jock2 wrote:I think this game needs a measurable and stable way to handle currency outside of "trust my coin" before an auction house would be possible.
I would love to see tokens applied to coin presses to give an exchangeable value, backed and convertible to tokens e.g. x coins = 1 token (viewable by all). Then we would have stablecoins, real equations of value beyond barter( that would still be needed) and more trust in the printability of metal coins. With this stability, markets would be easier to run, start and use. Exchange rates would then be a very clean and clear thing.
Of course, some of this comes with its own problems of trust and personal perceptions to consider such as connections to real money etc but it would be a far more transparent system. Players would know what their coins are worth and a possibility for players to cash out when they quit with a plan to return.
On a side note, it would be interesting to see how many tokens would be removed from leftover coins in the world at the end.
You can already do this with gold, silver, steel, etc. if you want to assign a real value to items, just price it in terms of the metal's worth to you. As you said, worthless coins as pure barter rather than a real store of value is also trivial to do.
The real issue is making a market is too much work for little to no reward, traveling to the market is too much work, advertising the market is difficult, and policing griefers is difficult further disincentivizing use of it. That's why the market we tried to make with you failed, like all community markets before it. It's a larp project that wastes combined years of people's lives.
This thread addresses that. Alternative solutions should still focus on: time investment, ease of access and ease of use (ie. default barter stands suck).