Hafen's economy and logistics and how it's ruining the PVE.

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Hafen's economy and logistics and how it's ruining the PVE.

Postby Sprymazi » Sat May 26, 2018 1:13 am

1: The gold found by players are pretty much a static currency. When players hit mine level 3, the only thing stopping them from mining more is their willingness to do so. But most people get tired of it and there is an average on how much people mine overall which makes the income of currency, (gold), static.
2: The market is also global, there is no need for village trading or having neighbors specializing in different professions that you can trade with since in a pretty short period of time, the world adapts itself, makes a market and everyone has or is very close to a milestone leading to that market, in this case, the Community Fair.
3: The system of quality is set up so that it constantly increases, like a loop. For example, smelt cast iron, make it into wrought iron, make anvils and hammers with the wrought iron. And since the quality of the wrought iron depends on the quality of the anvil and hammer the quality increases to infinity, all that matters is how much cast iron you're willing to pump into the machine. AKA: Metal Spiraling.

So the average income is static, the market is globalized, and the qualities keep raising.

This ends up with the results: If a new player strikes a gold vein, this player can smelt it, sell it at the Community Fair, and buy gear, tools and utilities that completely makes all PVE content redundant and obsolete, (AKA buys a quality 700+ gear and weapons to kill pretty much everything except mammoth's and trolls even with complete garbage stats, which can also be boosted to insane amounts by buying dirt cheap table wear and food). It even ruins the fun of actually doing stuff yourself, because there is always a bigger village than yours that grinds quality faster than you, and its pretty much always a better solution just to farm gold a BUYING these high q stuff than to actually craft them for yourself.

TL;DR The logistics and economy ruins the game by enabling new players to skip over hundreds of steps of PVE by finding a single vein of gold or something similar that they can sell.

So how can we solve this? These are some of my suggestions.

1: Make a new travel point system. Make it so it calculates the distance you travel with a trail and the longer you travel for the more points it drains from your travel points. Travel points can be earned in many different ways, like quests, tasks or other misc stuff. But can also slowly regenerate itself. Make it so you can somewhat increase your maximum travel points by questing or credos which enables you to travel longer roads. This opens up for a more local trade.
Pros: The scale of the world will feel larger. Enables the value of local trading. Makes the surrounding terrain and scenery actually matter since you're more inclined to use a horse or walk. Makes it so that really new players can't access the "Global Market" that easily.
Cons: People with ADD will cry that they can't quick warp everywhere and actually play the game like an "MMO" and not farmville or garrison WOW where you login just to do your daily "Chores".

2: Make the logarithm for items/materials that can be spiraled way higher in the higher qualities of items so the higher quality the spiraling of qualities become the harder it will be to increase them by "x" quality. (So it takes a lot more work to go from q500-600 than from q400-500 for example).
Pros: Makes it harder for the game to reach a point where on village can mass produce gear that completely makes PVE content obsolete.
Cons: Could be a better but harder solution to just add more end game content, like harder mobs, deeper mine levels, anything really to make the game feel like it has a purpose other than to grind stats.

I'm sure there are 100's of good solutions for this. But this needs to be addressed because it's really scary how fast this game turns from fun MMO to farmville stat grinding because of the economy.
Last edited by Sprymazi on Sat May 26, 2018 1:21 am, edited 1 time in total.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby overtyped » Sat May 26, 2018 1:21 am

I'm afraid you see this as a problem that doesn't exist. If you don't getting like Q800 stuff then don't go to the fair, simple.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby ctopolon3 » Sat May 26, 2018 1:26 am

crossroads use cost travel weariness +1
Last edited by ctopolon3 on Sat May 26, 2018 1:28 am, edited 1 time in total.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Sprymazi » Sat May 26, 2018 1:27 am

overtyped wrote:I'm afraid you see this as a problem that doesn't exist. If you don't getting like Q800 stuff then don't go to the fair, simple.


Yes but you're missing that this game is competitive and contains PVP, quality matters. Also crutching yourself to not miss all the pve content seems more like poor game mechanics than anything else.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby AntiBlitz » Sat May 26, 2018 1:38 am

i think you are quite on the dot when creating these statements, of course the events that unfold in the game are unpredictable, so Jorbtar cant truly influence them, and for all we know, next week CF could fall and everything you said becomes null and void, just as Aurora's economy. Christ, i was quite rich with Aurora's currency, and when it fell, i was holding nothing more then silver bars.

I can certainly agree that the roads make the world feel easily traveled, however again, this is due to the length of the world. Look at the founding of America's west. They rucked it, pulled wagons, finally they moved en masse on easy rail cars. Only due in part to time and necessity, same as this world and CF.

Remember we are an eternal alpha, so what works this time, may not next. I highly doubt you will see the metal spiraling events next world, or the fep issues, etc. They are obvious issues and will be addressed, else we will repeat worlds, and that just isnt fun, nor does it teach us what works and doesnt.

And yes, i still believe proper noob crushers need to be a thing. Even if they dont want whimsical fantasy creatures roaming the world. Would still be neat to have those creatures that are similar to world bosses, or mini boss creatures. Even static ones with treasure hoards or something. I believe it creates lore to the game to have these things, even if they cant be accessed for months due to their power, it gives people something tough to strive towards. Next world, beaver and bat dungeons will provide this. Of course i hope we will see more added before the year is out.

dont worry about overtyped, he is a bit dull....
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Tedka » Sat May 26, 2018 1:52 am

overtyped wrote:I'm afraid you see this as a problem that doesn't exist. If you don't getting like Q800 stuff then don't go to the fair, simple.


I'm afraid you're missing the point. Simply ignoring the existence of CF isn't going to make the vandal alts with CF gear who are able to blow down your claim walls in one breath and stink up your place magically disappear.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby Aceb » Sat May 26, 2018 2:02 am

Ruining PvE? Pardon me, but PvE is always something You are afraid on beginning only.

If You get the experience, You know when and what to handle, any market won't change that, maybe only a month (at max!) will stop You from hunting bears like a real champ (and everything else).

I don't see market making killing Mammoths very easy. Same goes for troll. Dungeons are nice addition (did You ever tried one?)

PvE at some point, mostly becomes just a source of food, bone and hide. It's not suppoused to endlessly be there for people who avoid PvP. PvP is a very next step. Even if You avoid that, it might not avoid You. PvE (early-mid) --> PvP(mid-end).


Also, pffffth. Mining gold? Please, people manage better without mining that.

Also, local trade exist all the time. Not everywhere, because it depends from people. I'm still trading a lot despite CF existing and know people who all the time trade with locals (regardless if high advanced hermit or beginner).
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Re: Hafen's economy and logistics and how it's ruining the P

Postby waga » Sat May 26, 2018 4:01 am

I wouldn't be surprised if OP still get Ko'd by foxes.
There were so many things wrong in this post ...
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Re: Hafen's economy and logistics and how it's ruining the P

Postby LadyGoo » Sat May 26, 2018 4:22 am

As others said, the OP is making a problem out of the air. I saw no problems with the people being able to buy gear back in W3 (longest world?) and hunting animals to grind lp. They would use slings to one-shot them.
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Re: Hafen's economy and logistics and how it's ruining the P

Postby synaris » Sat May 26, 2018 8:33 am

AntiBlitz wrote:i think you are quite on the dot when creating these statements, of course the events that unfold in the game are unpredictable, so Jorbtar cant truly influence them, and for all we know, next week CF could fall and everything you said becomes null and void, just as Aurora's economy. Christ, i was quite rich with Aurora's currency, and when it fell, i was holding nothing more then silver bars.


that right there.

every haven world is pretty chaotic. the assholes of the server could get bored and decide to destroy the fair tomorrow. in addition, i don't believe people should be punished for trading. don't forget the INVESTMENT made into that fair. it didnt come out overnight. it didnt spawn randomly, someone didnt just so happen to shit it out and make something out of it. it was planned, it had assloads of work put into it, and it is CONSTANTLY MAINTAINED. that is the price for the fairs existence. and thats good enough for me.
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