Yeah, and the reason they were so good as a trade good was because they were so easily and quickly consumed. The problem is almost inherent to the system. Anything valuable and consumed frequently enough to be considered a trade good will be botted and jorb/loftar are trying to discourage botting in their game mechanics, not encourage it. Anything valuable but not consumed quickly doesn't make for a very good, long term trade good.Sevenless wrote:But the entire trade system of legacy depended on very bottable things
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rye130
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Re: No Valuable Trade Goods
Experience as a trade good is an interesting idea. Not really sure if it would work well because traders would quickly have more experience than they need.
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Clemence
- Posts: 447
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Re: No Valuable Trade Goods
The only way that could improve trade is specialisation.
But you need a specialisation that could not been grind, or every village would make a specialized toon in each field of activity.
For now the only things that cant be grind is finding good nodes ( clay, water, forageables ), but it fit best in a nomadic life, you dont need any structure to produce value.
I got an idea that is not compatible with the present system, but thats an idea :
- no more ressource quality
- the quality is create when you craft a thing, if you craft a cake with a good respice, you get a good cake.
- respices can be found randomely, like spiders when foraging, or black hole when doing cheeses.
So you are an hermit and make a carrot cake : then there is a pop up like the XP one that say : "you get an idea to improve your carrot cake, you just note the recpice you found on a paper"
And a paper pop in your inventory, with this words " carrots pie are quality 10 if you make them with that note in your inventory"
So you can either sell this respice, or become a carrot pie specialist and make a living by making and selling carrots pies.
There would be other people with beter respices, but they will be people wanting to pay less and buy your quality 10 pies instead of eating the quality 1 they can do without respice.
But you need a specialisation that could not been grind, or every village would make a specialized toon in each field of activity.
For now the only things that cant be grind is finding good nodes ( clay, water, forageables ), but it fit best in a nomadic life, you dont need any structure to produce value.
I got an idea that is not compatible with the present system, but thats an idea :
- no more ressource quality
- the quality is create when you craft a thing, if you craft a cake with a good respice, you get a good cake.
- respices can be found randomely, like spiders when foraging, or black hole when doing cheeses.
So you are an hermit and make a carrot cake : then there is a pop up like the XP one that say : "you get an idea to improve your carrot cake, you just note the recpice you found on a paper"
And a paper pop in your inventory, with this words " carrots pie are quality 10 if you make them with that note in your inventory"
So you can either sell this respice, or become a carrot pie specialist and make a living by making and selling carrots pies.
There would be other people with beter respices, but they will be people wanting to pay less and buy your quality 10 pies instead of eating the quality 1 they can do without respice.
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Sevenless
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Re: No Valuable Trade Goods
rye130 wrote:Experience as a trade good is an interesting idea. Not really sure if it would work well because traders would quickly have more experience than they need.
(numbers pulled out of my ass, not intended to be realistic for this proposed system)
Not if this experience gets new uses like I highlighted. What if you could spend 100XP to double the LP/hour of a curio? Or 25XP to reduce the FEPs required to fill a bar, basically a super variety item? Make the XP be convertible into valuable consumables or consumable upgrades, and traders wouldn't overfill on it.
The XP system has issues, namely that if it were used as is alting would be a big thing to do to generate wealth. Hence why I brought up the idea of seperating it from the XP system. If they had some way to limit it to one character per paid account that'd work fine. Perhaps you choose which character can receive worship points?
@clemence I agree to that theory, but it's too risky to rebalance the gameplay that works to try and improve a smaller part that doesn't.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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AAlex
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Re: No Valuable Trade Goods
Paving stones, literally rarest resourcesabinati wrote:q100+ i guess? do you mean bulk stones?
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_Gunnar
- Posts: 1430
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Re: No Valuable Trade Goods
I agree with this.sabinati wrote:well, i disagree that there are no valuable trade goods. there are a lot of them, even ones that newer players can produce. i think the problem is rather one of logistics.
related - if it were logistically viable to do bulk trades I think we would see more specialized villages.

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Sevenless
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Re: No Valuable Trade Goods
I think both are right really. I do feel that several of the staple tradegoods from legacy were nixed in relative utlity (bulk food, any fated curio, most of what rye mentioned). But the logistical cost of a trading in any video game like this can quite quickly outweigh the gained benefit.
For the logistics side of things, I have a couple ideas:
World generated road in a cross format centered on the Ring of Brodgar. Somehow protected from being griefed. With the cost of building roads reduced from "Hey make a highway crossing the world" to "Hook up to the world highway" I think a lot more people would be able to trade and raid. Still leaves options to live in a remote corner (heh literally) of the world. I'd say each leg of the road should cover 5ish minimaps?
COD mailing system. I don't feel this fits well with haven's theme though so I don't expect anyone to take that suggestion seriously.
For the logistics side of things, I have a couple ideas:
World generated road in a cross format centered on the Ring of Brodgar. Somehow protected from being griefed. With the cost of building roads reduced from "Hey make a highway crossing the world" to "Hook up to the world highway" I think a lot more people would be able to trade and raid. Still leaves options to live in a remote corner (heh literally) of the world. I'd say each leg of the road should cover 5ish minimaps?
COD mailing system. I don't feel this fits well with haven's theme though so I don't expect anyone to take that suggestion seriously.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: No Valuable Trade Goods
Bird mail system, with time delay. I do think it fits very well.Sevenless wrote:COD mailing system. I don't feel this fits well with haven's theme though so I don't expect anyone to take that suggestion seriously.
Xcom wrote:Most good things last only a short time
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Clemence
- Posts: 447
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Re: No Valuable Trade Goods
Perhaps there can be some way to tune that idea to fit the present system.Sevenless wrote: @clemence I agree to that theory, but it's too risky to rebalance the gameplay that works to try and improve a smaller part that doesn't.
Lets supose the respice say : " your carrot cake give as much constit as they give perception."
The hermit know that even if his cakes give a constit bonus, if the quality is poor he would not be able to sell them.
So he look to buy high quality ingredients to big villages, or pay high quailty floor with cakes.
Problem is nobody would sell him carrots, cause he could just buy high quality carrots 1 time and just plant them.
So the respice for carrot cake have to be change to use "slized carrot" instead of carrot, you can make slize carrot with a tool like you make floor with a stone grinder.
Or just make a tool that sterilize seeds and vegetable so you can sell them.
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sabinati
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Re: No Valuable Trade Goods
yes, but i didn't think the objective was to exclusively list trade goods accessible to entry level playersrye130 wrote:True, exchanges of quality resource nodes will always be worth doing, but its unlikely someone looking to buy a quality pickaxe or some similar item will have access to higher quality nodes than most developed villages that would normally trade.sabinati wrote:good clay, water, soil, coal
well, it may not be too accessible to newer player, but it is somewhat. newish people could find a vein, and without having good industry developed, can still produce high value materialsrye130 wrote:Nodes of gold/silver more common than other. Used a gold bar for a throwaway idol recently. Also not too accessible for newer players.sabinati wrote:gold pebbles, gold, silver
yeah. currently. hoarding them until they do.rye130 wrote:Currently has no value as a crafting material, and for their rarity, give too little LP. This causes anyone with pearls wanting to buy something to value them way more than the person receiving them does ("I don't want to give away this rare pearl for cheap" vs. "It only gives 5k lp, it isn't worth it for a high price").sabinati wrote:pearls
yesrye130 wrote:Definitely valuable in trades. Difficult for newer players.sabinati wrote:high q bears
mine holes, mine supports, large chests... always seems like the need for these is never metrye130 wrote:You only really need so much construction grade-materials. I guess traders would accept some of it, but would quickly have more than what they need.sabinati wrote:any metal
hard leather
arguablerye130 wrote:Valuable, difficult for new players.sabinati wrote:silk
i cbfrye130 wrote:I get more than enough in a trip to satisfy my needs of glimmers for more than awhile.sabinati wrote:glimmermoss
well, probablyrye130 wrote:I feel like they are in the same place as pearls. Too rare for their own good causing people who have them to overvalue them.sabinati wrote:fate curios
well 2 maws and a barrel of milk'll get you 25 trays of cheeserye130 wrote:Not sure on these. Can't tell yet how the balance is with cheese as I don't have enough experience.sabinati wrote:suckling maws
barrels of milk
what are you eating for int...? fox only gets you so far.rye130 wrote:Eating at 300% on characters means the demand for these for int on alts is lower than ever before.sabinati wrote:perch, plaice
blueberries
well, that might be the case for you.rye130 wrote:Less demand than before since there is less reason than before for expanding vclaims (no declaiming pclaims, no crossroads). Less travel means less bases/outposts and less demand for bricks.sabinati wrote:linen
bricks
to some extent.rye130 wrote:In a similar place as sub tokens.sabinati wrote:sketchbooks
there's definitely some validity to the point that there should be more viable trade goods. one other point is that i haven't specified what i value any of these goods at, just that i would accept them as payment for trades. again, the primary problem, i think, is of logistics.rye130 wrote: I'm exaggerating when I say "No Trade Goods" but I think there are definitely "Worryingly Less Trade Goods". I don't know, I might be completely off-base here.
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sabinati
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Re: No Valuable Trade Goods
lol what?AAlex wrote:Paving stones, literally rarest resourcesabinati wrote:q100+ i guess? do you mean bulk stones?