Experienced Currency

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

Re: Experienced Currency

Postby MagicManICT » Tue May 05, 2020 3:44 am

Mr_Bober wrote: A hermit should be bartering anyway, not minting his own currency.

The restriction should be a consequential one, not a game rule. The consequences of not being able to establish a high enough frequency in trade, etc etc etc. See the Articles of Confederation for the United States post US Revolutionary War and before the establishment of the US Constitution for a perfectly good example. You can also look into any country that has had issues with monetary policy.
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Re: Experienced Currency

Postby Glorthan » Tue May 05, 2020 3:54 am

Mr_Bober wrote:Only the realm leaders should be able to mint customised coins, just like nations do. Everyone else would still be able to make coins, but not custom ones (aka all non-realm coins are the same). A hermit should be bartering anyway, not minting his own currency.

Say I'm have a village, and want to sell 10 types of items, and want to buy 10 types of items.

There are 3 options:
1. I trade using my own minted currency, anyone can trade for anything, ie. any buy for any sell by looking at the ratios.
2. I trade using barter, but you have to have exactly the right item to match the item im selling eg. i might have put my old pickaxe up for sale, but i have to select the exact item type i want people to barter for it (and ignore the other 9).
3. I have make 10 trades for every item I'm selling, to achieve the same effect as #1.

You're proposing we remove #1 which is the only sane way to run market stalls, for no benefit. Think before you speak.
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Re: Experienced Currency

Postby Mr_Bober » Tue May 05, 2020 4:43 pm

MagicManICT wrote:
Mr_Bober wrote: A hermit should be bartering anyway, not minting his own currency.

The restriction should be a consequential one, not a game rule.

Why should it? Plenty of other things have restrictions. We have things locked behind specific skills, stuff locked behind credos, and even something locked behind villages (like claiming loc.resources).

Glorthan wrote:Say I'm have a village, and want to sell 10 types of items, and want to buy 10 types of items.

There are 3 options:
1. I trade using my own minted currency, anyone can trade for anything, ie. any buy for any sell by looking at the ratios.
2. I trade using barter, but you have to have exactly the right item to match the item im selling eg. i might have put my old pickaxe up for sale, but i have to select the exact item type i want people to barter for it (and ignore the other 9).
3. I have make 10 trades for every item I'm selling, to achieve the same effect as #1.

You're proposing we remove #1 which is the only sane way to run market stalls, for no benefit. Think before you speak.


Actually you have 2 more options:
4. Trade using a normalised metal coin, which is the equivalent of trading in metal bars.
5. Trade using the realm currency, which you would most likely be able to exchange something for at the realm capital.

I would see this as a win-win: realms become more important to players living in it, and the market would be easier to keep in check.
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Re: Experienced Currency

Postby Glorthan » Tue May 05, 2020 5:00 pm

Mr_Bober wrote:
Glorthan wrote:There are 3 options:
1. I trade using my own minted currency, anyone can trade for anything, ie. any buy for any sell by looking at the ratios.
2. I trade using barter, but you have to have exactly the right item to match the item im selling eg. i might have put my old pickaxe up for sale, but i have to select the exact item type i want people to barter for it (and ignore the other 9).
3. I have make 10 trades for every item I'm selling, to achieve the same effect as #1.

You're proposing we remove #1 which is the only sane way to run market stalls, for no benefit. Think before you speak.


Actually you have 2 more options:
4. Trade using a normalised metal coin, which is the equivalent of trading in metal bars.
5. Trade using the realm currency, which you would most likely be able to exchange something for at the realm capital.

I would see this as a win-win: realms become more important to players living in it, and the market would be easier to keep in check.

You're right, but 4 requires a lot of metal, and to keep on top of the swings of the price of the metal itself, which is so painful it's why the real world doesn't use goods with intrinsic value as currency. #5 puts you entirely at the mercy of whichever realm's currency you decide to use, which is just more risk for no reason. It's also a logistics nightmare, you could sit on the other side of the realm.

My initial reply was perhaps a bit harsh but all of these options seem far inferior to #1 except for markets that allow other groups to set up stalls, where #4 seems to be the preferred method despite the extra difficulty. I don't think we need more barriers to hermits setting up their own markets.
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Re: Experienced Currency

Postby Mr_Bober » Wed May 06, 2020 2:15 am

Glorthan wrote:4 requires ... to keep on top of the swings of the price of the metal itself

That's the same issue custom currencies have in this game, since after all it comes down to the value of the bar of metal used to make it. You can't trust that the guys minting won't just make more money when they want to buy something they couldn't afford. IRL doesn't work that way.

Glorthan wrote:#5 puts you entirely at the mercy of whichever realm's currency you decide to use, which is just more risk for no reason. It's also a logistics nightmare, you could sit on the other side of the realm.

It's actually safer than using local currencies. The more people use a currency, the safest it is, since its value won't suddenly change by a lot. A guy losing his coins, or someone stopping playing won't make much of difference on a large market, while it would if only 5 people used that coin.

Glorthan wrote:I don't think we need more barriers to hermits setting up their own markets.

The whole point of this thread is to fix the way currency work in this game, since right now it's so bad that most people won't even bother using it.

Those who "open shop" right now mostly do it on the forum, using a point system, because it's safer and way more stable. And for local trades, most people do it through chat and/or Discord. Barter stands are largely underused exactly because the current coin system sucks.

Unless we want to get a currency system like Salem did, where coins had a set value thanks to NPC shops, we need to give control to players. And to keep the value somewhat stable we need those players to be a small but active group. That's why realm leaders would work well: unlikely to suddenly quit the game, and a small enough number that prevents having 200 kinds of currency out there.
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Re: Experienced Currency

Postby bitza » Wed May 06, 2020 2:59 am

Mr_Bober wrote:You can't trust that the guys minting won't just make more money when they want to buy something they couldn't afford. IRL doesn't work that way.


i guess you're not american :cry:
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Re: Experienced Currency

Postby MagicManICT » Wed May 06, 2020 4:21 am

bitza wrote:
Mr_Bober wrote:You can't trust that the guys minting won't just make more money when they want to buy something they couldn't afford. IRL doesn't work that way.


i guess you're not american :cry:

I think its' called "credit" in real life. I'll point anyone that wants at an old economics discussion jorb participated in. (It's in the archives somewhere, and not even sure I could find it or if it's intact at this point.)
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Re: Experienced Currency

Postby jock » Wed May 20, 2020 1:08 pm

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