I agree, all I was saying was that the offer was most definitly NOT free.ThirdEmperor wrote:With the subtle implication that you have to give them metal for cut rates.sabinati wrote:totally different dude, killface is selling a mine, where sodom is giving one for free to anyone that wants to live in constantinopleFjorn wrote:The entire attitude of Killface in his thread, where is is trying to SELL something be being extremely rude, condescending, and self-entitled is probably the biggest factor in no one wanting to buy your mines, rather than there not being enough mines.
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ThirdEmperor
- Posts: 592
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Re: How can we revitalize trade?
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Fjorn
- Posts: 33
- Joined: Fri Sep 11, 2009 9:56 pm
Re: How can we revitalize trade?
That'll teach me to assume Avu was linking to his village's thread, and not Sodom's
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sabinati
- Posts: 15527
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Re: How can we revitalize trade?
sodom is avu's village
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Fjorn
- Posts: 33
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Re: How can we revitalize trade?
So I'm just a moron in general then... lol
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sabinati
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Re: How can we revitalize trade?
i still love you though
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: How can we revitalize trade?
So no different to the way you treat anyone you interact with then.Avu wrote:I will now treat everyone who baaaaaws about lack of metal a complete retard, lazy ass, clueless dumbfuck and any other colorful description I might think of in the spot.
Towns have no limit to the number of people who can join, find and join one that is already sustaining itself and your measly contribution is a bonus.ThirdEmperor wrote:1) Some people can't play enough to sustain a town
Trade for it then, most towns will give you metal if you find em enough mushrooms or cave bulbs, if you CBF exploring then make silk.ThirdEmperor wrote:2) Some people don't want to join a village to get metal
That's just laziness, there are plenty of maps on the forums and the towns are clearly marked.ThirdEmperor wrote:3) Not everyone can actually get to/find the towns
If the player is too lazy to find a town then I say they're too lazy to find metal.
Good on em, if you're happy in your town without a mine, trading for metal, then that's OK. If not having metal is the end of the world, there are alternatives that involve relocation.ThirdEmperor wrote:4) Some people already have towns
I thoroughly agree. He is winning the Alpha thoughThirdEmperor wrote:5) Your a insulting loser with overcompensation issues.
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: How can we revitalize trade?
I should be amazed that people can't read or have reading comprehension yet I am sadly not. Where in the hell does it say in that thread that you have to pay ANYTHING? The only condition was that the group that moves into the village keeps it alive. I know truly barbaric. And yes we're keeping the chief LS position but then again you'd get access to other metal security and good rates in trade for anything else one would need. Bad deal all around I'm sure.
Also ThirdEmperor you're a moron of Josans caliber but at least he is cute in his stupidity you're just sad.
Also ThirdEmperor you're a moron of Josans caliber but at least he is cute in his stupidity you're just sad.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: How can we revitalize trade?
Hmm... maybe you're interpreting that in reverse, I would have thought the reference to "good rates" means soddom will be giving the constantinoplites metal for cut rates, rather than the other way around.ThirdEmperor wrote:With the subtle implication that you have to give them metal for cut rates.
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Zamte
- Posts: 526
- Joined: Sun Apr 04, 2010 2:12 am
Re: How can we revitalize trade?
Part of the problem is, people play the game largely to do their own thing. I started to play because it reminded me of some other games I've played, except better because it was persistent. I wanted to build my own little empire with some friends, and just enjoy making my mark and doing my own thing with the world. It's nice to offer them use of your facilities in exchange for just keeping them up, but then they're playing in your world, and not their own. A lot of people would much rather play without metal than have the game handed to them in such a manner.
The problem in this economy is that most things are in easy supply. There are a few hurdles of course. For instance right now I have no wheat, which means no straw, which means a bit of a wall I can't overcome until I get the wheat. Once I get it though, I can keep replanting it every time and suddenly the wall is gone and I now have too much straw. This system of too much or too little doesn't work, because the situations are extremes. Before you get these things (straw, metal, silk) you are desperately in need of them, and once you have them (this may apply less to metal) you can continue to just churn more out. They go from being priceless to being fairly worthless. Somebody with an established farm thinks nothing of straw nor wheat seeds, but for me right now a wheat seed would be a miracle.
For a real economy to come around, you have to have items which can be worked towards at every point of the game which are all reasonably valuable to everyone at every stage of the game. This makes them more liquid and more transferable. Metal would be good, except it's not available widely, and because not very much else is available.
Another issue with the trading, and the mines, and just in general is, in order to have a good location you need several random variables (clay spots, water sources, mines, proper land type) to come together all in one spot. I found a good spot with a well on grasslands near forest for trees, and I'm enjoying it, however as soon as I decide to go for a mine, chances are really low that there will be one anywhere near me, let alone a good one. They need to make it so that mines and wells can be placed anywhere. However the well water would be lower quality than the water obtainable from other places, perhaps even cause it to give 0.2 Black FEP each time you drink it so that it's not desirable but usable. Make mines placed in random locations random ore, and low chances to be found. Then you could make dowsing rods find good quality well locations, similar to how they do now, and make it so rustroot extracts can be mixed with a nugget of a metal type in order to make it track down a mine specifically of that type.
These would allow for everyone to have their basics, but for those willing to hurt in one area (bad water for instance, or having to be out of range of animals) in order to get a good mine of a specific type, or to get good high quality well water. As long as 90% of the items are so common nobody wants them and the other 10% are so valuable and rare that nobody wants to give them up for anything the others have available, then nobody will trade. Currently, if a newer player such as myself wants to establish trade without joining a preestablished town, we need to go searching over half the world map for higher quality water, soil, clay, or what have you, and while this is doable, it is a lot of effort, and requires a good base of operations and a fairly established character in order to pull off. High exploration, survival, a boat, and a good supply of food and water would be required to get any distance.
It's a really fun game, but I think balance wise it has a long way to go in things like this. The quality system is a good idea, and if the entire game was based on the premise that everything was moderately easy to get at low qualities, higher qualities would be required for most of the advanced stuff, and would require more looking, work, and luck to get. However it'd mean that if you had anything at high quality it'd be worth trading for other things at high quality. Then it wouldn't so much be about what is worth most, or what is worth something at all, but about having something, and getting it out there to trade.
The problem in this economy is that most things are in easy supply. There are a few hurdles of course. For instance right now I have no wheat, which means no straw, which means a bit of a wall I can't overcome until I get the wheat. Once I get it though, I can keep replanting it every time and suddenly the wall is gone and I now have too much straw. This system of too much or too little doesn't work, because the situations are extremes. Before you get these things (straw, metal, silk) you are desperately in need of them, and once you have them (this may apply less to metal) you can continue to just churn more out. They go from being priceless to being fairly worthless. Somebody with an established farm thinks nothing of straw nor wheat seeds, but for me right now a wheat seed would be a miracle.
For a real economy to come around, you have to have items which can be worked towards at every point of the game which are all reasonably valuable to everyone at every stage of the game. This makes them more liquid and more transferable. Metal would be good, except it's not available widely, and because not very much else is available.
Another issue with the trading, and the mines, and just in general is, in order to have a good location you need several random variables (clay spots, water sources, mines, proper land type) to come together all in one spot. I found a good spot with a well on grasslands near forest for trees, and I'm enjoying it, however as soon as I decide to go for a mine, chances are really low that there will be one anywhere near me, let alone a good one. They need to make it so that mines and wells can be placed anywhere. However the well water would be lower quality than the water obtainable from other places, perhaps even cause it to give 0.2 Black FEP each time you drink it so that it's not desirable but usable. Make mines placed in random locations random ore, and low chances to be found. Then you could make dowsing rods find good quality well locations, similar to how they do now, and make it so rustroot extracts can be mixed with a nugget of a metal type in order to make it track down a mine specifically of that type.
These would allow for everyone to have their basics, but for those willing to hurt in one area (bad water for instance, or having to be out of range of animals) in order to get a good mine of a specific type, or to get good high quality well water. As long as 90% of the items are so common nobody wants them and the other 10% are so valuable and rare that nobody wants to give them up for anything the others have available, then nobody will trade. Currently, if a newer player such as myself wants to establish trade without joining a preestablished town, we need to go searching over half the world map for higher quality water, soil, clay, or what have you, and while this is doable, it is a lot of effort, and requires a good base of operations and a fairly established character in order to pull off. High exploration, survival, a boat, and a good supply of food and water would be required to get any distance.
It's a really fun game, but I think balance wise it has a long way to go in things like this. The quality system is a good idea, and if the entire game was based on the premise that everything was moderately easy to get at low qualities, higher qualities would be required for most of the advanced stuff, and would require more looking, work, and luck to get. However it'd mean that if you had anything at high quality it'd be worth trading for other things at high quality. Then it wouldn't so much be about what is worth most, or what is worth something at all, but about having something, and getting it out there to trade.
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VowOfSilence
- Posts: 158
- Joined: Tue Jan 26, 2010 7:57 pm
Re: How can we revitalize trade?
So first you're saying that metal for coins is, like, totally easy to get, then you're saying that there's a lack of a trade currency, and a lack of players/villages that can establish trade.Avu wrote:I will now treat everyone who baaaaaws about lack of metal a complete retard, lazy ass, clueless dumbfuck and any other colorful description I might think of in the spot.
As for the topic trading doesn't work because distances are too great [...] because there are too few items for which quality does not matter and only those make for good trade currency