Satiations, global pools, hunger and how it's affected trade

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

Re: Satiations, global pools, hunger and how it's affected t

Postby Granger » Sun Apr 07, 2019 10:53 pm

Astarisk wrote:Road nerfs kills trading. You cant have a healthy trade environment and no way to communicate and connect in a reasonable fashion.
Nonsense, it just kills the one winner-takes-all walmart.

Now with satiations being a big deal and time gates exist in feasting this one tap meta is going to be as strong as ever before. I don't want to eat the food anyone else produces. Quite simply its lower quality -- which means I have to eat more of it and satiate myself even harder. All I want is the highest quality food which I need to produce myself.
So a solution would be you being unable to produce all kinds?

If you want a successful trading system involving food and foragables the system needs to behave much like metal spiralling. The consumption needs to be endless, every bit of food needs to matter regardless of quality.
That would be back to bot as you can and force feeding titans, wouldn't it?
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Re: Satiations, global pools, hunger and how it's affected t

Postby ewlol » Sun Apr 07, 2019 11:10 pm

I think changing the localized resources system would benefit noobs. Who cares if they are supposed to be PvP areas? That is a weak reason to keep them in their current state.

Perhaps quests can give the localized resources that factions will need to get realm buffs and to seige. I think a rare localized resource available to anyone could also be valuable for recouping the stats of dead characters.
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Re: Satiations, global pools, hunger and how it's affected t

Postby Aceb » Sun Apr 07, 2019 11:24 pm

Granger wrote:...


It is in a sense. After one of the faction scared most of valuable traders from my surroundings, I have to travel FAR to get any trades done. If I have to spend most of my playtime by just a travel, rendering me impossible to do any other tasks as farming, animals and stuff it just kill my trade. Unless it's something top quality that allows me to stay "relevant", I'm locked im my own bubble. Road nerfs DO kill trade. Even if it's byproduct of faction action.

It's impossible to stop someone from producing everything. Even more if it's a group where people can split for multiple tasks. You have no power to stop'em.

One is making titans, more it is allowing people to catch up? It's always trade something for something, I see titans being less of a problem than not making one but also not being able to catch up to one that would eventually be born or survive enough to become one. Time gates are awful but then again, I've already learnt factions have their ways of doing anyway.
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Re: Satiations, global pools, hunger and how it's affected t

Postby Astarisk » Sun Apr 07, 2019 11:48 pm

Granger wrote:
Astarisk wrote:Road nerfs kills trading. You cant have a healthy trade environment and no way to communicate and connect in a reasonable fashion.
Nonsense, it just kills the one winner-takes-all walmart.

Now with satiations being a big deal and time gates exist in feasting this one tap meta is going to be as strong as ever before. I don't want to eat the food anyone else produces. Quite simply its lower quality -- which means I have to eat more of it and satiate myself even harder. All I want is the highest quality food which I need to produce myself.
So a solution would be you being unable to produce all kinds?

If you want a successful trading system involving food and foragables the system needs to behave much like metal spiralling. The consumption needs to be endless, every bit of food needs to matter regardless of quality.
That would be back to bot as you can and force feeding titans, wouldn't it?


Hey, we don't got roads and guess what? The super walmart's still exist. You know why? Because if I'm spending a sub token on a pickaxe, I'm going to make sure its the best damn pickaxe my sub token can buy.

Hey, good luck making a system where a village can't do it all. Just go for it, its not going to happen. Especially when you have hermits and the smaller folks wanting access to the content that they are being denied and cry about it.

It doesn't mean going back to bots. Endless consumption is good for the economy. We can go as far back as w3 where the jewelry was based off the psyche of the crafter. It sure as hell made a demand for cave bulbs didnt it?

But no, We can keep changing the game in the direction you want. When no one is left maybe then we can get some changes that will help. This world had the most players at the start -- and now its bleeding players. The number speak for itself. The decline this world is much sharper than any of the other worlds, just go look at the haven tracker yourself. Let's take all the fun out of the game, make people spend more time traveling then playing. See how much fun it is in the end.
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Re: Satiations, global pools, hunger and how it's affected t

Postby Zyean » Mon Apr 08, 2019 12:16 am

I believe sevenless suggested buffing the 'rare' curious like flotsams and moss, etc, so that they gave the same LP/hour, but lasted for a day or longer, since it's not worth trading for so many of them when they only last a few hours, I feel glimmer would be more valuable for example if it lasted a day instead of 5 hours
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Re: Satiations, global pools, hunger and how it's affected t

Postby Ants » Mon Apr 08, 2019 1:53 am

Granger wrote:
Astarisk wrote:Road nerfs kills trading. You cant have a healthy trade environment and no way to communicate and connect in a reasonable fashion.
Nonsense, it just kills the one winner-takes-all walmart.

There's still going to be a wal-mart. The main difference is that now, noobs on other continents who don't have knarrs won't be able to reach it and will have a harder time catching up.

Every big player will eventually move close to the market. It won't even be dangerous because all the PVPers will have quit thanks to the godawful siege system.
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Re: Satiations, global pools, hunger and how it's affected t

Postby Sevenless » Mon Apr 08, 2019 2:11 am

Ants wrote:
Granger wrote:
Astarisk wrote:Road nerfs kills trading. You cant have a healthy trade environment and no way to communicate and connect in a reasonable fashion.
Nonsense, it just kills the one winner-takes-all walmart.

There's still going to be a wal-mart. The main difference is that now, noobs on other continents who don't have knarrs won't be able to reach it and will have a harder time catching up.

Every big player will eventually move close to the market. It won't even be dangerous because all the PVPers will have quit thanks to the godawful siege system.


WPs make knarrs irrelevant.

If it's going to be like legacy trading, the lack of every merchent congregating at the same location keeps multiple trade powers alive. Travel time increases the cost of trading small items at distance, allowing multiple smaller markets to pop up to serve noobs in the area.

If there's anything meaningful to exchange between smaller groups. There really isn't right now.
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Re: Satiations, global pools, hunger and how it's affected t

Postby bmjclark » Mon Apr 08, 2019 2:17 am

Ants wrote:Every big player will eventually move close to the market. It won't even be dangerous because all the PVPers will have quit thanks to the godawful siege system.


Siege has always been, and will always be awful in this game. The sooner everyone accepts this the sooner the devs can develop more important things
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Re: Satiations, global pools, hunger and how it's affected t

Postby Sevenless » Mon Apr 08, 2019 2:19 am

bmjclark wrote:
Ants wrote:Every big player will eventually move close to the market. It won't even be dangerous because all the PVPers will have quit thanks to the godawful siege system.


Siege has always been, and will always be awful in this game. The sooner everyone accepts this the sooner the devs can develop more important things


One might argue that the ability to kill players and factions out of the game completely isn't exactly healthy for longterm population that we seem to be aiming for.

It's a can of worms though for sure, there's a ton of problems caused by that statement.
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Re: Satiations, global pools, hunger and how it's affected t

Postby Ants » Mon Apr 08, 2019 2:26 am

Sevenless wrote:
bmjclark wrote:
Ants wrote:Every big player will eventually move close to the market. It won't even be dangerous because all the PVPers will have quit thanks to the godawful siege system.


Siege has always been, and will always be awful in this game. The sooner everyone accepts this the sooner the devs can develop more important things


One might argue that the ability to kill players and factions out of the game completely isn't exactly healthy for longterm population that we seem to be aiming for.

It's a can of worms though for sure, there's a ton of problems caused by that statement.


I'm pretty sure the devs have made it clear that this isn't and will never be a PVE only game. If they intend to keep things that way, they need to fix PVP. It's an important part of the game.
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