Where is any trading system?

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Where is any trading system?

Postby tableman » Mon Sep 14, 2015 10:49 pm

Lunarius_Haberdash wrote:So are you bitching that you don't have enough time to play because you won't subscribe?

Because that's what it comes down to the way I read it:

"How dare you have this shoddy game and charge $10 a month?! How's a FREE player supposed to get anything done with so little time to play?"

The answer, my dear hermit, is put up or shut up. You get to play this lovely game for free for 7 hours a week, your voice is kind of invalidated.


1. Game

a. Bad graphics
b. Bad sound and it even lags
c. Lags generally, server crashes.
d. Poorly known
e. No population
f. You cant trade with other players freely
g. You cant group freely

If you think that its ok to charge 10$ per month (WoW cost 15$) for a game that have all this problems, that is in alpha, that is rare as hell and demands tons of polishing, if you think that its ok then what can i say... I am ready for B2P or P2P if the game would not lag, had normal mechanisms that would not require me to exploit and rape ass just to sell my pies but not as it is now. Charging any money for game in this state from the start is just wrong imo.

2. Time

I am somewhat ok with 7 hours per week. Im able to organise myself well enough to fit in this time but im not sure that newbs are able usually they can spend 10 hours a day and do nothing... coz they are learning the game...and you need like year to mind yourself how you want to play this game... but game is "mostly a free game" anyway as it is written.

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Yeah 7 hours per week is "mostly a free game" and it gives "full and unlimited Gameplay". Personally i would be happy with 14 hours per week free, this would give fair enough "full and unlimited Gameplay" for free to a person who knows how to play.

3. Object of thread

The object of this thread is that current trading system (roads) is impossible to execute by free2play hermits either we dont have enough time to do traveling nor we even have ability to access those roads till late-late game if road system will be developed at all. But again nothing to worry "mostly a free game" & "full and unlimited Gameplay" dictates that in case i need to trade with person on other side of world i cant do it even if i pay. Yaayyy.

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Re: Where is any trading system?

Postby jorb » Tue Sep 15, 2015 1:27 am

If you don't like the game then don't play it. Why do you feel the pressing need to be dick?
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Re: Where is any trading system?

Postby wolf1000wolf » Tue Sep 15, 2015 1:33 am

My question is more about why jorb feels strongly against the player-to-player trading mechanic? What does not having this sort of system bring to the game experience?

If you're trading with someone, you're either putting stuff in a container or dropping it on the ground. Either way you're within attacking distance if your trade partner is untrustworthy...
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Re: Where is any trading system?

Postby jorb » Tue Sep 15, 2015 1:36 am

Because there is no need for it. The only thing it does is enforce trade security, and where's the fun in that? (Also, it really doesn't, because you could still be attacked.)

It's a lot of work for no payout.
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Re: Where is any trading system?

Postby Redlaw » Tue Sep 15, 2015 2:20 am

The increase in free time has many more important reasons to happen then a trade thing, as jorb said most of what has been said does not help the game really. I rather see jorb and lofter make a monthly item for people to buy or something to help support more free time for players among other things then. see it for trade reasons. Trading will happen but will be much harder, yes it will be delt with and enhanced when its time and they found a way that makes them happy. Deal with it.
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Re: Where is any trading system?

Postby Sevenless » Tue Sep 15, 2015 3:07 am

My one hope is in Potjeh's concept. Stealing from trade stalls is fine, but if you don't have to bust a wall to do so trade stands can't really be widely used. Very few factions dare to think they have the manpower for handling thieves and previous worlds show it always fails. Without allowing the ramming/wall mechanic to protect stalls, they're just too fragile to be used.
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Re: Where is any trading system?

Postby Potjeh » Tue Sep 15, 2015 3:29 pm

And with that in place you could just set up stalls selling items you have extra of and buying items you need, and wait for your friendly neighborhood trader to visit your stall. If you make it profitable enough for him, he'll probably wind up visiting you daily. Of course, for the trader profession to really take of we'd need regional goods, and I think the current map is perfectly serviceable for that because specific biomes are plentiful in some parts of the world and non-existent in others.
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Re: Where is any trading system?

Postby Sevenless » Tue Sep 15, 2015 3:39 pm

Potjeh wrote:And with that in place you could just set up stalls selling items you have extra of and buying items you need, and wait for your friendly neighborhood trader to visit your stall. If you make it profitable enough for him, he'll probably wind up visiting you daily. Of course, for the trader profession to really take of we'd need regional goods, and I think the current map is perfectly serviceable for that because specific biomes are plentiful in some parts of the world and non-existent in others.


Regional resources are a really tricky thing in games.

It's very hard to balance their utility (and therefore how needed they are) with transportation costs. Because games aren't realistic, transport costs are proportionally far more effort than good production than it is in real life. We feel like trade should exist of that sort because we see it all the time in real life, but in real life transportation is not nearly as big of a cost relatively speaking. If you overbalance the utility, people just start whittling down areas they're willing to live in due to needing all the resources. Too little, and it's not worth the transportation so they get ignored.

One of the biggest costs to legacy trading was needing to sink playtime in order to get trading done. Another video game specific cost since IRL trading everyone has the same day/night cycle and longer periods of interaction being possible due to having the full work day.

So yeah before we get any fancier wanting to make trade super valuable or important, that base system of a reliable AFK trade system needs to be in place. Not invulnerable, but definitely invulnerable to petty theft. Trade stall should not have the same protections as items left sitting in a chest outside a wall.
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Re: Where is any trading system?

Postby Potjeh » Tue Sep 15, 2015 3:42 pm

Only luxuries should be regional, of, bread and butter things should be everywhere.
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Re: Where is any trading system?

Postby Sevenless » Tue Sep 15, 2015 4:20 pm

Potjeh wrote:Only luxuries should be regional, of, bread and butter things should be everywhere.


What exactly defines a luxury in haven that won't be considered required by major factions? Technically speaking fate curios apply, and what you can find is already regional. But the utility of those is low enough that transport's not worth it without road systems.

Still though, I'm all for brainstorming luxuries :D
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