Why w11 is bad

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Re: Why w11 is bad

Postby azrid » Tue Jun 04, 2019 12:34 am

SnuggleSnail wrote:There is no correlation between a lack of useful foragables and trade being bad. If the ability to plant bluebells/cavebulbs were removed nobody would buy them. Edels used to be a currency in the same way, but nobody is actively buying those.

I don't think the point is to remove bluebells and cavebulbs from garden pots. The point is to make foraging great again. Curio crafting and mining has gotten a lot of content added to them. We need a big number of new useful foraged food ingredients and curios. New foraged curios should rival the crafted curios and gems or it would be pointless.
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Re: Why w11 is bad

Postby SnuggleSnail » Tue Jun 04, 2019 1:23 am

Nerfing gems > buffing foraging

I'd argue hunting is just advanced foraging, and there's A LOT of really good survival based curios this world. Cave Angler Lights, Scrimshaws, Atavism, Flipper Bones, Golden Cat(sortof), eagle talons, Ant Farms, Ivory Figurines, blowholes. HighQ Edels/Glimmers/flotsams will be good for a little bit longer.

Gems can be like 22k+ base lp/hour/slot. Adding more stuff like that will make the game worse.
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Re: Why w11 is bad

Postby MightySheep » Tue Jun 04, 2019 1:31 am

food is messed up, each new patch seems to add some new level of jankiness and convolution to it and anyone who takes the game even half seriously would rightly be very pissed at how youve had a massive bug which caused probably many people to get hundreds of attributes, temporarily very OP kebab and the whole first few months half the game was taking advantage of a OP variety eating method

that alone makes me not surprised a lot of veterans quit especially in HH

I could say a lot about lack of teleportation, continents not being all they were cracked up to be, perma death vs KO in pvp, questing etc but those are kind of up for debate who knows

oh yeah and cant forget the fact that siege literally wasnt implemented this world so pvp had no logical conclusion other than to settle who gets meteors
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Re: Why w11 is bad

Postby Kaios » Tue Jun 04, 2019 11:24 am

sabinati wrote:do you guys complaining about no CRs not have any roads built or something
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Re: Why w11 is bad

Postby azrid » Tue Jun 04, 2019 11:27 am

SnuggleSnail wrote:I'd argue hunting is just advanced foraging, and there's A LOT of really good survival based curios this world.

Sure if you move goalposts enough anything is possible.
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Re: Why w11 is bad

Postby Headchef » Tue Jun 04, 2019 11:38 am

SnuggleSnail wrote:Nerfing gems > buffing foraging

I'd argue hunting is just advanced foraging, and there's A LOT of really good survival based curios this world. Cave Angler Lights, Scrimshaws, Atavism, Flipper Bones, Golden Cat(sortof), eagle talons, Ant Farms, Ivory Figurines, blowholes. HighQ Edels/Glimmers/flotsams will be good for a little bit longer.

Gems can be like 22k+ base lp/hour/slot. Adding more stuff like that will make the game worse.


Agreed fully.
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Re: Why w11 is bad

Postby Kaios » Tue Jun 04, 2019 11:47 am

SnuggleSnail wrote:There is no correlation between a lack of useful foragables and trade being bad. There are a handful of useful foragables that will remain relevant for the entire world. If you're picking something off of the ground to sell its name isn't very relevant. Plus, if the ability to plant bluebells/cavebulbs were removed nobody would buy them. Edels used to be a currency in the same way, but nobody is actively buying those.

Trade is bad because moving goods is drastically too hard. I think it says a lot about the how tedious travel is that moving from A to B is by far the thing I use scripts for the most. I'm not even really opposed to doing tedious tasks manually. I made ~20k trellises manually last world, and the highest attribute archer without a cheese/milking bot. Travel is just far too cumbersome.


Just like there are many reasons for players quitting the game, I do believe there is more than one reason for trade being bad. Do you think initial prices are high while exchange rates are low at Community Fair because they had trouble moving their stuff from the village to the stands? No, it's because gold is rare so they've adjusted their exchange rates to reflect this fact but have kept the same high prices they would have had last world for top quality stuff even though gold was also much easier to find then.

Hardly any traders have accepted things like blueberries, cave bulbs, gray clay, dewy mantles, and other low tier foragables for a long time ever since botting became more prevalent and then tokens were implemented. There are various factors as to why trading is impacted negatively by several different changes and implementations in the same way it is true for player retention. I would argue that this is just another factor as to why players leave the game so quickly as well.
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Re: Why w11 is bad

Postby evilboy666 » Tue Jun 04, 2019 1:23 pm

Why w11 is bad is because hnh is just one huge chore to play. Which is also reason why this game is hardly holdin up.
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Re: Why w11 is bad

Postby SnuggleSnail » Tue Jun 04, 2019 8:55 pm

Kaios wrote:Just like there are many reasons for players quitting the game, I do believe there is more than one reason for trade being bad. Do you think initial prices are high while exchange rates are low at Community Fair because they had trouble moving their stuff from the village to the stands? No, it's because gold is rare so they've adjusted their exchange rates to reflect this fact but have kept the same high prices they would have had last world for top quality stuff even though gold was also much easier to find then.

Hardly any traders have accepted things like blueberries, cave bulbs, gray clay, dewy mantles, and other low tier foragables for a long time ever since botting became more prevalent and then tokens were implemented. There are various factors as to why trading is impacted negatively by several different changes and implementations in the same way it is true for player retention. I would argue that this is just another factor as to why players leave the game so quickly as well.


Gold is pretty common. Not all trades involve gold, though.
I bet, next to gem hunting or localized resources, the most valuable thing a hermit can do this world is forage truffles.
Both buyers and sellers having to travel for a large period of time to exchange goods is a huge tax on all trades, and functionally causes local monopolies on buying certain goods because it's not worth moving them to a market/trader that lives further away. Selling cast iron for 1 point to somebody locally is a better idea then selling it to somebody for 3 points across the world.

Travel is a HUGE tax on trade.
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Re: Why w11 is bad

Postby Astarisk » Wed Jun 05, 2019 12:00 am

SnuggleSnail wrote:
Kaios wrote:Just like there are many reasons for players quitting the game, I do believe there is more than one reason for trade being bad. Do you think initial prices are high while exchange rates are low at Community Fair because they had trouble moving their stuff from the village to the stands? No, it's because gold is rare so they've adjusted their exchange rates to reflect this fact but have kept the same high prices they would have had last world for top quality stuff even though gold was also much easier to find then.

Hardly any traders have accepted things like blueberries, cave bulbs, gray clay, dewy mantles, and other low tier foragables for a long time ever since botting became more prevalent and then tokens were implemented. There are various factors as to why trading is impacted negatively by several different changes and implementations in the same way it is true for player retention. I would argue that this is just another factor as to why players leave the game so quickly as well.


Gold is pretty common. Not all trades involve gold, though.
I bet, next to gem hunting or localized resources, the most valuable thing a hermit can do this world is forage truffles.
Both buyers and sellers having to travel for a large period of time to exchange goods is a huge tax on all trades, and functionally causes local monopolies on buying certain goods because it's not worth moving them to a market/trader that lives further away. Selling cast iron for 1 point to somebody locally is a better idea then selling it to somebody for 3 points across the world.

Travel is a HUGE tax on trade.

Also need to give CF some time to adjust prices. They are being eyeballed initially, if its too harsh im sure they''ll be lowered.
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