Iron, Noobs, and Raiders.

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Re: Iron, Noobs, and Raiders.

Postby Elirian » Tue Apr 27, 2010 6:32 pm

Potjeh wrote:Hunting is *the* most valuable job, as it gives a lot more LP than anything else (espe4cially mining, which has the crappiest LP/time ratio ever). And walking from point A to point B is a part of the cost of labour. Say, you're going half a sg away to collect some HQ clay - isn't the time spent going to the resource spot worth *something* to you? If not, why do so many people whine when server crash forces them to restart a travel from their hearth?


At this point I'd have to say that the value of the clay and chants combined is still less than one eighth of the value of the iron that could be gathered in the same period of time (at the value of iron suggested in this thread). I thought I was being quite generous with 1 chant/minute actually, nitpicking by adding another low value resource seems counterproductive unless there is vested interest in the status quo.
Last edited by Elirian on Tue Apr 27, 2010 6:34 pm, edited 1 time in total.
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Re: Iron, Noobs, and Raiders.

Postby Potjeh » Tue Apr 27, 2010 6:34 pm

And the value of LP is 0? Miners sacrifice their character development, unlike explorers. All combat characters worth anything are hunters.

All being said, if you think that a price is not fair, you're not forced to trade. Metal sellers can do just fine without your chants.
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Re: Iron, Noobs, and Raiders.

Postby Elirian » Tue Apr 27, 2010 6:36 pm

Potjeh wrote:And the value of LP is 0? Miners sacrifice their character development, unlike explorers.

All being said, if you think that a price is not fair, you're not forced to trade. Metal sellers can do just fine without your chants.


I don't even intend to trade... I'm not sure where you got that idea. That seems unusually partisan, 'if you're not with me you must be against'. Simply saying that they seem to have a point, miners are overvaluing iron and it's costing them in terms of efficiency, forcing them to gather resources they could trade for at a much better return, because they can't find enough sellers at the price they are willing to part with their own product.
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Re: Iron, Noobs, and Raiders.

Postby Potjeh » Tue Apr 27, 2010 6:42 pm

Except it's not costing them. Selling iron at high prices means that they'll have more free time (since they're making less iron) to actually make some LP. Sure, they might get a lower total of chants, but they're still getting more than they can possibly eat, especially if they collect chants themselves while they're hunting.

If the chants were actually worth more to miners, the market would drive the price of iron down as people would flock to sell metal for chants. Prices in H&H are generally proportionate to supply and demand for any specific items.
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Re: Iron, Noobs, and Raiders.

Postby Elirian » Tue Apr 27, 2010 6:44 pm

Potjeh wrote:Except it's not costing them. Selling iron at high prices means that they'll have more free time (since they're making less iron) to actually make some LP. Sure, they might get a lower total of chants, but they're still getting more than they can possibly eat, especially if they collect chants themselves while they're hunting.

If the chants were actually worth more to miners, the market would drive the price of iron down as people would flock to sell metal for chants. Prices in H&H are generally proportionate to supply and demand for any specific items.



Elirian wrote:Of course if no one in the village needs to gather any resource except iron even when trading at an 8:1 ratio, you probably have a balance problem. Not too many people are going to enjoy an mmo where their time is worth eight times less than someone elses. Easily fixed by playing with supply and demand numbers of course.
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Re: Iron, Noobs, and Raiders.

Postby Potjeh » Tue Apr 27, 2010 6:46 pm

And that's the problem of game design, not traders. You can't honestly expect people to ignore actual value of things and just pay what's fair. It doesn't matter that iron takes 1/8 of the time 12 chants take (BTW, I still strongly disagree with this), if it's utility is 10 times greater than that of 12 chants.
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Re: Iron, Noobs, and Raiders.

Postby Elirian » Tue Apr 27, 2010 6:52 pm

Potjeh wrote:And that's the problem of game design, not traders. You can't honestly expect people to ignore actual value of things and just pay what's fair. It doesn't matter that iron takes 1/8 of the time 12 chants take (BTW, I still strongly disagree with this), if it's utility is 10 times greater than that of 12 chants.


Yes, that's what I said. If people are not being timid with their iron, then you have a balancing issue.

Although, if you're correct about a bar of iron taking longer than 1.5 chants, that changes things too, I was simply using the numbers given by people in this thread.
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Re: Iron, Noobs, and Raiders.

Postby sabinati » Tue Apr 27, 2010 6:56 pm

mines are limited resources and require a substantial amount of resource investment to infrastructure
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Re: Iron, Noobs, and Raiders.

Postby Elirian » Tue Apr 27, 2010 7:07 pm

sabinati wrote:mines are limited resources and require a substantial amount of resource investment to infrastructure


I'm not sure what you're saying. By 'limited resources' you seem to be suggesting that the fact that only a limited number of people can get iron is justification for everyone elses time to be worth eight times less? That makes little sense from a design standpoint, so I'm guessing I've misinterpreted you.

Ah never mind I see, you're talking about the buyer/seller debate from a couple posts back.
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Re: Iron, Noobs, and Raiders.

Postby sabinati » Tue Apr 27, 2010 7:08 pm

partly that, but also, they are limited in the fact that there is not an infinite amount of ore in them.
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