Removing tradeable sub tokens and hats

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Removing tradeable sub tokens and hats

Postby Audiosmurf » Sat Mar 14, 2026 3:56 pm

spiritualatom wrote:
azrid wrote:Yea I don't think thats happening.
You'll have to make it a lot more appealing to the devs and players for your idea to be seriously considered.

If they did do your idea it will just be a repeat of legacy server that has no players.
You think you want it but you don't.


Yeah I get that you wanna keep your sub tokens man. But if you at this point can't contribute anything outside of "na not happening" then it's better not to.

I mean, he's got a point and it's the same as mine. You can't totally turn an "economic system" on its head overnight without it exploding. I just think if they were doing short expedition servers like Salem, a "no tokens" server would be cute. The point about RMT is valid, but also like, flat-out ignorable in the same way the devs mostly ignore bots, because RMT is going to be a problem in every game forever no matter what anybody does.

The ultimate thing for me is just that sub token trading is simply dev-legitimized RMT and everyone knows that, which is embarrassing for the game as a whole.
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Re: Removing tradeable sub tokens and hats

Postby spiritualatom » Sat Mar 14, 2026 4:09 pm

Audiosmurf wrote:I mean, he's got a point and it's the same as mine. You can't totally turn an "economic system" on its head overnight without it exploding. I just think if they were doing short expedition servers like Salem, a "no tokens" server would be cute. The point about RMT is valid, but also like, flat-out ignorable in the same way the devs mostly ignore bots, because RMT is going to be a problem in every game forever no matter what anybody does.
The ultimate thing for me is just that sub token trading is simply dev-legitimized RMT and everyone knows that, which is embarrassing for the game as a whole.


Yeah I guess I'm coming from a similar viewpoint to what you're writing at the end there. That it's not a good look for the game.
If the solution is to make gradual changes away from the p2w instead of drastic ones, or to make a paralell server I'm behind it. But the core point has to be an acknowledgement that there is a deep problem with this monetization and a solution has to be found. A solution where devs are still compensated well but where the monetization isn't impacting the game world.

If you at this point now TP to the most popular market as a new player. The first thing that greets you there is a stall to trade in your sub token for 100 emerald, it speaks pretty clearly on their priorities.
With those 100 emerald a new player can buy;
mammoth armor pieces,
mine discoveries to go down to lvl 7 insta,
300q pickaxe

It's p2w, it's content skipping so how do we move away from that has to be like the main question.
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Re: Removing tradeable sub tokens and hats

Postby Dawidio123 » Mon Mar 16, 2026 2:24 pm

Audiosmurf wrote:The ultimate thing for me is just that sub token trading is simply dev-legitimized RMT and everyone knows that, which is embarrassing for the game as a whole.

I mean, I don't think it's much different than a lot of other mmos that let you get a sub through ingame currency (wow tokens, runescape bonds, eve plex) and that's honestly arguably a good thing for the pay 2 play mmos such as haven to a large extent. Arguably it's one of the easiest mmos to grind for "gametime" in, you can upkeep yourself for a whole world with like a few hours of effort with 0 prerequisites like having a "maxxed" account equivalent.
Now, I do think the token economy is really fucking ugly and when a new player that has 0 saved up tokens sees some greedy scum demanding like 5 tokens for a tool they will go like what the fuck that's 40$ (which tbf it kinda is if we don't consider the rmt token price) for an ingame item that doesn't do that much for them.
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