yes, as shubla already mentioned, i'm pretty sure the biggest factors for making a healthy flowing economy is
#1 deterioration of more items
when you do metal spiralling you end up with hundreds if not thousands of spare wrought iron bars, which you can almost only use for mine supports or curiosities (curios are now not a high priority when you can just do quests instead)
I think it would make all tools more valueable that they had wear or condition.
Why would people ever buy a new butcher knife, pickaxe, scythe or shovel? this world we have very much surpassed the "quality cap" for those items.
#2 localization of resources
make materials more localized. so that we cannot make and maybe even not grow everything ourselves.
maybe the extreme would be that certain crops/trees only grow in certain zones(temperatures)?
but a little easier would be to localize stuff like: rocks, or wild animals (now that we have more than just fox,boar,deer,bear).
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shubla
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Re: Ideas for a more stimulating economy?
svino wrote:#2 localization of resources
make materials more localized. so that we cannot make and maybe even not grow everything ourselves.
maybe the extreme would be that certain crops/trees only grow in certain zones(temperatures)?
but a little easier would be to localize stuff like: rocks, or wild animals (now that we have more than just fox,boar,deer,bear).
Useless as long as we have trails/charter stones.
People would just make long long hunting trails and separate farming outposts.
Maybe if instant teleportation is removed, this would become interesting.
Even if you had farming outposts, you would have to deliver stuff between them with wagons/knarrs. Which is dangerous.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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viznew
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Re: Ideas for a more stimulating economy?
svino wrote:yes, as shubla already mentioned, i'm pretty sure the biggest factors for making a healthy flowing economy is
#1 deterioration of more items
when you do metal spiralling you end up with hundreds if not thousands of spare wrought iron bars, which you can almost only use for mine supports or curiosities (curios are now not a high priority when you can just do quests instead)
I think it would make all tools more valueable that they had wear or condition.
Why would people ever buy a new butcher knife, pickaxe, scythe or shovel? this world we have very much surpassed the "quality cap" for those items.
#2 localization of resources
make materials more localized. so that we cannot make and maybe even not grow everything ourselves.
maybe the extreme would be that certain crops/trees only grow in certain zones(temperatures)?
but a little easier would be to localize stuff like: rocks, or wild animals (now that we have more than just fox,boar,deer,bear).
yes these ones def sound like thay would help economy
esspeciaclly if tele port nerfed or taken away
also the point that more rare things that noobs chould obtain whould help the low q barriers
if something like say potions that when used provide small buffs and a bunch of new food that requires rare plants that cant be farmed (mallow, fennel, a few dozen other flowers (cause i did a ton of reaserch on flowers))
thay would be rare and the mats gathered by anyone adding some flow
even just rare things from crops and in house things that can be crafted into rare stuff whould add a little flow
and now my random crazy add to the pile
chould add player made quest stand
the employer sets a quest (gather 200 cinibar or kill 3 trolls and bring back to stand for payment) no exp only the items offered is rewards from the quest
there chould be a multi options for payment (say i bring the last troll and complete quest i can choose between the payments set by the employer or refuses and get stuff back (make it not exploitable if stall distoryed current quest items send to hf on a timer of like 12 hours so wont be abused)
if employer sets for 3 payments its based on complete quest say thay finished and i middle of quest it will tell me complete and quest goes away and the quest items iv input go to hf
suggested before but prob not quite like this lol just a random thought exercise not sure how much it would effect economy


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✧
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Re: Ideas for a more stimulating economy?
shubla wrote:Maybe if instant teleportation is removed
Paving roads already makes them more convenient even w/o teleportation. I'd kinda like not being able to teleport. It's super convenient though. And makes socializing easier.
Maybe teleporting along a road (unless on claim?) could have a random chance to give an encounter with a dangerous creature at one of the waypoints, increasing in chance with the length of the road.
Surely there are some mythological creatures that like to waylay travelers? Or maybe it could be some random chance to get a wound or debuff?
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iamahh
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Re: Ideas for a more stimulating economy?
nerf world terrain information: remove minimaps terrain tiles, randomize some stuff at the server...
if every player had to build his own world knowledge and this somehow wasn't so trivial to share, then you could have specialization and rarity
if every player had to build his own world knowledge and this somehow wasn't so trivial to share, then you could have specialization and rarity
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Kaios
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Re: Ideas for a more stimulating economy?
It's an unpopular answer but I'd have to agree that removing any forms of fast travel beyond hearthfire travel would have a significant effect on the in-game economy and on trade in general, especially if there were more localized resources specific to certain geographic regions as was also mentioned. Obviously that change has numerous effects on the game itself but I think the effect it would have on in-game trade would be overall positive as it forces a more dynamic trade environment in terms of both market placement and the moving of trade goods. Once we have bridges what's the excuse to keep fast travel anyways?
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iamahh
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Re: Ideas for a more stimulating economy?
Removing fas travel alone would make factions work more but they eventually achieve quality and price dominance
you'd need to make world knowledge personal to each player, not easily shared
you'd need to make world knowledge personal to each player, not easily shared
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shubla
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Re: Ideas for a more stimulating economy?
iamahh wrote:you'd need to make world knowledge personal to each player, not easily shared
And in what way would this make big factions not dominant?...
Maps could still be made, either by hand or then custom clients.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Mario_Demorez
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Re: Ideas for a more stimulating economy?
Expand the world, new resources in the far reaches of the hearth lands. These far reaches are so treacherous that no hearth magic can be used inside these dark lands. No roads, no hearthing, and no hearth fires or claims. High quality animals but way more ferocious. Foxes as strong as bears but produce q200 materials, mammoths in these lands will be unbuffed but pack animals. Trolls walk among the surface as cracks in the land form. Sadly no soft metal but iron will be abundant. Random ruins (dungeons) will have 1 time use recipes to be learned, once learned the new item can not be taught to another hearthling. These lands will be known as "legacy lands."
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Ninijutsu
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Re: Ideas for a more stimulating economy?
Mario_Demorez wrote:Expand the world, new resources in the far reaches of the hearth lands. These far reaches are so treacherous that no hearth magic can be used inside these dark lands. No roads, no hearthing, and no hearth fires or claims. High quality animals but way more ferocious. Foxes as strong as bears but produce q200 materials, mammoths in these lands will be unbuffed but pack animals. Trolls walk among the surface as cracks in the land form. Sadly no soft metal but iron will be abundant. Random ruins (dungeons) will have 1 time use recipes to be learned, once learned the new item can not be taught to another hearthling. These lands will be known as "legacy lands."
So, like Salem's darkness? All for it.
Of another era.