I know I've suggested specialty buildings for villages before but I think I've come up with a nicer way to foster trade.
Just as new building options open up when you attain skills and Lawspeaker I thin there should be special building option only available to villages. I won't recover what i already put forth. I think we should add trade specific buildings to the list. If you can create a village idol specificly for trade and then only choose to build say stores, banks, barter stands, vending stands, an Inn or tavern. Each of the buildings should be able to be locked. This makes it easier to create trade villages and foster trade.
Creating a specialty options can be a great help and ease many trade problems.
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Arcanist
- Posts: 2664
- Joined: Mon Mar 19, 2012 2:01 pm
Re: New buildings
So what, like a barter stand, accessed by password to and from village idols?
Person A (Lawspeaker/cheif) puts q90 clay into their idol and sets the price to 1 pearl each, and sets a password for the stand
Person B goes to their idol, types a password and is able to buy the clay with pearls, but is not able to steal from the shop.
Person C Raids person A and finds their idol, he can then steal from the idol shop.
I like that idea, traders can then just put their HS on their thread, and sell things while offline.
Person A (Lawspeaker/cheif) puts q90 clay into their idol and sets the price to 1 pearl each, and sets a password for the stand
Person B goes to their idol, types a password and is able to buy the clay with pearls, but is not able to steal from the shop.
Person C Raids person A and finds their idol, he can then steal from the idol shop.
I like that idea, traders can then just put their HS on their thread, and sell things while offline.
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: New buildings
The main issue with trade is time spent walking trivial terrain in risk of losing goods. Its also redundant trading when you can in actuality make everything yourself given the effort it takes to spend hours walking to some far distant location for that one item you might not even be able to trade for. Basic gist is that havens item mechanics makes only quality valuable and other instances where specific items are traded its not all that valuable for any trader to risk having trafficked trade happening outside his main base where he sells the goods.
With the removal of village idols havens trade will basically lose its value and we most then likely will either see minor trades in immediate local areas role play alike. Long term players most likely wont hold interest or find value in trade so it will disappear after world hits that mid or endgame. Endgame more then alike we will see rare trades happen where 2 alts will be exchanged after walking to the opposite village for porting to HF with the goods. Mostly as its time consuming and expensive it wont be a common practice.
With the removal of village idols havens trade will basically lose its value and we most then likely will either see minor trades in immediate local areas role play alike. Long term players most likely wont hold interest or find value in trade so it will disappear after world hits that mid or endgame. Endgame more then alike we will see rare trades happen where 2 alts will be exchanged after walking to the opposite village for porting to HF with the goods. Mostly as its time consuming and expensive it wont be a common practice.
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Arcanist
- Posts: 2664
- Joined: Mon Mar 19, 2012 2:01 pm
Re: New buildings
Xcom wrote: With the removal of village idols
Has one of the devs hinted at this?
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: New buildings
loftar wrote:I don't think we plan on actually removing teleporting, but it will have to be limited from what is currently in Haven. Crossroads are (mostly) retarded. Distance should matter.overtyped wrote:I would not mind a larger map, but removing teleportation would be a bad idea, like a salem of a bad idea.
loftar wrote:I'm not going to say that you don't have a point, but you are exaggerating it. If fast-travel is only possible in one direction, distance still matters.Lunarius_Haberdash wrote:At no point should you be able to return instantly across that vast a distance.. Period.. Ever... You could literally hearth from one end of the map to the other. This is just plain unacceptable in a game that wishes to encourage regions, civilizations, trade, and the like. It may encourage trade, but only in that it becomes far too easy to engage in.
loftar wrote:Well, I do think it would be a weird and kind of boring mechanic to just lose stuff from your inventory at random. When Jorb and I first added crossroads, we actually imagined that every use of them would drain a non-trivial amount of your town's authority, rather. But the point seems kind of moot, since whatever we decide to add probably won't look like crossroads do now anyway.
All quotes taken from here and a few pages ahead. HF porting will make it but not CRs. Village porting is unclear, neither is the ability to port to village idol without a HF.loftar wrote:Yes, I have always kept that suggestion of yours in mind, and I do think we'll implement something quite like it.Potjeh wrote:Road-based fast travel where you can be waylaid. You can choose to take a no-value alt and guarantee losing all the goods if you're waylaid, or you can bring a party of developed combat characters and risk losing them but have a good chance to wipe out the highwaymen and save your goods.
viewtopic.php?f=6&t=37393&start=80
Crossroads clearly wont make it and if things go towards what was in Salem then idol porting will either not be a thing at all or not like its now. I suspect that Haven 2 won't even be similar to havens core mechanics at all.
Just to drop a hint on the building aspect of Haven 2. If we really are forced to build structures having items in the inventory then building mansions or large structures will be a major hassle. Just imagine building a mansion where you have to run forth and back 40-50 times getting mats including the fact that you cant just help someone build, you need mats in your inventory to even build.
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: New buildings
@Arcanist No that's not what i intended but that is an interesting option.
@Xcom Then maybe we can create a Trade idol designed for trade alone. In all honesty if you remove long distance travel you realisticly eliminate most trade. It does not matter if you people travel far manually or people set up local trade. It will be a shadow of what it was. Limiting travel only creates rise of more raiders and a drive by factions to span large world lengths to control what they need.
@Xcom Then maybe we can create a Trade idol designed for trade alone. In all honesty if you remove long distance travel you realisticly eliminate most trade. It does not matter if you people travel far manually or people set up local trade. It will be a shadow of what it was. Limiting travel only creates rise of more raiders and a drive by factions to span large world lengths to control what they need.
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ramones
- Posts: 3077
- Joined: Fri Jul 09, 2010 10:03 pm
- Location: I am a man who walks alone'
Re: New buildings
Sound like having an online Auction house, which you can build in your village and buy from whoever puts stuff on it from everywhere else in the world.
I support
I support
W16.1 - Pet Sematary (hermit)
W8 - Hermitage
W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
W8 - Hermitage
W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: New buildings
@Ramo Thank you Ramo!
My idea is based on something like the Hanseatic League with trade villages.
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borka
- Posts: 9965
- Joined: Thu Feb 03, 2011 7:47 pm
- Location: World of Sprucecap
Re: New buildings
Trade idol depending on a certain number of villages in area joining together to set it up
Trade idol claim size depending on the number of joint villages in the area
Trade idol claims are neutral grounds
Trade idol claim makes it unable to use / enable criminal acts
Trade idols can't be made on vilage or pclaims
Joint villages have to be active or Trade idol claim disappears
Trade idol claims can't be taken but villages in area can join
just my 7 cents
Trade idol claim size depending on the number of joint villages in the area
Trade idol claims are neutral grounds
Trade idol claim makes it unable to use / enable criminal acts
Trade idols can't be made on vilage or pclaims
Joint villages have to be active or Trade idol claim disappears
Trade idol claims can't be taken but villages in area can join
just my 7 cents
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: New buildings
I wish there was a form of idol anyone could port to or from based on a white list set by the owner. Perfect way to setup trade posts. Currently only bots staying on 24h can do it.