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AuthorIdeas for improve economic part of the game
HoWM have extra combats but weak economic. All my friends agrees with me that economic part of HoWM is weak.

There are some ideas for improve economy and make it more interesting:

1. players should earn much more money in combats, exspecially in quests. For combats and quests which are dificult and we must to wear full equipment earning 100 gold is just a farse. A chance to find some arts in dificult combats should be much improved.
Also artifacts from quests should often be rare, inaccessible in shop.

2. players should get a cash and/or equipment from defeated players. It should to make combats more interesting.

3. working at mines, plants should give some bonuses. Maybe players who worked a lot for one mine/plant should have lower prices for their loyality.

4. prices for resources/fants should have much bigger differences - players should have possibility to do some money on transporting resources from mines to plants.

5. There should be a blacksmith on some location where players should have possibility to repair their items. selling unusual and buying new items is boring - repairing is much interesting.
Also shops in different locations should offer items in different prices. And of course should offer different items for each location. By the way count and disparity of artifacts is too low too.

I think that implementing some of my ideas will make a gameplay much more interesting and make more ways to playing that game.

What do You think about it? And maybe some of game developers are interested in programming help?
1. In Mercenary Guild you can receive elements - they cost much..
2. It isn't interesting at all.. because on different levels rules different fractions.. sometimes it's impossible to defeat one certain race with another certain..
3. there are bonuses alread: incrased received number of money & bonus for defence
4. it is called in russian "haliava" )
5. Receive 6 lvel & you wil be able to build this in your castle
3. to little - not enough to compensate equipment amortisation
4. in capitalism world they call it business
5. I think about players with low combat levels - I am sure that they would be glad to repair items at blacksmith
3. Later in hunts, when you need to fight in fullarts, you will receive much experience..
5. They can pay players with black smith for repairing their things.. anyway repairing things is expensive, so it's better just to sell them..
But economy really sucks. Game is great, and sucks at the same time. Aside from things like selling damaged stuff and buying new being cheaper than repairing it, look at the prices of items at market or shop. Resources on market have crazy prices, when everybody can buy them cheaper at proper place(and it's not like they are hard to get). Like, in shop there is almost half milion wooden shields for 300gp, and someone is selling half-used one for twice of this price. Limited amount of things in shop is another thing, I don't know, maybe it serves some unknown purpose.

It shouldn't be so hard to fix, like giving players resources instead of salaries, and then allowing them to sell it back at given price at place of production, or at any price at market(that would give some reason to existence of resource part in market), or maybe if something can be bought at any time, set maximal price at which it can be put at market.

Or something like this.
I think that you should be able to recruit more types of creatures, because right now, it's almost impossible to beat anyone who is a level or more higher than you are. I think it should be more difficult that beating someone on your own level, but not as difficult as it is.
1. i agree with Artgor here

2. wrong: why should i pay you for being better than me, i can understand that you would want to be more rewarded for your abilities but it shouldn't come at my expense

3. again Artgors got it right

4.ok i'll agree with you if you can explain how it would even work

5.why? it's cheaper to just sell the item and buy a new one(in most cases)
4. if you buy ore and then sell it in blacksmith, you earn 2-3 gold. Differences should be much bigger, some players who like to make money on trading should have that opportunity.
Clear example how weak are economic features in HoWM is market, when people are selling artifacts which they just bought in production facilities with high profits. Others dont even know that facilities with lower prices exists.

And second: to higher prices and to lower wages are simply way to multiply count of multiaccounts. People who has 3-5 accounts are laughing from straight players. They have full sets of artifacts and for them game is smooth and easy to play.

5. Is demonstrate that blacksmith is completely useless. The same wrote to me friends from Russia, which play that game much more time. Why to build useless features? In Diablo (Blizzard), which was extremely playable for me, economic part of game is much more balanced. Players earned money on hunts - less for easy, more for hard (much more for extremely hard). Artifacts were founded a lot often and are more different (it was great fun to hunt more and more to find something better or rare - for yourself or for sell). Hunting hardness was much more different - players could choose if they want easy competition with lower earnings or harder with higher earnings.

Here game is completely boring after a month of game. We must sit at the monitors and click 'enroll' our by our if we would to posess any artifacts. Others with extremely luck have it for free (in hunts) and have big bonus from it (could to sell it on martet for extremely high prices or use it to defeat weak 'enrollers').

We havent a fun if we can find artifact ones a week or earn money by all week to buy it in shop. We are just bored.
And dont tell me that there is perfect - there is a lot to do this game much more interesting.
Clear example how weak are economic features in HoWM is market, when people are selling artifacts which they just bought in production facilities with high profits. Others dont even know that facilities with lower prices exists.

It's called business, right? And everyone has equal rights to make business here.

And second: to higher prices and to lower wages are simply way to multiply count of multiaccounts. People who has 3-5 accounts are laughing from straight players. They have full sets of artifacts and for them game is smooth and easy to play.

Players who transfer gold from multiaccounts are found and executed (i.e. blocked forever).

5. Is demonstrate that blacksmith is completely useless. The same wrote to me friends from Russia, which play that game much more time. Why to build useless features? In Diablo (Blizzard), which was extremely playable for me, economic part of game is much more balanced. Players earned money on hunts - less for easy, more for hard (much more for extremely hard). Artifacts were founded a lot often and are more different (it was great fun to hunt more and more to find something better or rare - for yourself or for sell). Hunting hardness was much more different - players could choose if they want easy competition with lower earnings or harder with higher earnings.

That's not Diablo. That's the different kind of game. BTW, Diablo doesn't have economics. Variety of artifacts does nothing, cause 99.9999% of them are either crap or cost nothing.

Here game is completely boring after a month of game. We must sit at the monitors and click 'enroll' our by our if we would to posess any artifacts. Others with extremely luck have it for free (in hunts) and have big bonus from it (could to sell it on martet for extremely high prices or use it to defeat weak 'enrollers').

Wait for the first war to happen, first thief invitation released and first fullcrafted artifacts to appear. One can make a LOT of money on these things.
Well, though I read whole "about the game", I dont know yet, what could thieves guild bring me, I dont know any fullcrafted artifact, but I found that the best way of earning money is to enroll again and again. If I see that there's demand for e.g. 4 wood, I dont travel to that location, because the profit about 10 gold isnt worth it. I think it is not good for the economical model.

So my suggestion:
Do something to increase demand in order to make bussines go. Maybe the profit from trading is low just because every facility always get everything it needs immediatelly. (what about enlarging the map or owning facilities?)

I d like to be rich because of some cleverness of mine :-), to come to this game every night, take care of bussines and fight a battle. Because it seems to me now that the richest are the most active enrollers.

Tom, Czech Republic
Do something to increase demand in order to make bussines go.

Demand will increase when there will be more players wearing artefacts.

Maybe the profit from trading is low just because every facility always get everything it needs immediatelly. (what about enlarging the map or owning facilities?)

That's simple: more players - bigger map, more facilities. Concerning owning facilities - see the attached topic in this branch of forum.

I d like to be rich because of some cleverness of mine :-), to come to this game every night, take care of bussines and fight a battle. Because it seems to me now that the richest are the most active enrollers.

So, you want something which could earn money for you while you are doing nothing? Heh! :) Being acquainted with a few other online games I can say that owning a facility requires even more time online (but it gives a bigger profits, right).
Huntress, Tom dont want something which could earn money for nothing. He want to eliminate ogame-like effect, when players which sit 24/7 at the monitor will have more than players which have less time - for example 3-5h a day.

3-5h a day is a lot of time to fight in combats, but this doing any profit (its generate costs due to artifscts degeneration). We are talking about resolving that situation.
12.
Players who can play 24/7 will earn more than players who play 3-5 hours a day in ANY case.

Remember, that players who play 24/7 also fight more.

It's just a different pace of game, that's all. The amount of money when you get to lvl X is approx. the same in both situation. The only difference is that players who play 24/7 will reach that level several times faster.
Thanks rapra for saying what I meant :-)

I realized that many things are still in development. So I'll wait ;-) I think the idea of this game is great and we have much to look forward.

Valeria wrote:
"It's just a different pace of game, that's all. The amount of money when you get to lvl X is approx. the same in both situation. The only difference is that players who play 24/7 will reach that level several times faster."

If this is true, I am satisfied. Just wonder, what is X approximatelly equal to :-)

Tom
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