Economy going to crap?

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Re: Economy going to crap?

Postby Potjeh » Fri Sep 14, 2012 3:50 pm

How about elevation based?
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Re: Economy going to crap?

Postby Darwoth » Sat Sep 15, 2012 5:43 pm

how about not requiring people to join zerg guilds, ***** in boston or build a half dozen different locations in order to play the game and be competitive. one of salems primary appeals for many is that a small group of 3 or 4 coordinated players can achieve as much or more as a large group.
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Re: Economy going to crap?

Postby Mushibag » Sat Sep 15, 2012 6:51 pm

Darwoth wrote:how about not requiring people to join zerg guilds, ***** in boston or build a half dozen different locations in order to play the game and be competitive. one of salems primary appeals for many is that a small group of 3 or 4 coordinated players can achieve as much or more as a large group.



One does not have to do any of those things to be competitive... Like you said, 3 or 4 coordinated players can achieve great results in this game, without any trading/whoring in Boston, or "zerg guilds"... The only thing you need to build multiple locations for is purity mines, which don't need much besides a claim & minehole.

Now if you're talking about a solo player/hermit, then yeah... trading/whoring is necessary to gain any kind of edge. The intent of the game is to require people to work together in order to excel in all areas. A solo player simply can not compete with those 3 or 4 well coordinated players. If hermits reach the same levels as these coordinated groups, I believe the game mechanics would be changed accordingly.
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Re: Economy going to crap?

Postby Darwoth » Sat Sep 15, 2012 8:27 pm

Mushibag wrote:One does not have to do any of those things to be competitive... Like you said, 3 or 4 coordinated players can achieve great results in this game, without any trading/whoring in Boston, or "zerg guilds"... The only thing you need to build multiple locations for is purity mines, which don't need much besides a claim & minehole.

Now if you're talking about a solo player/hermit, then yeah... trading/whoring is necessary to gain any kind of edge. The intent of the game is to require people to work together in order to excel in all areas. A solo player simply can not compete with those 3 or 4 well coordinated players. If hermits reach the same levels as these coordinated groups, I believe the game mechanics would be changed accordingly.


yeah, my point was to not change it so that those things do not end up being necessary, which is what the changes suggested in this thread (being unable to grow all crops in a given location etc) would do.
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Re: Economy going to crap?

Postby Potjeh » Sun Sep 16, 2012 9:28 am

It's not supposed to be a single player game.
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Re: Economy going to crap?

Postby Droj » Sun Sep 16, 2012 11:30 am

Without new content, eveyone has the time to learn and do almost everything in the game. Since this is happening there is no Market and what's left to trade is very little or overpriced. But people become desperate so they start to sell things cheaply and so goods lose value up to the point were it's hardly worth the effort in crafting them.

Besides making a town and paying for upkeep there is nothing else worth having a lot of silver for.
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Re: Economy going to crap?

Postby JeffGV » Sun Sep 16, 2012 1:15 pm

Problem is, as the game stands now, there is no meaning in trading with other peoples, cause everyone can do and can get everything. The game itself should impose some limits, like the ones there are with climates and terrain composition and suchs.
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Re: Economy going to crap?

Postby Sevenless » Sun Sep 16, 2012 4:24 pm

JeffGV wrote:Problem is, as the game stands now, there is no meaning in trading with other peoples, cause everyone can do and can get everything. The game itself should impose some limits, like the ones there are with climates and terrain composition and suchs.


Haven had plenty of trade going on, but it had no such limitations. And having those limitations puts a severe hamper on late game "super powers" in that they're absolutely forced to get everything. The only other people with competitive purities for resources would be the competition.

The components that enabled trade in haven were character specialization and equipment bonuses. Right now any old noob can make a pilgrims hat and it's as good as any other pilgrim hat. But if pilgrim hats gave a meaningful bonus and the better purity on them the better the bonus, plenty of trade will be generated as people try to get better equipment.

Likewise there's no benefits to being a specialized smith/miner/baker or whatever. So anyone with the skills can make it as well as anything else. Once crop purities get a lot higher, this might start changing.
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Re: Economy going to crap?

Postby JeffGV » Sun Sep 16, 2012 7:45 pm

Sevenless wrote:
JeffGV wrote:Problem is, as the game stands now, there is no meaning in trading with other peoples, cause everyone can do and can get everything. The game itself should impose some limits, like the ones there are with climates and terrain composition and suchs.


Haven had plenty of trade going on, but it had no such limitations. And having those limitations puts a severe hamper on late game "super powers" in that they're absolutely forced to get everything. The only other people with competitive purities for resources would be the competition.

The components that enabled trade in haven were character specialization and equipment bonuses. Right now any old noob can make a pilgrims hat and it's as good as any other pilgrim hat. But if pilgrim hats gave a meaningful bonus and the better purity on them the better the bonus, plenty of trade will be generated as people try to get better equipment.

Likewise there's no benefits to being a specialized smith/miner/baker or whatever. So anyone with the skills can make it as well as anything else. Once crop purities get a lot higher, this might start changing.

Haven had nodes for water, clay and dirt, though. And those influenced whatever else you could have by various ways. If you wanted better planks, you needed to have better pots and better water and better dirt and so on. But i still think the problem here is in the "everyone can have everything" matter. Having a resource to trade is a focal point of the trading itself. If everyone can have everything, trading is useless and no one needs to do that. In haven you needed to trade for better resources due to nodes. What have we got here? With some effort, everyone can get some good iron, that in turn increases crops' purity via dross. And that is the only "limited" thing we've got.
Assuming there were more crops, there could be differences between them that could made them more or less useful depending on the situation (due to new recipes, maybe also using a cauldron, that could be introduced). And assuming you can't have them all in a single area, people would need to trade. As it was done in the past, after all.
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