Inner village trade (coins)

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

Re: Inner village trade (coins)

Postby maze » Fri Nov 13, 2015 7:04 am

swaith wrote:Maybe set a base price for all items? the higher the quality the higher the base price.

thats how stalls work in old HnH, the owner of the stall would set a price.
but what i think your trying to say is that the town/kingdom or w/e has the power to set prices. that just would not do. a would be pretty annoying to follow a kingdoms orders on price.

Items can then be traded at a village/town idol thing (I have crappy experience as im mostly a hermit as no one will take me in) for their fixed base rate in currency which is ONLY usable inside the area of claimed land - this can then be used to trade inside trade stands which have the towns merchandise set up with prices set by whomever wants to sell at that particular stand.

the would be the same idea as normal trade stalls/ trading out of one.

The currency can be converted at our hearth fire for game time (im talking mins not hours) so we can use defunct currency when a town is destroyed etc.

bad idea, highly exploitable by the abuse of getting a billion coins to just get game time, blah blah blah, anyhow game time is the revenue for J&L. there should be no one to get gametime other then buying.

This will allow us to trade in towns we visit as guests / live in. Will restrict cons as currency cannot be traded outside/stolen.

Coins should be able to be stolen, and also be allowed to be used outside your kingdom. in the old times coins of another kingdom would be traded still in other kingdoms if the coins atlest held value.

Similarly we can craft wallets out of various different things, -the higher/better quality wallets/pouches can hold more different towns currency, a leather wallet with 8 different currency slots against a birch bark wallet of 2

sure.

that kind of thing.

The idea being that there is nothing to forge, it will be hard to con people or make villages to generate currency to use elsewhere as currency can only be used on the same claim it was generated. It enables people to trade between towns they are familiar with or guests of. Defunct currency can be spent at our own hearth fire for game time (a money sink) and generally speaking there is no true value to the currency outside of what a village is willing to pay for it.


already basically commented on all this

I would only suggest that the currency in the village can be spent by members of the said village when received in exchange for LP or for a set list of items purchasable from the town idol again?

again no, im a world trader. I would very much want to collect coins from other kingdoms and likly have shops in thier kingdoms.

Perhaps collectively like a chance based slot machine, so it has a capacity that when reached will spit out some lovely shiney rare or hard to obtain / manufacture items. Kind of like a treasure ticker.

So that for instance the village all collectively "donate" to the idol to reach a limit of say 500 coins or something nuts and then at 500 coins they can claim back the money as rare items it spits out?

Maybe have a buying table that they can use or something like that? so you choose what you want and it says 400 coins, so you keep trading to reach 500 coins and then use that to buy the item you were after. Hell even a rare mob spawn so they can slay it and get bragging.

RNG is bad also. We like to pretend this game has some realism in it. coins are an economy not a mini game...sorry
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Re: Inner village trade (coins)

Postby swaith » Fri Nov 13, 2015 10:51 am

completely fair enough - I have very little experience of the old trading systems I never really got there in the game as a hermit, but thank you for the comments and education ^_^ - I was trying to suggest something based on what people were talking about earlier in the thread to try and get an understanding of the issues - looks like i missed the mark a little ;D

I personally would love the idea of making a coin mint, but outside making it mini gamish what could you do to prevent people just diluting the currency and pricing out the little guy -

I do love the idea of trading the world and collecting currency - It would be amazing fun to make a coin exchange using the visitor gate system =]

The problem stems from setting a value on items and world trade currency, only way to do it ingame and keep immersion would be to have a stall that buys things (server shop) at fixed rates to generate money, which could stay ingame and be lost stolen hoarded etc. but as you have said that poses mad problems for realism / systems from the past.

Guess I just don't know enough to help on this one, id love to be able to buy the things I cant make yet, hell id settle for a town to live in :D
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Re: Inner village trade (coins)

Postby maze » Fri Nov 13, 2015 3:36 pm

@swaith: np, it took me along time to refine my ideas over years. and being able to defend em' and seeing the holes is part of Debating & programming & balance within the game.

Alot of the times if you visit a town with stalls, the cooks are buying blueberry, chantrels, cave bulbs~ basically anything from forgers, I Also seed em buying buckets of flour for cheap.

The town might also buy crappy hardleather, metals, wax, ropes & w/e other annoy task that towns don't like doing.

Pearls will always be bought likely, and Curios of all the sorts.

my points is that you don't need to set a price. a player will put a price on their valued work and then buy the thing they need from around town.
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Re: Inner village trade (coins)

Postby FerrousToast » Mon Nov 16, 2015 8:46 pm

Figured rezing this old tread was a better call then starting a new one on the same topic for my idea.

I thing it would be best if instead of coins being something that has to be crafted to be put into circulation, they came from the barter stands. Barter stands would have say, 8 slots, you can use for both buying and selling. The player who interacted with the stall and placed an item in first is that stalls merchant, and they can put things in to sell or take them out freely, and change the purchasing options, other players can be granted shopkeeper authority, which allows them to restock goods, but not sake them out or change what is being purchased or pricing. The table would spit out coins when things were sold to it, and then those same coins could be put back into the table to purchase the things. The coin that came out would bear an individual stamp to the player who initially built the stall not the merchant, so lawspeakers could build all the stalls in town and they could all work off one currency, or each merchant/player could build their own stalls so only selling done to them could be bought from them. It would also prevent any issues and difficulties with too much/not enough currency in circulation, it effectively just replicates the point system people have been using in trade threads for years. you put morrels, blueberries, fish, bearmeat, whatever into my trade stands I have set up to buy ingredients, and you will get points/coins that count towards your purchasing good curios/food, and I don't need to worry about having however many coins on hand/in my stall to ensure you can sell me whatever you like and buy what you want. An economy that has to be managed by LS would fucking suck and be no fun for most towns even if they wanted to use this, where as this could really be a player by player thing, where even if it's just one player in town who doesn't like and want to share openhandedly with others can have their trade tables, even though the LS is lazy or disagrees.
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