SpidersEverywhere wrote:I have idle visions of a world sloping down from mountains on one side, through hills, forests, mountains, grassland and coasts to an ocean with islands, each climate zone best suited to certain crops, food hard to come by on the mountains but rich with minerals, and proper tributary river systems flowing down from the highlands and merging into great wide rivers that flow to the sea...sailing trading trading boats and barges up and down a river, trading for spices and exotic food at the islands, fish on the coast, farm and ranch products in the grasslands, lumber in the forests, game in the hills, minerals in the mountains, selling each product where it's in greatest demand. No fast travel. The journey takes days. That's trade.
All that in Hnh? Dream on =D
If this post was actualy an idea for the topic it would be a very nice sarkastic summary of most other ideas here =D
And for the topic, I think all stuff should loose quality when used. All tools you work with such as saws, axes, or shovels should get damaged and require repairing like carts, herb.tables or hives. But after repair they drop QL a little (how much QL could be affected by QL of material needed for repair). But this would make the game very hard for those hermits and small villages who get their high QL stuff from towns.
Monkeytofu wrote:Unless character specialization is added (or enforced) and somehow alts were made less likely to be used (don't know how this would go, have some ideas but no good ones) you will never see trading as you see in real world economies/ other simulations. Making land segregated for fertility or 'mineability' will be pointless because people will just continue to make their usual mine alts like they have been and have no large wall in the way of doing so.
Until you see real villages pop up (the ones right now are just glorified BOYS ONLY tree houses) where people come together to trade the basic goods and trades between each other, you will never see any real higher level trading.
If I can cut down a tree, make the pieces, make the table, make the utensils, and make all the food that goes on it, there is absolutely no reason I would seek out someones help in doing so.
On the topic of coins: coinage is also made useless by the fact there exists no 'ground level' forced specialization. Currencies exist because a carpenter may want a pig but the farmer does not want the carpenter has to offer. There has to be the NEED of others skills and objects with strict limitations on what individuals can produce.
Until the "Jack of all trades" gameplay is ended by us (never happening) or forced, you will never really see successful use of coins, villages, and "real" trading.
Amen