Socio-Economical State of Hafen

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

Re: Socio-Economical State of Hafen

Postby Shadow7168 » Tue Mar 15, 2016 6:26 pm

Garfy wrote:You'd trade chives? Are you that lazy you cannot walk 5 minutes to find some? Because I can guarantee you now, they are only a few minutes walk away from you.

As for space, provided the world is so huge and even with 700 players online you rarely run into another player, space is not an issue. It's only an issue when you don't future proof your building designs.


People trade blueberries because they're too lazy to forage them. People trade steel because they're too lazy to babysit/bot them. Pretty much all trade currently is people having high q shit being too lazy to make annoying stuff.
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Re: Socio-Economical State of Hafen

Postby Garfy » Tue Mar 15, 2016 6:28 pm

synaris wrote:yes i would because they're not that close. i dont have sombrebramble or whatever near me. its like a 10 minute boat ride to a SMALL patch of that terrain, and a 30 minute boatride to a decent sized patch of that terrain.

and iv run into plenty of players actually. they auto hearth every time, cept that one russian bastard. but still, i see em.


10-30 minutes is nothing, especially for an item that is completely useless right now. I remember in old worlds I'd travel for hours just to trade or meet up with friends, and the nearest mountain to me (which was 80% claimed by people sticking down huge claims to save LP) was at least an hour away along a river full of scents of all kinds.

I think the problem is too many people want the entire game handed to them on a silver platter. If that is what you want then so be it, but you're going to lose out on various things by having the game cater to you like this. Trading is one such thing. I personally do not believe the game should be designed in such a way that everyone has access to everything and no risk or effort should ever be involved in anything you do. But that is just me.

People trade blueberries because they're too lazy to forage them. People trade steel because they're too lazy to babysit/bot them. Pretty much all trade currently is people having high q shit being too lazy to make annoying stuff


No they don't. They use to many worlds ago. But now they don't. The trading forums are the least active forums on these boards now, and for a good reason.
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Re: Socio-Economical State of Hafen

Postby Kaios » Tue Mar 15, 2016 6:32 pm

Garfy wrote:I think the problem is too many people want the entire game handed to them on a silver platter. If that is what you want then so be it, but you're going to lose out on various things by having the game cater to you like this. Trading is one such thing. I personally do not believe the game should be designed in such a way that everyone has access to everything and no risk or effort should ever be involved in anything you do. But that is just me.


I don't disagree with you but the way charter stones are currently implemented really only allows larger factions to take advantage of them and the people they would end up trading with (smaller villages and hermits) are left struggling to even get one rock crystal and when they try to trade for them they can't because nothing they have is of any value to the larger faction.
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Re: Socio-Economical State of Hafen

Postby synaris » Tue Mar 15, 2016 6:33 pm

Garfy wrote:
synaris wrote:yes i would because they're not that close. i dont have sombrebramble or whatever near me. its like a 10 minute boat ride to a SMALL patch of that terrain, and a 30 minute boatride to a decent sized patch of that terrain.

and iv run into plenty of players actually. they auto hearth every time, cept that one russian bastard. but still, i see em.


10-30 minutes is nothing, especially for an item that is completely useless right now. I remember in old worlds I'd travel for hours just to trade or meet up with friends, and the nearest mountain to me (which was 80% claimed by people sticking down huge claims to save LP) was at least an hour away along a river full of scents of all kinds.

I think the problem is too many people want the entire game handed to them on a silver platter. If that is what you want then so be it, but you're going to lose out on various things by having the game cater to you like this. Trading is one such thing. I personally do not believe the game should be designed in such a way that everyone has access to everything and no risk or effort should ever be involved in anything you do. But that is just me.


how in the hell do you get that from my post? if i wanted to play a game where everything was handed to me i wouldnt be going out looking for wheat seeds every day on a game with PERMANENT DEATH. if 30 minutes is nothing to you, fine but it is to me. i got too much shit to do at my village to spare that kind of time on ONE cooking ingredient.
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Re: Socio-Economical State of Hafen

Postby rye130 » Tue Mar 15, 2016 6:38 pm

I think the curio system is actual a cause of a lot of the problems we currently have with the game (not saying that I want the old LP system back, just that some changes to it might be beneficial).

Back in World 3 it was only really possible to develop 1 or 2 characters at a time because LP gain was related to active play on a specific character. Therefore, my combat character had to actively do stuff to get stronger. This meant that leaving scents or doing anything that would lead to people wanting to kill that character would mean that I couldn't go outside to hunt for LP safely.

Now, even if I had a reason to go outside after I'm at a point where my village is developed enough where it isn't constantly necessary, I wouldn't go outside with my combat main because I could just use an alt to do it and give the curios to my main. Character development isn't linked to having to actively do stuff with the character so there is no incentive to put your main characters in disadvantageous situations.

Making the experience system stricter so that you had to actively be playing a character in order to even have the hopes of constantly studying curios would probably result in a serious change to the game flow.
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Re: Socio-Economical State of Hafen

Postby Garfy » Tue Mar 15, 2016 6:39 pm

Kaios wrote:I don't disagree with you but the way charter stones are currently implemented really only allows larger factions to take advantage of them and the people they would end up trading with (smaller villages and hermits) are left struggling to even get one rock crystal and when they try to trade for them they can't because nothing they have is of any value to the larger faction.


Which comes back to the same problem. You've got nothing to offer people with everything. If you denied people access to resources (localized resources, specializations and so on), you may actually have something to trade with those resources people have that you need because you'd also have something they want/need.

I'll say it again. The game is designed in such a way that everyone has access to every resource, the only limitation to this is the amount of time and effort they're willing to invest into obtaining the resources they want. Healthy trading can never exist in a game where everyone has everything.
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Re: Socio-Economical State of Hafen

Postby Patchouli_Knowledge » Tue Mar 15, 2016 6:43 pm

Using one resource to have others delegate some manual work for you is one of the avenue of trading that was viable especially for resources that needs time to be replenished. A popular trade in the past was wall-grade bricks since clay only restored itself one unit per time within a node. In exchange the owner of the node traded them in for valuable tools that are lower quality to the higher level factions but invaluable to the lower ones that they would not be able to access otherwise. Of course large bulks of said clay is best to prevent logistic waste of time. Keep in mind that there is a hidden resource within the game: time.
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Re: Socio-Economical State of Hafen

Postby Garfy » Tue Mar 15, 2016 6:50 pm

Patchouli_Knowledge wrote:Using one resource to have others delegate some manual work for you is one of the avenue of trading that was viable especially for resources that needs time to be replenished. A popular trade in the past was wall-grade bricks since clay only restored itself one unit per time within a node. In exchange the owner of the node traded them in for valuable tools that are lower quality to the higher level factions but invaluable to the lower ones that they would not be able to access otherwise. Of course large bulks of said clay is best to prevent logistic waste of time. Keep in mind that there is a hidden resource within the game: time.


Most stuff can be (and is) done with bots now.

But you are right. Time is the only resource of any actual value in the game right now. If it wasn't for bots (or other villagers), I might actually be willing to pay people to do stuff for me that I can't be bothered. Mining, digging, chopping down trees and so on are all things I just cannot be bothered to do, thankfully bots exist to do it for me, but if they didn't, I'd get someone else to do it for me. Which might involve trading.

Time being the only resource of any value is still not a good situation to be in though.
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Re: Socio-Economical State of Hafen

Postby sabinati » Tue Mar 15, 2016 7:05 pm

just because the global trade forum is not getting a lot of posts doesn't mean that people aren't trading locally.
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Re: Socio-Economical State of Hafen

Postby LoLa » Tue Mar 15, 2016 7:08 pm

Kaios wrote:
Garfy wrote:I think the problem is too many people want the entire game handed to them on a silver platter. If that is what you want then so be it, but you're going to lose out on various things by having the game cater to you like this. Trading is one such thing. I personally do not believe the game should be designed in such a way that everyone has access to everything and no risk or effort should ever be involved in anything you do. But that is just me.


I don't disagree with you but the way charter stones are currently implemented really only allows larger factions to take advantage of them and the people they would end up trading with (smaller villages and hermits) are left struggling to even get one rock crystal and when they try to trade for them they can't because nothing they have is of any value to the larger faction.


I completely agree with this statement.
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