Inner village trade (coins)

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

Re: Inner village trade (coins)

Postby Lunarius_Haberdash » Tue Nov 10, 2015 1:35 am

_Gunnar wrote:1. We need to be able to put stamps on coins. This opens up the possibility of fiat currency as Maze suggests (i.e. NOT solely tied to the value of metal).


Can someone please explain where the value of these stamped coins would come from? We don't have a GNP, we don't have a massive economic model to base it off of, the only value we can have is the value of the coin itself. If the metal of the coin holds no value, the COIN holds no value.

I for one would never agree to trade in a material resource that has no intrinsic value. That was the beauty of metal coins, you can't shirk me for the value. Your imaginary coins stop having value if your economy collapses.. Fuck that.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1478
Joined: Tue Jul 05, 2011 5:14 am

Re: Inner village trade (coins)

Postby maze » Tue Nov 10, 2015 2:28 am

Lunarius_Haberdash wrote:
_Gunnar wrote:1. We need to be able to put stamps on coins. This opens up the possibility of fiat currency as Maze suggests (i.e. NOT solely tied to the value of metal).


Can someone please explain where the value of these stamped coins would come from? We don't have a GNP, we don't have a massive economic model to base it off of, the only value we can have is the value of the coin itself. If the metal of the coin holds no value, the COIN holds no value.

I for one would never agree to trade in a material resource that has no intrinsic value. That was the beauty of metal coins, you can't shirk me for the value. Your imaginary coins stop having value if your economy collapses.. Fuck that.


you do it every day with paper money. or plastic money in RL.

these coins are based of every trader who ever been a successful trader in HnH.
http://www.havenandhearth.com/forum/viewtopic.php?p=586070#p586070
http://www.havenandhearth.com/forum/viewtopic.php?p=575906#p575906
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2633
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Inner village trade (coins)

Postby Lunarius_Haberdash » Tue Nov 10, 2015 5:06 am

maze wrote:
Lunarius_Haberdash wrote:

Can someone please explain where the value of these stamped coins would come from? We don't have a GNP, we don't have a massive economic model to base it off of, the only value we can have is the value of the coin itself. If the metal of the coin holds no value, the COIN holds no value.

you do it every day with paper money. or plastic money in RL.

these coins are based of every trader who ever been a successful trader in HnH.
http://www.havenandhearth.com/forum/viewtopic.php?p=586070#p586070
http://www.havenandhearth.com/forum/viewtopic.php?p=575906#p575906


Yes, I'm well aware we do it every day in modern culture, because modern culture has the structure to support it. In HnH, one village getting raided invalidates the value of the coins they printed. The security of metal is it's always holds value, no matter how minute.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1478
Joined: Tue Jul 05, 2011 5:14 am

Re: Inner village trade (coins)

Postby _Gunnar » Tue Nov 10, 2015 6:26 am

Lunarius_Haberdash wrote:
maze wrote:
Lunarius_Haberdash wrote:

Can someone please explain where the value of these stamped coins would come from? We don't have a GNP, we don't have a massive economic model to base it off of, the only value we can have is the value of the coin itself. If the metal of the coin holds no value, the COIN holds no value.

you do it every day with paper money. or plastic money in RL.

these coins are based of every trader who ever been a successful trader in HnH.
http://www.havenandhearth.com/forum/viewtopic.php?p=586070#p586070
http://www.havenandhearth.com/forum/viewtopic.php?p=575906#p575906


Yes, I'm well aware we do it every day in modern culture, because modern culture has the structure to support it. In HnH, one village getting raided invalidates the value of the coins they printed. The security of metal is it's always holds value, no matter how minute.


Maze's village has structure to support it, or he thinks it does. Why not allow him to try the experiment? I don't see why it can't work, honestly, with responsible governance... In RL currencies also fail, btw.
My suggestion to resolve all of your peoples differences is really quite modest and general, just allow a unique stamp to be placed on items crafted at particular workstations (can require payment ;) ). This could be used for other nice things too, apart from coinpresses, so it should make larpers happy too.
Image
User avatar
_Gunnar
 
Posts: 1430
Joined: Thu Dec 22, 2011 1:15 pm

Re: Inner village trade (coins)

Postby soliddgino » Tue Nov 10, 2015 6:58 am

I moved this to its own post.
Honestly, the reason currency works in other video games. Lets take RPG's as our first example, is because they have sinks and dispensers. This somewhat prevents inflation and also allows developers to have an effect on the economy. In RPG's the dispensers would be things such as quests, killing raid bosses, clearing dungeons for loot. ETC.. This is comparable in haven to, farming, hunting, and foraging. However, the problem comes in that, there is no solid, structured, vendor. In RPG's you can rely on straight up cash from quests and killing monsters however in haven everything is an item. In RPG's you can sell small items like random pieces of cloth and trades materials to vendors. These vendors spit out an amount of cash to give based on the quality of the item. This is comparable to killing animals, and you constantly are getting things like bear teeth, boar tusks, deer antlers, etc... that at some point become no longer useful. Specific drops for different monsters that you can then sell to a vendor. Basically, these vendors have an infinite supply of money, and therefore selling antlers, blueberries, barley seeds or meat would be possible to make income infinitely thus inflating the system and ruining it.

This is where money Sinks come in. This is comparable to games like world of warcraft where you must spend money to get things like mounts and the ability to ride them as well as skills. Basically, money would have to be very easy to get as well as constantly being soaked in by a sink. Other menial things can soak up an economies money as well, like vanity items, methods of transportation etc.

This brings me to my third part. Not needing vendors in haven because its too much of a system or infrastructure to implement. As it is right now, the closest thing to currency in haven and hearth that has meaning full sinks and reasonable dispenses, is LP. There are all sorts of issues that can arise out of LP trading and what not, such as the value of curiosities skyrocketing but for the most part, with the new fate system, no one person should be getting an excessive amount of LP or rare curios. This would also be fairly balanced seeing as most types of players can all get curiosities.

Hunters can get bat wings, tusks, antlers, teeth, and make curios from hides and leather and etc.

Miners can get cats gold and petrified seashells (yuck) but can also make tiny abacus and tin soldiers to keep up with some of the better curios.

farmers can make straw dolls, harvest linen and silk to get some of those curios that I don't really know the names of.

and foragers can get all those good foragable curios like enthroned toads and what not.

Basically, the key to any currency is that any person can get it doing what they like as long as they put in the work. Not only that but this type of thing would remove the need for vendors since the characters are generating the currency on their own. Now, seeing as death removes like what 90% of a characters LP from the world? There will rarely ever be a problem with over inflation.

This means that all a noob has to do is craft some nettle clothes and pick some Q10 blueberries and sell it to farmers for LP. Basically trading skills for stats. So the farmer will get the stats he needs or whatever from eating the blueberry pies while the noob will get some good foundation for his character to get stronger. The more you sell berries the higher you can raise your survival and get better ones OR follow a different path and sell berries to get combat stats so you can sell boar meat to people for LP. Selling all your stuff? No problem sell, your high Q stuff that you don't have the stats to use properly for alot of LP and use that LP to get your character those stats to make it yourself or to buy it. Not only that but trading curiosities that give 7K LP for 5K LP to someone means you dont need too wait the 48 hours for the curio to finish studying. Essentially saving you time. This means not only will the buyer profit in LP overall, but the seller will get the quick LP he needs for Yeomanry too protect his goods or druidic right to increase silk production etc etc etc. The possibilities are literally endless and the best part is, all you would have to do is make LP trade-able.

I really want to hear what you guys think about this. I think it would definitely be something to try out. Even if its like a 2month experiment. If you tell haven players you're going to test a new system on a 2 month long world, You'd be suprised on how differently everyone plays. Not only that but eveyone would get LP faster.

MAJOR ISSUE WITH THIS SYSTEM AS POINTED OUT TO ME BY MAZE.
The dirty people that find joy in making a thousand alts to constantly right click trees and hit pick seeds will ruin it. People will make ten million alts and just get the EZ 5.5kLP you can get at the beginning and trade it to themselves. and basically, anyone who doesn't do this will be left behind. Now there are a few ways to solve this whos effectiveness varies. The first way being making a skill requirement to trade LP. For example, 5K LP for a skill called speech or something like that to share your knowledge ( learning points) with other people. This would reduce the want to spend an hour collecting seeds and samsara for like a couple hundred LP. However people would still have alts just to study curios all day then trade the LP back to themselves. Other ways vary such as making IP adress restricted LP trading, meaning you can't trade to yourself (which imo sucks). Another way would be to make LP convertable into coins. This brings the whole coin system back which I think sevenless pouch thing would work for this. Basically, you would have to make these coins study-able or something to convert it into LP meaning that you couldn't study a bunch of little ones you would have to study one big one. However, this removes functionality with trading curios because, why would you trade curios ever instead of just studying them when you'd have to spend time to study the LP anyways. Now another way of doing this would be to put a limit on how many coins of LP a person could consume(assuming you eat it like a sausage that gives LP) a day that gets reset everyday at midnight. This would allow for interesting things, like small trades being very valuable in the beginning and having large cupboards of 1k LP coins stored for later usage. Although this also could prove a hassel for devs to control aswell as nullifying the whole idea of making large trades or a lot of trades daily. So sticking with the LP coins idea, you could limit only the amount of LP coins you could consume from coins marked by your own IP Address. However, this too could be abused using VPN's and proxies. So therefore, regarding the experience system, it would have to be more strict on new characters or afk curio bots.

Basically, noobs will have to rely on LP coins as well as curios because they cant get enough experience to just use curios therefore preventing bots where as other characters who have already built up a lot of experience over their years can feel free to studying away on mirkwoods and batwings if they please.

Wrap up

All-in all, making LP convertible into trade-able coins that can be eaten like food to instantly gain LP (holding values to make more precise trades something like big medium and small coins in terms of LP like 1, 10 , 100, 1000 and 100000) would make starting up less menial and quicker as well as require less experience. It would also add a trading system that is stable and not really going to fall victim to inflation due to exp limitations aswell as death being a total loss of LP.
Last edited by soliddgino on Wed Nov 11, 2015 4:33 am, edited 1 time in total.
soliddgino
 
Posts: 40
Joined: Mon Jul 15, 2013 10:18 pm

Re: Inner village trade (coins)

Postby _Gunnar » Tue Nov 10, 2015 8:11 am

^
As you point out, everyone would make as many alts as they could keep with full studies and "trade" the coins to their main.

With Maze's fiat currency he will have to control inflation by his own actions, as it should be in Haven imo. There are sinks and dispensers for goods in the game already.
Image
User avatar
_Gunnar
 
Posts: 1430
Joined: Thu Dec 22, 2011 1:15 pm

Re: Inner village trade (coins)

Postby maze » Wed Nov 11, 2015 6:52 am

the more and more i see "trading for Time" in A&O the more I wanna see our ideas here come to life to push real trade into the game.
trade it dieing with everyone expecting game time 9.9
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2633
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Inner village trade (coins)

Postby swaith » Fri Nov 13, 2015 2:08 am

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

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

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

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.

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?

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.
User avatar
swaith
 
Posts: 19
Joined: Wed Oct 26, 2011 3:37 pm

Re: Inner village trade (coins)

Postby subie » Fri Nov 13, 2015 4:11 am

Perhaps if kingdoms come around, coins could be kingdom oriented instead of village. And trading stalls could be kingdom based constructs that only allow pre-approved kingdoms currency. Kingdom could have an economy tab where you could set the relative value of differing kingdoms coins. This could actually result in some pretty interesting inter-kingdom economic warfare.
subie
 
Posts: 63
Joined: Mon Apr 01, 2013 2:37 am

Re: Inner village trade (coins)

Postby swaith » Fri Nov 13, 2015 4:29 am

Thats not a bad adaptation, perhaps have the trading stall thing in a specific building - one you have to have a kingdom for.

That way you can limit it, and save a LOT of work making interfaces outside of one that works inside that one building, kind of like a trading/auction house from WOW.

And yeah the economical challenges of making sure the price is right would be brilliant fun,
User avatar
swaith
 
Posts: 19
Joined: Wed Oct 26, 2011 3:37 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: No registered users and 206 guests