No Valuable Trade Goods

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No Valuable Trade Goods

Postby rye130 » Mon Nov 16, 2015 12:16 am

People have been frequently complaining about the lack of a good way to do trading being the reason for the lack of trading this world. While I believe this may be a contributing factor, I believe the true reason is that there is nothing worth trading for as a developed player.

I could start a thread selling tons of items less-developed players would be interested in buying. Silk products, jewelry, high quality tools, ect. but there is nothing I'd be interested in trading those things for besides sub tokens.

  • In the past pearls were a staple of trading, they had a low barrier to entry to be able to get, but they were rare enough and useful enough to be valuable. Now their rariety outweighs their value making them not worth trading. Other fate curios are the same way; too rare for their value.
  • People also used to trade for bulk food or materials to make those foods (blueberries, chants, ect.) Now with the way eating works now, bulk food is meaningless since you are limited in what you can effectively eat. A developed village can easily produce more than enough food to feed all of its members efficiently.
  • This leaves wall-grade steel and wrought as the only low-barrier trade good left and the need for these materials is less than ever before with the new travelling system causing people to generally have less brickwalled vaults and such.

I'm not sure what the right solution to this issue is and I'd like to see some discussions on ways to solve it.
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Re: No Valuable Trade Goods

Postby Avu » Mon Nov 16, 2015 6:06 am

Regionalization of resources/products is the only way.
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Re: No Valuable Trade Goods

Postby barra » Mon Nov 16, 2015 6:14 am

When I started I was surprised that crops and other resources don't tend towards E/S/V depending on geographic location. Outside of finding the trees/seeds location doesn't really matter.
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Re: No Valuable Trade Goods

Postby Sevenless » Mon Nov 16, 2015 3:07 pm

This happened because whatever a beginner can produce, a bot can produce better. It's really lamentable, because I loved that aspect of legacy. But when forage bots became widespread, everyone could have a cabinet of flotsam with little effort. Here's some aids I've thought of, I don't feel any of them are complete solutions though:

1) Buff fate curios massively. They would become valuable enough to trade. The con is, this system is unfair due to being RNG based. Not something you want to base an entire economy around.

2) Items that require XP to craft. Make them valuable enough, and everyone would burn their excess XP into them and then demand more. Curios and Food items in particular. You'd want an unlimited demand for a limited resource.

3) XP nodules. Spend 1k XP to create a consumable that gives 500 XP. Good for trading (especially if there are XP based consumables to make), and for helping out an XP locked village mate.


I could list more ideas, but we go out of the realm of doable in short term and start talking implementation of new systems. Devs have their hands full with implementing social junk right now, so I think that can wait.
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Re: No Valuable Trade Goods

Postby lachlaan » Mon Nov 16, 2015 3:29 pm

EXP craftables would yet again encourage botting with what some have referred to as EXP obstacle courses. The reason fate is rng based was also to dissuade botting/grinding.

I wouldn't have the slightest idea what could be done for trade, though, that would also discourage botting. Ideally could keep fate curios more effective for the forager that go it, and have a different value when traded. Perhaps also add a system where 4-5 curios of a type combine into a buffed variant for some 2-3times the normal LP/hour, with both reduced time taken and increased LP factoring in. The curios however would need to be just foraged ones I guess and indeed have some regional marker to them. In that each ubergrid would assign a random range of values to local forageables. Then, 4-5 same curios of different values/identifiers would be needed for the crafted one. Zones could also reroll periodically to prevent farming.
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Re: No Valuable Trade Goods

Postby Clemence » Mon Nov 16, 2015 4:00 pm

Very high qual foragable/animals could have a trading value if you know some good spots.
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Re: No Valuable Trade Goods

Postby shubla » Mon Nov 16, 2015 4:02 pm

Clemence wrote:Very high qual foragable/animals could have a trading value if you know some good spots.

That wouldnt still work as a "currency"
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Re: No Valuable Trade Goods

Postby Lunarius_Haberdash » Mon Nov 16, 2015 4:52 pm

Avu wrote:Regionalization of resources/products is the only way.



That's definitely one major step in the right direction, and it should have been the first one.
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Re: No Valuable Trade Goods

Postby nighthawk » Mon Nov 16, 2015 6:02 pm

Sevenless wrote:This happened because whatever a beginner can produce, a bot can produce better. It's really lamentable, because I loved that aspect of legacy. But when forage bots became widespread, everyone could have a cabinet of flotsam with little effort. Here's some aids I've thought of, I don't feel any of them are complete solutions though:

1) Buff fate curios massively. They would become valuable enough to trade. The con is, this system is unfair due to being RNG based. Not something you want to base an entire economy around.

2) Items that require XP to craft. Make them valuable enough, and everyone would burn their excess XP into them and then demand more. Curios and Food items in particular. You'd want an unlimited demand for a limited resource.

3) XP nodules. Spend 1k XP to create a consumable that gives 500 XP. Good for trading (especially if there are XP based consumables to make), and for helping out an XP locked village mate.


I could list more ideas, but we go out of the realm of doable in short term and start talking implementation of new systems. Devs have their hands full with implementing social junk right now, so I think that can wait.

Totally support that people would need to use xp wiselly instead of auto curio all night mirkwoods and other cone cows.
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Re: No Valuable Trade Goods

Postby Tonkyhonk » Mon Nov 16, 2015 6:09 pm

rye130 wrote:I'm not sure what the right solution to this issue is and I'd like to see some discussions on ways to solve it.

im not sure why the game has to cater to bot needs. how about quit botting and see how trades can be meaningful?
you are fully aware why the issues/changes you listed exist now, right?
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