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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: I liked Haven 1 trading better, it got weird now
If I trade with my local hermit friends while in a village, I legitimately make shit up that I sorta kinda need when asked to trade. Just giving them free stuff makes them quit because they have nothing left to achieve, but a developed village produces everything a hermit does but better quality with less effort (not even talking about bots here).
I don't know the solution, and with the existence of tokens we've guarenteed that most major trade will be tied to that.
I don't know the solution, and with the existence of tokens we've guarenteed that most major trade will be tied to that.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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gravesmerch
- Posts: 521
- Joined: Thu Sep 08, 2022 6:13 pm
Re: I liked Haven 1 trading better, it got weird now
a previous world small market had "circular stalls", or something, that you could sell item in one stand and buy in the next stand, idk exactly how it worked, but you could buy and sell mats, even curios, as long as quality was enough
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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: I liked Haven 1 trading better, it got weird now
Wasn't this the market whose owners printed tons of coins to buy the super hql tools posted by trollex with insane prices as a joke that nobody should be able to afford, and then they got all bought out the same day?Robben_DuMarsch wrote:...
On a more serious note, in my experience trading by PMing the person is almost always superior, not only the prices are usually more fair, you can also negotiate by offering other stuff or buying a lot of things at the same time. I got a lot of freebies too back when i was still trading, people usually throw in something extra if you buy stuff from them constantly or they just feel like it/have some "trash" in their inventory.
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Robben_DuMarsch
- Posts: 2646
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: I liked Haven 1 trading better, it got weird now
gravesmerch wrote:a previous world small market had "circular stalls", or something, that you could sell item in one stand and buy in the next stand, idk exactly how it worked, but you could buy and sell mats, even curios, as long as quality was enough
Talking about my market that run supplier stalls. It was a really good set-up, I just didn't have time to play this world to remake it (with improvements).
Basically, I bought almost all curios and tons of other stuff like cheese etc. I set up the prices so they could buy and resell.
This did several things :
1. It controlled coin inflation as coins always returned to the market and kept the coin value stable.
2. It increased the market stalls that had goods, over time I tweaked quality to keep it relevant and to encourage hermits to push up their qualities.
3. It offers the most possible ways for people to earn money, kept stable by the buy limits that were controlled by the resell limits.
Some things had good turnovers like mbc etc. Mostly it solve the issue with needing merchants to constantly update there wares and instead allowed multiple people to just supply the stalls directly.
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DonVelD
- Posts: 1913
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- Location: @ your fenced base W/ a boar
Re: I liked Haven 1 trading better, it got weird now
okay thank you for confirmingRobben_DuMarsch wrote:Yes
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: I liked Haven 1 trading better, it got weird now
most people probably wouldnt do thisSnuggleSnail wrote:I would purchase Q10 edels, gimmermoss, bluebells, morales, etc if it were convenient to do so. Proabably even chantrelles, I don't want to maintain garden pots.
especially in an active village with farmers


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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: I liked Haven 1 trading better, it got weird now
Eh, I think you're kinda stuck in a haven thought bubble here. Nearly everything is liquid in every other MMO's economy.
The main reason that doesn't happen here is the effort/"tax" on moving stuff is absurd. Basically every small-medium trade takes longer to perform than just making the thing yourself. The ability to go to a barterstand in your base and trade your x-products-you-enjoy-making for everything you need sounds amazing to me. Would help with burnout a lot over needing to make everything.
Jorbtar will never make the game good tho, so it's dumb to rly argue about
The main reason that doesn't happen here is the effort/"tax" on moving stuff is absurd. Basically every small-medium trade takes longer to perform than just making the thing yourself. The ability to go to a barterstand in your base and trade your x-products-you-enjoy-making for everything you need sounds amazing to me. Would help with burnout a lot over needing to make everything.
Jorbtar will never make the game good tho, so it's dumb to rly argue about
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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: I liked Haven 1 trading better, it got weird now
Feel free to apply to join Whatever Bay, Rosku will surely consider your application.SnuggleSnail wrote:The ability to go to a barterstand in your base and trade your x-products-you-enjoy-making for everything you need sounds amazing to me.
On a serious note, the only MMOs that I know where there's true market liquidity for everything are Albion and Eve (themepark MMOs usually don't let you trade much and crafting is often a money sink rather than for profit.)
In those MMOs, most of the things of any real value can only be gathered in the full loot PvP enabled areas. The devs constantly need to ban bots collecting things in any safe zones, which in HnH would extend to bases. But those bots are still prevalent enough that anything collected in a safe zone is so cheap it might as well cost nothing.
It'd be hard to do something similar in Haven, as easily botted food like cheese quickly overtakes most other production a couple months into the game, and most valuable goods can easily be produced in your base with little exterior inputs.
The economy far more resembles a survival game, where items gathered in the world are initially very valuable but fall off in importance as people start to run a surplus and then accumulate lots of wealth, before the server wipes/resets, starting the cycle anew. This incidentally makes botting less attractive and less problematic because the startup cost of setting up botted production is devalued (which I imagine is why you hate the idea of wipes, botting is probably the only reason you've ever been considered competitive and not low tier.)

