SpidersEverywhere wrote:Forced character specialization would do nothing to change the fact that a large village can produce everything in the game, it would just make villages more authoritarian about how their members spend their time. It would also tip the balance of power even further towards large factions, as hermits and small groups wouldn't be able to get by on their own.
For something to be worth trading, it has to be or require one or more of the following types of item:
- Time-consuming to acquire in meaningful amounts. Linen, cavebulbs, etc.
- Requires an advanced character to create. Particularly Psyche crafts, which the devs have noted have gotten rather out of hand.
- Localized, so you can't get it just anywhere. Metal, high-q water/soil/clay.
If we want more trading, we need more items in at least one of these categories.
More time-consuming items? Ugh, there's enough already. For variety I wouldn't mind a few more things like pearls where persistence occasionally gets you a single valuable item, but that's more of a matter of psychology and storage space.
More advanced items? Well, it wouldn't hurt, but it wouldn't really change the trade system as it stands.
Now, more localized stuff, that's what we're talking about. Right now, with fast travel and relatively homogeneous terrain it's not hard for a faction to have everything available internally. But for world 4, no fast travel and regional diversity could add a huge amount here. I don't know about you but when I think of trade the first thing that comes to mind is loading up a wagon or a boat with locally-produced goods and taking them to some place where they're in demand, swapping them for whatever's plentiful there, and continuing on.
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.
SpidersEverywhere wrote:The fact that you can take LP gained form one task and apply it in a completely different area is really a different topic from specialization. I could see the redesigned learning system making it so say you have to actually hunt to get to be a better hunter, but that's a whole other discussion with its own pros and cons.
The economy blows as most terrain types do not have unique products or animals nor are the terrain types unique to any area (which has been addressed by multiple players as well as the devs). Most skills are easy to get and any one person can be self-sufficient for any of their (reasonable) desires. Allowing people to dump massive amounts of LP into smithing, carpentry, etc (which I know is heavily related but otherwise a separate topic) creates some variation player to player as well as quality that might/does invoke some trading, but in general does not. Maybe the game wasn't envisioned to have much of an economy (despite the existence of vendor stands). I just feel that a living economy encourages travel and more social behavior for those that desire it (as well as make the game less easymode). Although to be honest a traveling merchant in H&H would have a hard life as 95% of all settlements are abandoned and/or destroyed [unless they trade exclusively with the big-name villages (addressed in a quote above) (which I suppose is the only thing that makes sense since newbies, and by extension most everyone else, have absolutely nothing to offer)].
As an aside, Wurm solved this issue slightly by giving players more xp for improving and repairing low quality items compared to their skill level in the relevant skill, thus making newbie products desirable to the veteran players who want to have a chance at continuing to earn worthwhile xp in a specific skill. This doesn't apply here directly, but doesn't have to. There are ways to solve the economy, expand it, and even include newbies in the mix (on the selling side of it).
Potjeh wrote:I'd rather see stands improved with some anti-theft measures. Maybe require a roll of int*stealth vs the shop owners' per*exp to actually steal something, so people have to risk their mains.
This would be a good idea. In addition, allowing traps to be added to the vending stall would be interesting, useful for the problem, and amusing.
As disclaimers... yes, I am new to the game (although not the specific genre) and I have indeed visited Oranges and Apples. It's just disheartening to have already created most of the objects and structures in the game after only a few days of playing as well as owning most of the skills. I have nearly everything I could want and need and it took so little time and effort. I would assume this is a big factor as to why so few people stay to play the game past a week or so. They've already went through and built/seen everything there is (essentially, "beat" the game).
I have more angles I would like to further analyze, comment on, and suggest solutions to, but I need to get off for some time. Please, feel free to continuing discussing these issues. I strongly feel this needs to be corrected.