Some ideas from a still fresh player - trade centered

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

Some ideas from a still fresh player - trade centered

Postby Ragitas » Sun Oct 01, 2017 1:16 pm

Hello. After a month of playing this is how I see what could be improved – as someone rightfully mentioned before it is heavily influenced by other games I used to play. Any comments explaining why something is bad or how something could be better are especially welcome.

AIM: give us some more goals to strive for – more buildings that we would want to have and make us want to craft items more often.

==Currency system==

What I miss is a way to gather wealth and some common currency to trade. At the moment we can smelt metal coins and try to use it as currency in places like Community Fair. This looks surprisingly good but depends entirely on the players keeping the value of currency in check.

What if we had a currency that would be official? Some kind of platinum empire coins? It will be important to make it so currency can save time/automate but will not give any advantage over dedicated player.

Methods to get it:

    • Buy for real money from official shop (big amounts)
    • Exchange with other players through trade
    • Trade your items to NPC’s (for small amount of currency depending on item quality and type – bots might be a danger here)
      o Special building for trader
      o A few predefined trade hubs
Uses for money (as we need to drain it from the market somehow)

    • Hats
    • Special buildings that would automate things but cost money to run (you need to hire a villager using your claim – perhaps the villagers would also add some amount to your skill while you are on your own claim)
      o Peasant (build a well and have at least one house on your claim – he will gather water from the well and fill slowly all cisterns on claim)
      o Cook (build bakery and hire a cook that will remove all your baked goods from the oven when they are ready – perhaps storage for unbaked and baked goods that would migrate from one to other after some time)
      o Blacksmith (build a smithy and hire him to produce steel without the need for refuelling)
      o Healer (build a healer house and pay for a doctor to increase speed of healing when resting there)
And perhaps the number of villagers you have could depend on houses built on your claim?

==Crafting==

How to make us want to craft more and give incentive to trade/specialization.

I have bought a tool of quality much higher that I can make. This tool stays with me forever. Nice. But what is the point for rising my stats now?

Damage/repair

Tool can be slowly damaged and repair with a low skill can lower its quality. After some time you would need to make or buy a new tool.

Skill tresholds – perhaps you can create an item only when your skill is high enough? Or depending on skill level you have a chance to succeed but also to destroy your materials in the process? Sacrifice high quality material for a chance to upgrade quality of your item? That would increase the need for raw materials.

==Transport==

If I am to trade I want to be able to transport large quantity of goods in a safe manner. A boat or wagon that would work like a mobile claim(I haven’t been able to test knars yet)? Something that will not get stolen right away. I should be able to enter Community Fair with my wagon (or park my safely boat nearby). I can gather materials for a long time but I want the end result be worth it.

This is especially important as we do not have an “auction house” solution where trade is available from almost everywhere.

==Trade==

Current situation is that I have spotted some stand buying cloth. I went back to my place, loaded myself full of cloth, spent 15 minutes on getting back to the stand only to realize that there is no more place to store my cloth. What I would expect is easier trade.

Perhaps trade stands should have a larger version – a warehouse with extended capacity.

Maybe a grouping of some sort should also be possible as it is painful to visit each of few dozen stands. A super expensive trading centre that would link all warehouses in a village? That could be an exciting project for villagers to constuct.

Best Regards,
Michal
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Re: Some ideas from a still fresh player - trade centered

Postby viznew » Sun Oct 01, 2017 1:34 pm

Ragitas wrote:
What I miss is a way to gather wealth and some common currency to trade. At the moment we can smelt metal coins and try to use it as currency in places like Community Fair. This looks surprisingly good but depends entirely on the players keeping the value of currency in check.


sometimes if paying attention can smelt coins back to bars and sell else where for profit(normally no but sometimes usually early world/ market opening) but bars kinda keep value

stats and tool work together with q so high q tool only part of it

and full barter stands suck should be some sort visable sign they full or empty

and larger barter stand type thing yes plz lol
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Re: Some ideas from a still fresh player - trade centered

Postby azrid » Sun Oct 01, 2017 4:11 pm

Gold, silver, iron keep their value by themselves.
Bars of metal=common currency.
There are also other items in haven to measure what you would call your wealth/money in other mmos.
PoE and haven both have a great currency system imo.

You can already buy in game wealth with real money its called sub tokens.

I feel like this need for infinitely printed NPC currency is a sickness bleeding into games from the real world.

NPC slaves to do simple tasks would be cool. You could pay them in food. And they could have a mood meter that affects work and is dependent on their house and how pimped out sleeping room is.
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