Jalpha wrote:I was raped pretty hard, several times, in hnh until I joined my first town. I guess I was just way too industrious, or settled in the wrong part of the map, the palli-bashers came in swarms. Rebuilding was like... A thousand times more pleasant an experience in hnh. I don't think it was necessarily "easy", especially getting a town claim up for the first time... It was however, aside from the waiting time for that first palli post to dry, many times faster, and there was no digging.
This was pretty much the point I was trying to highlight regarding the difficulty and complexity of early game. Note that I consider early game as the time from when you start up as a newcomer to the point when you have your first permanent base. If it takes a significantly disproportionate amount of time to rebuild and start over, most players would be immediately discouraged and quit. The idea is to ease up the difficulty and learning curve during this early game period before making things steeper and steeper as you reach end-game. I'd think that this would allow new players to feel that they have a "fighting chance" against established factions for as long as they are willing to put the work into it.
Dallane wrote:Speaking of trade I think that is another major issue in salem. Silver really doesn't have a value here. I never did any big trading other then a little foray into the metal market which was successful. With the week of selling iron I had more then enough to fuel multi places for some time and I had nothing else to do with it other then storing it on a alt. Silver just doesn't have the same value as the point system in hnh. It's to easy to come by and it just sits there doing nothing waiting for the next payment on a claim. In hnh you are trading for LP along with other needed goods. Everything you trade for has actual value and can be used at any time. As a noob in hnh my village was able to take a massive jump in production after I went up the river, our other explorer/hunter type characters went the other way and into the mountains and swamps. We collected pearls edels and bluebells mostly and went from being in the 40-50 area of quality into the 100+ quality area after a night of collecting inspirational. We were doing this while replenishing our own inspiration stocks. There is always a need to forage and getting paid in inspirational is great. Getting paid in silver just didn't have the same accomplished feeling to me. I just threw it in a purse on my trade alt and forgot about it basically.
While I haven't yet experienced much trade in Salem, I've observed in most other MMOs that currency inflation is a given challenge. As more players join in, more Silver goes into the economy and the value of Silver goes down in relative nature to useful goods. One method that seems to keep the end-game players interested is to regularly increase the amount of content, with better improvements costing more and more Silver-only materials or reagents. This would help stimulate the economy in that end-game players would actually have motivation to sell goods to mid-game and early-game folk, while the later can use trade to speed their own development.
I'm sure that end-game players would love to grind up Silver to summon rare monsters which have unique loot, to buy equipment and consumables with slightly improved (but not game-breaking) attributes, to build unique Silver-only buildings and structures, to rent more buildings in the Capital Cities or just to buy that epic-looking hat that no one else in the server can afford. Just my two cents, but if Silver is made more relevant as a currency, most players would use it for trade and industry.