Gods Walk The Earth: Playtesting Trade

Announcements about major changes in Haven & Hearth.

Re: Gods Walk The Earth: Playtesting Trade

Postby Blaze » Sun Oct 04, 2009 11:42 pm

Are you still offering that tin? I'll trade for some.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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Re: Gods Walk The Earth: Playtesting Trade

Postby 21383013543330 » Sun Oct 04, 2009 11:52 pm

I just realized that you still owe me a decent Q Stone Axe and Bone Saw @_@
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Re: Gods Walk The Earth: Playtesting Trade

Postby Chakravanti » Mon Oct 05, 2009 12:37 am

jorb wrote:...social interaction between players can't be controlled by game mechanics.


This. Runescape has made hundreds of modifications to theri trading system and it is STILL possible to scam people. Moreover, they have a mandatory value economy, which sucks in so many ways and still doesn't prevent RWT
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Gods Walk The Earth: Playtesting Trade

Postby theTrav » Mon Oct 05, 2009 12:38 am

Good to hear. I was also of the opinion that the markets were booming. It'll be interested to see if they slow down after a while.

On Silk:

I was trying to produce silk at a fairly steady rate for a while but found that in order to do it without tending my worms, the first thing was that finding 6 cast for the couldron was a HUGE investment, that I was only able to obtain by promising away my first silk cloth (which I am STILL yet to produce)
After that, container space for the worms was an issue.
I didn't have metal for the first two weeks so I had about 8 urns, you can get 2 worms to the urn and re-leaf once, or you can get 7 to the chest and not need to re-leaf.
Then the shear amount of filaments required to make thread became a bit of a pain, just in transporting them all to the loom.

Then I had a few horrible setbacks including crashing, drowning, then absent mindedly converting all my cocoons to filaments.

So I'm currently looking for new moth eggs so I can get back into it.



On the whole I think the mechanics behind it works well to keep it undesirable for most people and therefore keep the end product valuable to the few consumers who are out there.

I've had a few people say that the silk market is going to crash and burn because there's not enough consumables in it, but I'm not convinced of that
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Re: Gods Walk The Earth: Playtesting Trade

Postby Chakravanti » Mon Oct 05, 2009 12:45 am

merchant's cape adds 6 inv slots. I think that's PLENTY of demand fo rthe moment. Althugh as time goes on that will change as more people acquire them
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Gods Walk The Earth: Playtesting Trade

Postby PhaedrothSP » Mon Oct 05, 2009 12:55 am

Chakravanti wrote:merchant's cape adds 6 inv slots. I think that's PLENTY of demand fo rthe moment. Althugh as time goes on that will change as more people acquire them


Correction, it adds a row, if you're not wearing a backpack it only adds 4.
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Re: Gods Walk The Earth: Playtesting Trade

Postby Chakravanti » Mon Oct 05, 2009 1:18 am

Same diff now that we have fixed bear capes theres no reason to no wear a backpack.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Gods Walk The Earth: Playtesting Trade

Postby Voideka » Mon Oct 05, 2009 2:17 am

Did you try trading after the perception change, or did you never have to deal with not knowing an item's quality?
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Re: Gods Walk The Earth: Playtesting Trade

Postby loftar » Mon Oct 05, 2009 2:34 am

jorb wrote:4) It's a bit too easy to travel with alcohol -- the beds are completely useless compared to a mug of Sabinati's finest -- and a bit too hard to do it without.

It should be mentioned here that we changed the beds a bit just recently. First of all, I had messed up the maths a li'l bit somewhere which meant that they recovered far less TW than was first intended; that was corrected. Second, I changed the beds to recover a given amount of TW per unit of sleep time rather than, as was the case previously, a given percentage of the character's TW capability per unit of sleep time. That will mean a lesser percentage for people with higher Agility, but the same actual distance for all characters.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Gods Walk The Earth: Playtesting Trade

Postby kobnach » Mon Oct 05, 2009 2:36 am

jorb wrote:
9) Most people don't know anything about trading. Often times, when I've offered tin in exchange for something or other, the response has been "But I don't need that". While I can understand the sentiment, you are really doing it wrong. While I've been playing, I've been trading for everything. Even if I had shitloads of it, or didn't need it, I almost always offered to exchange it for tin at some rate. The reasoning being that it can always be sold on to someone who does need it. It never hurts having stuff laying around when you're trading. Buying BBBs for nickels and dimes netted me two steel bars.


I dunno. I personally find trading to be a non-fun time sink. If I want x, and have y, getting z for y just means I have to trade again. So subtract let's say one tin bar of value from z, because of the extra work required. Now there's the risk that y is easier to sell, or more valued, than z. Subtract 15% of the value of z for taking on that risk - less if I were into trading and followed the market, but I'm not.

Bottom line - there are a few people who like trading, and they can keep it. They always get richer than me, and that's OK, unless they use their riches (and their trading contacts) to more efficiently commit mayhem.

p.s. I don't see why anyone wants BBB's badly enough to pay for them. I'm trying to get psy and dex up, and to a lesser extent improve per and/or agi. I don't want fast str gain foods, since getting it (farther) beyond the others makes raising them harder. I would think that most experienced players are in the same spot. (Yeah, the alt with 28 agi and 17 max anything else could use some fast str gain - but BBB's would be wasted ;-))
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