Primal problems of Hafen (w/o end-game content)

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Primal problems of Hafen (w/o end-game content)

Postby LadyGoo » Mon Jul 18, 2016 6:06 pm

I have already done a big post on what kind of end-game content could be implemented there: viewtopic.php?f=48&t=49885
By watching how hafen is doing and responding to the game development changes and etc., I have concluded, that:

1. There is a need for valuables sink, so the stuff noobs can provide kept its value for the advanced factions. Ideally, it should be something related to the hunting goods, since hunting is quite hard to bot (risky to leave a good stated character and etc.).

Why?
As a founder of the biggest market in the game and the crown currency, I have faced a big issue I have not been able to resolve. Most of the items that noobs can offer stop being interesting for more advanced villages as the game progresses to the late game stage. Therefore, the value of the noob tier items inflate. I am trying to keep my currency afloat by buying basic stuff like leather, metals, curios and etc. However, I have no use for them, so I have to keep giving less money for the goods the noobs offer. And what they can offer is not valuable enough to sell them higher tier tools and gear (although I am trying to deliver better goods just to help out). As a result, people face the pay wall, where they have to trade tokens for the high tier stuff, since the sub. token is the only one item in the game that does not lose it's value, but gain it as it goes. I think, the better solution for this problem is to make more item sinks for the players (like repairing your armor, sharpening your sword). For instance, right now there is no need for me to buy any food, since my characters have reached the level cap. So, the noobs, that historically have been a good source of food have lost this type of income now.

- There needs something to be done with the food sinks as well. I have accumulated a 3 mansions full of bbb and creamy camembert cheese (no botting, except milking cows) and have 0 use for them now. Therefore, I do not need to buy any foods from others as well.
- There is a need for the metal sinks. Metal paving was a good case of item sink, but there should be more. Imho, cave systems at lower levels of mine should have less branching, so people would actually have to dig tunnels more. I have seen factions demanding more bars of metal a couple of months ago. That demand might be higher. Also, maybe add new crossroads hard to break made out of wrought and steel. In legacy steel has had the highest demand because it was used to extend one's territory. Nowadays, there is no use for it, but making gates and coinpresses.
- Steel or other metals could be used to grant temporary buffs to the gear (like in Witcher 3). Or metal bars could be used for the armor repair. The higher quality armor requires more metal bars, for instance.
- We need more sinks for wood as well. People generate enormous amounts of wood. The hq wood is a little bit used for abacii, but that is it so far. Reworking the taar kiln caps for the coal produced could help a lot + letting to use kilns to burn coal from boards would help the issue.
- Generally, more item sinks!
For instance, we should have 3rd type of milestones that would require metal. Really hard to destroy, great sink of metal.


2. The game is too hardcore for PvP. People complain a lot about the combat being shit and etc. The underlying issue is that they do not want to risk them without having a great chance to kill someone. The community has adapted to the old far from ideal system and there were fights going on in past worlds because the permadeath was not quite permadeathy (actually, you'd get stronger after death), you could kill stronger opponent, getting back on track was not that hard (1mln lp a day), and your village was basically 100% safe and unsiegable with some effort, travel was accessible and easy.
imho, no new combat system will not help the situation, if the is no favorable balance between risk, reward and time consumed. Risk does not only rely how one-shooty is the combat atm., but how hard will that character loose hurt you. Right now, if your character dies, you'll have to work on stats, getting the card decks back, attempt to catch up with the skills and etc. for months.


3. The travel should be considerably easy. Requiring rare resource like hearthwood leaves and nothing else to regain the stamina instantly; requiring too much charisma for the jumps and consuming too much travel power; asking for 4 rock crystals as a building mat for the charterstones; requiring to visit the charterstones and not implementing the option to describe them to others degraded trades and cultural events. Both local and global trade centers suffer from this. Locals - losing a big share of people that could be attracted to their cheaper prices, bigger centers will have less customers and will provide less events (advertisement purposes).
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Re: Primal problems of Hafen (w/o end-game content)

Postby shubla » Mon Jul 18, 2016 6:29 pm

Primal problem of hnh is that theres not enough uses for silk?
Fuck off.
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Re: Primal problems of Hafen (w/o end-game content)

Postby infectedking » Mon Jul 18, 2016 6:44 pm

LadyGoo wrote:In legacy steel has had the highest demand because it was used to extend one's territory.

1 of the reasons extending the claims out a lot now is a bad idea is due to the shield factor, people are being known more (AD/Amish) for placing house signs and then sieging the houses down from their own claims, unless you're willing to ramcheck every single banner you place down, there is no point to capturing more land.
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Re: Primal problems of Hafen (w/o end-game content)

Postby vatas » Mon Jul 18, 2016 6:54 pm

infectedking wrote:
LadyGoo wrote:In legacy steel has had the highest demand because it was used to extend one's territory.

1 of the reasons extending the claims out a lot now is a bad idea is due to the shield factor, people are being known more (AD/Amish) for placing house signs and then sieging the houses down from their own claims, unless you're willing to ramcheck every single banner you place down, there is no point to capturing more land.

Maybe devs should extend "can't build walls on foreign claims even with vandalism" -rule into houses and all other things that are protected by shield?
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Re: Primal problems of Hafen (w/o end-game content)

Postby LadyGoo » Tue Jul 19, 2016 2:23 am

infectedking wrote:
LadyGoo wrote:In legacy steel has had the highest demand because it was used to extend one's territory.

1 of the reasons extending the claims out a lot now is a bad idea is due to the shield factor, people are being known more (AD/Amish) for placing house signs and then sieging the houses down from their own claims, unless you're willing to ramcheck every single banner you place down, there is no point to capturing more land.


I've used it just as an example, did not suggest actually implementing it.


shubla wrote:Primal problem of hnh is that theres not enough uses for silk?
Fuck off.

The point is not that only the silk does not have enough uses, but that the basic quality in-game items lose their value so much, that there is no point for more advanced villages to buy them. Consequently, there will be less trading happening, the prices will be much more expensive, a paywall wall (trades for tokens only) will rise.
Also, as for the silk trades:
1. not every single hermit crafts silk in enough quantities to sale it or enjoy doing so. I know only one silk seller, for instance
2. the bigger villages have produced enough high-end silk to supply themselves for gilds and merchant robes. No-one will use the silk tablecloth or the napkin, since there are far cheaper alternatives (q200 metal cutlery, for instance) + salt and bonefires make the symbel items bonuses not so critical + stat caps. No-one will make silken ribbons either (too much work for a curio that won't make any difference).

As a result, silk has a low trade demand (for the advanced villages, they sell it) and too hard to produce. Simply, too much hassle for an item, that has a low trade value. Much like shubla (c) Jorb
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