Sub tokens in Trade

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

Re: Sub tokens in Trade

Postby Kaios » Fri Jan 13, 2017 3:02 pm

jordancoles wrote:You would have basically bought extra convenience


I don't know what most people spend their money on but I verified 4 accounts and I also sub them along with buying hats, though obviously not everyone can afford to do this, if more people were subscribing they wouldn't have a need for sub tokens so much. Alternative methods have been suggested to them as well.

Idk, I understand that it's pay to win and that it's cheesy, but at the same time I don't see it as a glaring issue that needs to be looked into right now. It's shitty that someone could potentially brute force troll skulls, ice and attributes through trade, but I think that the money it generates for the devs is more important.

And if a person were to go that route (dropping hundreds for lp/attribute gainz), killing them would be pretty fucking satisfying


How is that even a concern? Who cares. My problem is that instead of a player going "Ok so to upgrade my industry through trade we need to gather X amount of pearls/whatever valuable item to get what we need." they'll say "Ok so to upgrade my industry I need to go grab the credit card, brb"

In what world does such a scenario entail interesting or worthwhile game play? Sub tokens detract from the game and in order to have a meaningful future in-game economy I feel the prospects for that are much better without sub tokens or any other form of shop currency involved.
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Re: Sub tokens in Trade

Postby sMartins » Fri Jan 13, 2017 3:10 pm

Kaios wrote:How is that even a concern? Who cares. My problem is that instead of a player going "Ok so to upgrade my industry through trade we need to gather X amount of pearls/whatever valuable item to get what we need." they'll say "Ok so to upgrade my industry I need to go grab the credit card, brb"

In what world does such a scenario entail interesting or worthwhile game play? Sub tokens detract from the game and in order to have a meaningful future in-game economy I feel the prospects for that are much better without sub tokens or any other form of shop currency involved.


Other than bringing money to devs Subtokens are a great (and clever) way to trade ingame in a sicure way something that can happen anyway...to prevent scam and whatever....watch at Eve about this.
Last edited by sMartins on Fri Jan 13, 2017 3:13 pm, edited 1 time in total.
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Re: Sub tokens in Trade

Postby jordancoles » Fri Jan 13, 2017 3:10 pm

A meaningful economy requires a better method of trading so that more people actually become traders/sellers and not just buyers through hearthfire trades

Sure, tokens look pretty bad when only 3 people on the whole server can be fucked to trade actively and 2 of them only want tokens

I think that if trading was made easier more people would do it and sub tokens as the only way to pay would be less of an issue

And like Ive said a few times before, no one NEEDS top q tools to enjoy the game and mid quality shit isnt hard to acquire
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Re: Sub tokens in Trade

Postby jordancoles » Fri Jan 13, 2017 3:17 pm

And you mentioned gathering valuable items ingame, but in mid to late game, what do the top traders even need? Once all your dudes are geared in pearls and gold the only thing of constant worth is silver really...

We could definitively use more valuable items ingame that hold their value regardless of how long the world has been running
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Re: Sub tokens in Trade

Postby Kaios » Fri Jan 13, 2017 3:20 pm

sMartins wrote:Other than bringing money to devs Subtokens are a great (and clever) way to trade ingame in a sicure way something that can happen anyway...to prevent scam and whatever....watch at Eve about this.


What are you talking about though people just yelled at me that you can still be scammed in EVE and we just went over the sub token policy here, the devs aren't gonna reimburse for that so it's not something I'd call secure.

jordancoles wrote:A meaningful economy requires a better method of trading so that more people actually become traders/sellers and not just buyers through hearthfire trades

Sure, tokens look pretty bad when only 3 people on the whole server can be fucked to trade actively and 2 of them only want tokens

I think that if trading was made easier more people would do it and sub tokens as the only way to pay would be less of an issue

And like Ive said a few times before, no one NEEDS top q tools to enjoy the game and mid quality shit isnt hard to acquire


I can agree with that except the last part, it's just preference on how to play the game but I still think they should at least attempt to make the playing field as fair as possible.

jordancoles wrote:And you mentioned gathering valuable items ingame, but in mid to late game, what do the top traders even need? Once all your dudes are geared in pearls and gold the only thing of constant worth is silver really...

We could definitively use more valuable items ingame that holds their value regardless of how long the world has been running


Again, I agree but that's still an issue for the devs to resolve. I do think when you have a $10 shop item for comparison to every other game item it doesn't help the situation.
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Re: Sub tokens in Trade

Postby jordancoles » Fri Jan 13, 2017 3:28 pm

I think theres added convenience that also comes into play when trading with tokens/hats/sketches

If the seller has a charterstone you can spawn an alt and pay immediately. If you lack a charterstone yourself this would be convenient and safe because you wouldnt need to boat across the map holding your trade goods on you, you can pay with the alt, log it out off claim then pick up the bought item with your main whenever its convenient for you

If all trade didnt require a fancy trade center maybe it would remove that added convenience that comes with cash trades
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Re: Sub tokens in Trade

Postby Kaios » Fri Jan 13, 2017 3:30 pm

So u want the game to be easy is what you're saying
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Re: Sub tokens in Trade

Postby jordancoles » Fri Jan 13, 2017 3:35 pm

Thats a broad generalization to make
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Re: Sub tokens in Trade

Postby sMartins » Fri Jan 13, 2017 3:38 pm

Kaios wrote:What are you talking about though people just yelled at me that you can still be scammed in EVE and we just went over the sub token policy here, the devs aren't gonna reimburse for that so it's not something I'd call secure.


I'm taliking about this:
sMartins wrote:Untill someone have to work in game to accomplish that it's not really pay to win. Even if you take away subtoken someone could always sell his account....this happen on others games too....so subtokens are not that bad, they are great cause devs make more money with them than standard subscription.
Subtokens are not Pay to Win.

P.S. Maybe I shouldn't explained to you....but, too late.
https://www.youtube.com/watch?v=D5-IlIL6e_w


RL scam on online games still happen (like Eve)...subtokens (like plex) prevents marginally that.
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Re: Sub tokens in Trade

Postby Kaios » Fri Jan 13, 2017 4:11 pm

jordancoles wrote:Thats a broad generalization to make


Not really, the convenience aspect of it that you think is nice is not any more difficult than idol oathing and they got rid of that.

sMartins wrote:Untill someone have to work in game to accomplish that it's not really pay to win. Even if you take away subtoken someone could always sell his account....this happen on others games too....so subtokens are not that bad, they are great cause devs make more money with them than standard subscription.
Subtokens are not Pay to Win.

RL scam on online games still happen (like Eve)...subtokens (like plex) prevents marginally that.


But in what way does it prevent the scam in this game? If I travel to you on my character with sub tokens for a trade and you kill me, that's it. Money lost. If I die on the way, money lost. Still, no one explained to me this would be the case for Eve as in are you really at risk of losing that $500 you spent because of getting ganked or is your shit somewhere safe on a market or in a vault which you don't actually have to be near to access?

Anyways that was a different point than the one related to the effects on the in-game economy.
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