)
  • Maws/rennet
  • Bee larvae
  • Literally like half of the other shit in the game to some degree

The amount of value that a nab who could independently look at a list of things I want, or a market in general wants, and be like "o, I can get that easily wtf people care about this?" could provide is fucking immense. I would say > 90% for of the shit I interact with on a daily basis I either do not care about quality, or care about quality so little average players could EASILY provide it to me.

The issue is, and always has been that transporting and communicating this is miserable for all parties involved. It's not so bad to go to Whatever Market and sell 1 stone axe to buy some bones or something, but when you start trying to move more than a few cupboards of shit it instantly stops being worth it. My character only even has enough will to port there once every 2 days, assuming I don't want to port anywhere else, and even then if it were free I'd never buy this bullshit nab garbage because selling my garbage is too much effort and so is transporting theirs. I can make 7 cupboards of dogshit curios faster than I can buy 7 cupboards of dogshit curios.

The main benefits I see to doing this are:
  • More competitive market == more competitive game, I would cream my pants if there were actually consistently goodQ gear for sale for not insane prices
  • Game is feature creeped to shit, there are too many systems for even a big group to have a good handle on everything. VERY easy access to trading anything from anywhere would make it so specialization could be a real thing. People could just do what they like a lot, then sell their excess to buy w/e products they don't like making, or can't due to infrastructure limitations.
  • People just rly like trading and amassing wealth
  • Would give a lot of people direction

I think this would be INSANELY impactful to the game, like, haven>hafen tier and probably reasonably simple to implement.
There's definitely a better way to do it if it's massively successful, but I doubt it'd be that hard for Loftar to just make infinite range barterstands that only sell and a second (cheap) structure that buys from every barterstand in the game with a slightly modified price, and allow coin presses to make "generic" coins to be used on the global market.

All good points
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Re: Can we have an auction house, unironically

Postby wonder-ass » Mon Oct 31, 2022 12:07 pm

genuinely would cream my pants if jorb and loftar made a salem like town that everyone could teleport to for free and hang out and trade. Let me interact with the community in game not through discord.
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Re: Can we have an auction house, unironically

Postby jock2 » Mon Oct 31, 2022 12:45 pm

I think this game needs a measurable and stable way to handle currency outside of "trust my coin" before an auction house would be possible.

I would love to see tokens applied to coin presses to give an exchangeable value, backed and convertible to tokens e.g. x coins = 1 token (viewable by all). Then we would have stablecoins, real equations of value beyond barter( that would still be needed) and more trust in the printability of metal coins. With this stability, markets would be easier to run, start and use. Exchange rates would then be a very clean and clear thing.

Of course, some of this comes with its own problems of trust and personal perceptions to consider such as connections to real money etc but it would be a far more transparent system. Players would know what their coins are worth and a possibility for players to cash out when they quit with a plan to return.

On a side note, it would be interesting to see how many tokens would be removed from leftover coins in the world at the end.
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