Gods Walk The Earth: Playtesting Trade

Announcements about major changes in Haven & Hearth.

Re: Gods Walk The Earth: Playtesting Trade

Postby Mikkel » Mon Oct 05, 2009 4:30 pm

So Jesse, James was your account? I'm surprised!
Jesse and I sold you TONS of pirozhkis and apple pies for some metal. A good deal all in all.
Thanks for the trade!
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Re: Gods Walk The Earth: Playtesting Trade

Postby swebonny » Mon Oct 05, 2009 4:45 pm

SO IT WAS YOU!
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Re: Gods Walk The Earth: Playtesting Trade

Postby Lightning2 » Mon Oct 05, 2009 5:26 pm

Noooo now we have to find another business partner :(
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Re: Gods Walk The Earth: Playtesting Trade

Postby VoodooDog » Mon Oct 05, 2009 6:51 pm

"8) Silk is tricky. I've been buying some of it, but there is not a lot of it available on the market. I do like the fact -- and this, interestingly enough, simulates actual silk production methods fairly well -- that silk is generally produced in very small quantities by self-sustaining farmers, who can then sell it on to bulk buyers. The silk I do have has been bought, more or less, one thread at a time (Here, here, Dwarfu). If you are a newb setting out to play, producing even a small amount of silk will get you all the metal you need, I'd wager. The thing right now, though, is that the market is basically dry. I haven't been able to acquire more than two and a half pieces of cloth, and I've been trading for every thread I've been able to. My next test will, on account of this, be silk production. It is possible that we overdid it a bit"

no! its very good how 'hard' the silk production work right now. thats the only material who is really rare.

"11) Quality points should decrease and deplete as they are used. Every time someone digs out clay within the radius of influence of a Q-point, that Q point should weaken. New Q-points could then be randomly spawned elsewhere when one is depleted. They should, of course, be extremely rich to begin with, or settlements won't be worth it. The point is that a single Q point of awesome water, clay or minerals, should not last forever. A long while -- very much so -- but not forever. "
really good idea
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Re: Gods Walk The Earth: Playtesting Trade

Postby warrri » Mon Oct 05, 2009 6:59 pm

"11) Quality points should decrease and deplete as they are used. Every time someone digs out clay within the radius of influence of a Q-point, that Q point should weaken. New Q-points could then be randomly spawned elsewhere when one is depleted. They should, of course, be extremely rich to begin with, or settlements won't be worth it. The point is that a single Q point of awesome water, clay or minerals, should not last forever. A long while -- very much so -- but not forever. "

I dont think this is a good idea. It would be too easy to ruin a good settlepoint for people you dont like, just put a macro and let it run overnight, bam they got no more hq clay. :/
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Re: Gods Walk The Earth: Playtesting Trade

Postby g1real » Mon Oct 05, 2009 9:19 pm

warrri wrote:"11) Quality points should decrease and deplete as they are used. Every time someone digs out clay within the radius of influence of a Q-point, that Q point should weaken. New Q-points could then be randomly spawned elsewhere when one is depleted. They should, of course, be extremely rich to begin with, or settlements won't be worth it. The point is that a single Q point of awesome water, clay or minerals, should not last forever. A long while -- very much so -- but not forever. "

I dont think this is a good idea. It would be too easy to ruin a good settlepoint for people you dont like, just put a macro and let it run overnight, bam they got no more hq clay. :/


That, and you cant build roads anymore to them.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Gods Walk The Earth: Playtesting Trade

Postby Krantarin » Mon Oct 05, 2009 9:59 pm

Personally, trading always used to be my favorite part of the game. As a student of business, history, and social sciences, I really found the way people traded, negotiated and acted in the H&H world the best part of the game. But now, I'm afraid to start trading again. My character is pretty solid, but I'm not strong enough to cross a stream (as I found in the first couple hours of the new map). As a miner, I'm afraid to try to find a mine with my rustroot (I'd probably waste it and not be able to get to any mine because of prohibitive waters, and even if I had stuff worth trading, I don't want to say it because if I do I'm just asking for theft. As pretty much anyone with a macro and some boar snuff can break down a palisade, I no longer feel secure owning valuables. I'll get enough constitution eventually, but of course no cauldrons or meat grinders are available to me, so boosting those stats is going slow. If I had them, I'm sure they'd get stolen pretty fast anyway.

So far, in the new game trading is potentially better, but for the common man, the kind of guy who has other things to do than grind constitution and search for rustroot, the new world is far worse.
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Re: Gods Walk The Earth: Playtesting Trade

Postby kobnach » Mon Oct 05, 2009 10:33 pm

jorb wrote:

11) Quality points should decrease and deplete as they are used. Every time someone digs out clay within the radius of influence of a Q-point, that Q point should weaken. New Q-points could then be randomly spawned elsewhere when one is depleted. They should, of course, be extremely rich to begin with, or settlements won't be worth it. The point is that a single Q point of awesome water, clay or minerals, should not last forever. A long while -- very much so -- but not forever.

Entardred, over and out


I missed this the first time - but now I can only respond "ugh!". There are enough reasons to be forced to move in H&H, without losing access to the resources that caused one to choose one's original site. Bad enough that mines are finite - and rather non-plentiful, too. Losing soil (for one's tree farm) or water (for one's cooking operation) would really suck.

Yes, I want to settle in one place, and stay there.

Plus, of course, this also provides incentive to fully claim any Q-point one finds, and fence it, for oneself and one's friends, once even water becomes finite. Remember the fun and games over the soil site, the one with the bugged claims?

And that means no access for newbies, etc. etc. In fact, it probably means that access to high quality water, clay, and soil become as difficult as access to a mine.
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Re: Gods Walk The Earth: Playtesting Trade

Postby theTrav » Mon Oct 05, 2009 11:01 pm

Krantarin wrote:But now, I'm afraid to start trading again.

That doesn't sound right... Perhaps you are meaning to communicate something other than what your words suggest.

My character is pretty solid, but I'm not strong enough to cross a stream (as I found in the first couple hours of the new map).

It took me about a week to grind my alt up to 45 con using cow chorizos and bread. It would have been faster if I'd thought to use the barbarian slider earlier. 45 was enough to get him over the river well enough.

As a miner, I'm afraid to try to find a mine with my rustroot (I'd probably waste it and not be able to get to any mine because of prohibitive waters,

searching for your own mine right now is going to be a pretty daunting task.

and even if I had stuff worth trading, I don't want to say it because if I do I'm just asking for theft.

Now that's just plain paranoia. I've been trading heaps and not been stolen from. Alt vault is still king, if you don't want to use one, set yourself up some big walls on a claim.


As pretty much anyone with a macro and some boar snuff can break down a palisade, I no longer feel secure owning valuables.

Have you read many reports of people being stolen from like that? How does a macro help build strength? I think your feeling is unreasonable and you should just chill out a bit. Or join brodgar, where we will help you keep your valuables safe.

I'll get enough constitution eventually, but of course no cauldrons or meat grinders are available to me, so boosting those stats is going slow. If I had them, I'm sure they'd get stolen pretty fast anyway.

Again with the certainty that someone is out to get you. I assure you that's not the case. Additionally you can trade up to these items relatively quickly.

So far, in the new game trading is potentially better, but for the common man, the kind of guy who has other things to do than grind constitution and search for rustroot, the new world is far worse.
[/quote][/quote]
You're basically saying people without a mine are stuffed. That's not true. Linen is worth money, food is worth money, silk is worth TONS of money, trading by itself without actually producing anything can get you a pretty good profit if you concentrate on it and watch your margins.

Miners currently have it the easiest and will turn out the richest, that much is true, but it doesn't ruin it for everyone else to nearly the degree you are suggesting.

If you really feel you need a mine and you need safety, then come and join us in The City of Brodgar. I'll get you to a mine and help you set up an extremely safe personal residence in town.
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Re: Gods Walk The Earth: Playtesting Trade

Postby Krantarin » Mon Oct 05, 2009 11:13 pm

I have no idea what you're doing with those quotes, but I think I get some of what you're saying. The problem is the theft stuff is just true. If you're in a place within the watery boundaries of a newbie, you get cleaned out pretty often unless you have a brick wall. It's happened to us twice so far, and we haven't had anything worth stealing.

If I decided to swallow my pride and stop living alone like I want, and join your village of Brodgar, would I be able to mine without epic constitution? And If so, why would I want to mine for you guys? I could swim to safe areas and find a new mine!
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